Online gaming revenues statista

Statista’s exclusive Global Consumer Survey holds further information on the video gaming habits of U.S. internet users (18 years and older). While 23% don’t play video games at all, almost 20% spend more than 10 hours per week playing video games .

Video game revenue in 2018 reached a new peak of $43.8 billion, up 18 percent from the previous years, surpassing the projected total global box office for the film industry, according to new data 17. The self-paced online learning market in the US is estimated to be worth $15.86 billion in 2021. (Source: Statista) That’s a huge figure. But: It marks a considerable decrease from the all-time high of $20.85 billion in revenues in 2016. 18. Tablet gaming generated revenues amounting to 6 billion euros and the figure is expected to increase by 42.3% come 2021 (IDATE DigiWorld, 2017) Online Gaming. (Statista, 2017) China alone will account for more than one-quarter of all global game revenues, reaching $37.9 billion this year. It will remain the number one gaming market by revenues and by number of players. Mobile is the dominant force and will generate 61% of revenues in 2018, growing to 70% of the market by 2021. The Mobile Gaming Industry Revenue & Growth Statistics . The mobile gaming industry has proven it’s on track to increase market share, with the global industry projected to reach $106 billion by 2021. In 2012, the mobile gaming raked in $12.7 billion globally, meaning the industry will increase revenue by more than 730% over the course of nine years. Video games & gaming. Statista tracks the latest shifts in this quickly developing segment of the media industry, with special emphasis paid to games industry market data. Statistics and facts about gaming across all devices – from consoles and PCs, to mobile devices such as smartphones, tablets and handhelds — have been collected here.

The statistic presents the leading paid game titles on Steam in 2017, ranked by their estimated revenue on the platform. According to the calculations, "Fallout 4" released in November 2015, ranked eleventh on the platform, with estimated revenues reaching over 35.34 million U.S. dollars.

In 2008, H2 Gambling Capital estimated worldwide online gambling revenue at $21 billion. In 2016, Statista predicted that the online gambling market would reach  7 Jan 2020 This statistic displays the annual growth of gaming users in China from 2009 to 2019. Online gaming revenue in China from 2013-2022. 25 Feb 2020 This statistic displays the sales revenue of the mobile gaming market in Statistics on "Online gaming in the United Kingdom (UK) - Market  Online gaming in India - Get the report with graphs and tables on statista.com! Relevant information regarding the gaming sub-sectors in the country along with the financial overview of Revenue of online gaming industry India 2014-2023. 9 Dec 2019 Number of employees in the gaming industry in India 2013-2022. Published Statistics on "Online gaming in India - Mobile gaming". The most 

21 Mar 2019 Online grocery shopping in the U.S. will more than double from $14.2 billion in 2017 to $29.7 billion in 2021, according to Statista. But many 

With revenues from mobile casino gaming in Bluefox as well as other casino operators growing exponentially every year, Statista.com has predicted a $130 billion gaming revenue by the end of 2019. In 2016, mobile casino gaming fetched around $115 billion. Let’s talk about the worldwide distribution of gaming market revenue from 2015 to 2019. The statistic presents the leading paid game titles on Steam in 2017, ranked by their estimated revenue on the platform. According to the calculations, "Fallout 4" released in November 2015, ranked eleventh on the platform, with estimated revenues reaching over 35.34 million U.S. dollars. In 2018, Arena of Valor/Honor of Kings, which originated in China, was the mobile eSports game with the highest revenue of over 2.5 billion U.S. Statista Logo statista.com Newzoo continued their gaming revenue predictions through to 2021 (again revised in October 2018). By 2021 they expect total gaming to be worth $174.0 billion. They expect mobile gaming to continue to grow, reaching $91.2 billion in 2021, with 43% of the market smartphone gaming and a further 9% tablet. Video game revenue in 2018 reached a new peak of $43.8 billion, up 18 percent from the previous years, surpassing the projected total global box office for the film industry, according to new data 17. The self-paced online learning market in the US is estimated to be worth $15.86 billion in 2021. (Source: Statista) That’s a huge figure. But: It marks a considerable decrease from the all-time high of $20.85 billion in revenues in 2016. 18.

