U.S. Online Gaming Industry - Statistics & Facts

U.S. Online Gaming Industry - Statistics & Facts

Statistics and facts about the Online Gaming Industry in the United States

The global media and entertainment market has consistently been on the rise. The entire worldwide market is projected to grow from an estimated 1.72 trillion U.S. dollars in 2015 to 2.14 trillion U.S. dollars within five years. Gaming is an integral and ever-developing segment of this market. The two largest gaming regions, Asia Pacific and North America, are predicted to account for 72 percent of global revenues in 2016. Online gaming in particular is one of the branches that has evolved over the past decades. It includes free-to-play and pay-to-play massively multiplayer gaming, social gaming, and mobile gaming. These four segment revenues added up to over 44 billion U.S. dollars in 2015 and, judging by the data volume of global online gaming traffic alone, which is forecast to grow from 41 petabytes in 2015 to 138 petabytes in 2019, it is safe to assume online gaming is here to stay.

Industry leaders include already established video game developers such as Electronic Arts , Ubisoft, and Activision Blizzard, all of whom have recognized the opportunity presented by the rising online gaming segment. There are also major players in the market whose primary focus is social gaming. These developers include, but are not limited to, Supercell, Zynga, and King.com. In fact, as of mid-2016, four of the ten most popular Facebook games belonged to King, while a further two were published by Supercell.

Social gaming is tightly bound with mobile gaming, as the majority of social games are developed in the form of apps for iOS and Android devices. In the United States, the social app-based market largely exceeds browser-based social gaming. This trend has been apparent at least since 2010. That year, app-based gaming accounted for 70 percent of the social online market value, with the remaining 30 percent of the value attributed to browser social games. Allowing for constant growth, by 2020 those categories are expected to account for 84 percent and 16 percent of the social online gaming market, respectively.

Photo: istockphoto.com / Cybrain

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