Revenues generated by online gaming in China from 2013 to 2022 (in billion yuan) The graph shows online gaming revenues in China from 2013 to 2017, with forecasts up till 2022. It was expected that the internet gaming industry of China would generate a total revenue of 375.8 billion yuan in 2020.

Video game revenue in 2018 reached a new peak of $43.8 billion, up 18 percent from the previous years, surpassing the projected total global box office for the film industry, according to new data 17. The self-paced online learning market in the US is estimated to be worth $15.86 billion in 2021. (Source: Statista) That’s a huge figure. But: It marks a considerable decrease from the all-time high of $20.85 billion in revenues in 2016. 18. Tablet gaming generated revenues amounting to 6 billion euros and the figure is expected to increase by 42.3% come 2021 (IDATE DigiWorld, 2017) Online Gaming. (Statista, 2017) China alone will account for more than one-quarter of all global game revenues, reaching $37.9 billion this year. It will remain the number one gaming market by revenues and by number of players. Mobile is the dominant force and will generate 61% of revenues in 2018, growing to 70% of the market by 2021.

Statista dossier on online gaming in the U.S. and worldwide. This dossier has been compiled to provide statistical information about online gaming in the United 

8 Sep 2017 An ecommerce app is an effective way to boost an online store's sales over the market, gaining many users and racking up considerable profits. According to Statista, the number of smartphone users worldwide will Mobile apps are relatively restricting in terms of layout, which can play into your hand. 22 Aug 2019 By the end of 2019, the global gaming market is estimated to be worth $152 billion, Why non-internet companies are buying into adtech from within the game industry, games are also generating huge amounts of revenue. U.S. Online Gaming Industry - Statistics & Facts. 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 2.2 trillion U.S. dollars by 2021. Gaming is an integral and ever-developing segment of this market. Revenue in the Online Games segment amounts to US$12,692m in 2019. Revenue is expected to show an annual growth rate (CAGR 2019-2023) of 2.5%, resulting in a market volume of US$14,033m by 2023. User penetration is 9.4% in 2019 and is expected to hit 10.7% by 2023. This timeline presents the annual online games revenue generated by Tencent Holdings from 2010 to 2018. Online gaming among senior gamers in the U.S. 2016; Statista, Statista Inc., Mexico: online gaming penetration 2017 Frequency of playing online games in Sweden 2019 Statista is a great source of knowledge, and pretty helpful to manage the daily work. Online and mobile betting accounted for Gross Gaming Yield (GGY) of £710.19 million in 2011-12. Under new legislation, that rose to £3.6 billion for the period 2014-15.

Statista’s exclusive Global Consumer Survey holds further information on the video gaming habits of U.S. internet users (18 years and older). While 23% don’t play video games at all, almost 20% spend more than 10 hours per week playing video games . With revenues from mobile casino gaming in Bluefox as well as other casino operators growing exponentially every year, Statista.com has predicted a $130 billion gaming revenue by the end of 2019. In 2016, mobile casino gaming fetched around $115 billion. Let’s talk about the worldwide distribution of gaming market revenue from 2015 to 2019. The statistic presents the leading paid game titles on Steam in 2017, ranked by their estimated revenue on the platform. According to the calculations, "Fallout 4" released in November 2015, ranked eleventh on the platform, with estimated revenues reaching over 35.34 million U.S. dollars. In 2018, Arena of Valor/Honor of Kings, which originated in China, was the mobile eSports game with the highest revenue of over 2.5 billion U.S. Statista Logo statista.com Newzoo continued their gaming revenue predictions through to 2021 (again revised in October 2018). By 2021 they expect total gaming to be worth $174.0 billion. They expect mobile gaming to continue to grow, reaching $91.2 billion in 2021, with 43% of the market smartphone gaming and a further 9% tablet. Video game revenue in 2018 reached a new peak of $43.8 billion, up 18 percent from the previous years, surpassing the projected total global box office for the film industry, according to new data