The Earth’s population is 7.8 billion. Steam & Game Stats Updated: May 14, 2021 @ 3:19pm Our on-going goal with Steam is to improve the service we offer customers. It is predicted that in 2020 $159.3 Billion will be spent on Games in 2020 and that the Market Will Surpass $200 Billion by 2023. (Scale 0-4). In 2019, German gamers missed the most meals, but this year gamers in India took the top spots in missing meals, showers and work to play games. Figure 39: Would you quit your job if you could support yourself as a professional video game player? A high-quality gaming experience is dependent on high quality and high-speed internet connections to be able to handle the interactions between the remote gaming servers and the player. 73.55% of gamers prefer single player games, 3.63% prefer Multiplayer games, and 22.82% like both equally. Gamers age 26-35 spend the most time playing, at 7.5 hours a week. Posted under: Gaming and Internet. The hours watching traditional sports online went from 2.37 hours per week in 2019, to 2.26 hours this year, down five percent. Figure 50: Would you rather play video games or watch TV shows and movies? Female gamers consistently spend less time watching traditional sports, online sports, esports and others play online. People that bet online were more likely to bet more money each month compared to those that prefer to bet in bookmakers on the high street: 38.7% of online bettors bet £10 â £100 each month (vs 29%) 8.6% bet £100 â £500 each month (vs 5%) 1.2% bet £500+ each month (vs 1%) 35.3% of sports bettors consider themselves to be âprofitableâ. Globally, 87 percent of gamers find the process of downloading games frustrating, a small increase of two percent since last year which may represent an improvement in performance. On average, video gamers spend six hours, 20 minutes each week playing games. How things … The State of Online Gaming 2020 research report highlights the latest findings in an ongoing series of consumer surveys about online habits and opinions. Prize money from gaming tournaments is approaching salaries in traditional professional sports, resulting in people considering video gaming as a possible professional career. The high internet penetration and increasing use of mobile phones among individuals for playing online games from their homes and public places are driving the market. Ranida Games has published Basketball Slam 2020!, Dunk Perfect - Basketball Jam, Waaaaah! Younger gamers are moving away from watching traditional sports on television. Figure 40: Would you quit your job if you could support yourself as a professional video game player? New console-less gaming services are gaining traction. Both expert gamers and aspiring professionals have the most frustration with download speed, with 41 percent of experts and 58 percent of aspiring professionals noting this as their primary frustration. Too high pricing and poor performance are the top obstacles to subscribing. Xace. Figure 1: How many hours each week do you spend playing video games? Mobile phones remain the primary gaming device followed by computers, gaming consoles and tablets. Figure 7: How much of your total time playing video games is on the following devices? However, in Japan and South Korea, gamers watch other people play video games online more than they watch traditional broadcast sports. More than half of casual gamers and novices have never played for more than 3 hours at a time. To ensure all customers receive the fastest download speeds during a major new release or software update, utilize the services of a Content Delivery Network (CDN) with the global capacity and performance to handle spikes in traffic. Online Gaming Statistics - 45 Facts That Will Blow You Away. Information about the open consultation on the reduction and consolidation of HMRC statistics publications has been added to the 'UK Betting and Gaming background and references' page. Frustrations with download speeds are the biggest issue for gamers 18-45, and for gamers 46 and older, downloads that don’t work is the biggest issue. Gambling industry. This website stores cookies on your computer. (Scale 0-4). A new category of online gaming is included in this year’s survey – Console-less Gaming Services (such as Google Stadia). In this article, we’ll explore the 2020 revenues for mobile, PC, and console gaming. Japan and the U.K. had the most gamers who play more than 20 hours each week at 12 percent and 10 percent respectively. Gamers in India are significantly more interested in console-less gaming than those in other countries, with almost 83 percent willing to subscribe. In 2020 they can even use antivirus software to control what their kids do on their devices. The overall global average hours fell from three hours five minutes in 2019 to two hours 54 minutes this year, a six percent drop. Figure 31: What is the longest you have ever consecutively played video games at one time? The global online gambling market size was valued at USD 53.7 billion in 2019 and is expected to grow at a compound annual growth rate (CAGR) of 11.5% from 2020 to 2027. This is down from £14.5 billion and 106,000 employees in March the same year, a change driven by more gambling taking place online than on-premises. July 28, 2020. 30 October 2020 The gaming world goes from simple casual apps to actual gambling titles, such as the popular online slots. Mobile phones are the most popular device across every age group followed by computers. (Select all that apply). The online gaming industry in Malta is one of the fastest-growing industries locally. This is because experienced gamers are more likely to play more complex games that require larger downloads, so download performance has a greater impact on their gaming experience. WePC is the essential site for serious PC gamers. In total, mobile games will generate revenues of $77.2 billion in 2020, growing +13.3% year on year. Price sensitivity is the dominant reason gamers globally cite as most likely to prevent subscribing to a console-less service, followed by performance issues such as latency. Players will spend $4.5 billion on immersive games by the end of 2020. Coming in second for women is Casual Multiplayer games and for men, First-Person Shooter games. Gamers rated the importance of various aspects of playing video games. This website stores cookies on your computer. It’s estimated that the global gaming industry will be worth over $300 billion by 2025. As millions of people go online for entertainment and more, total internet hits have surged by between 50% and 70%, with streaming also up more than 12%, according to preliminary statistics. For casual gamers, download speed wasn’t as critical, but when downloads don’t work ranked close to equal with download speed. … Comeback to Full-Motion Gaming. This report is based on responses from 4,500 consumers in France, Germany, India, Italy, Japan, Singapore, South Korea, the U.K., and the U.S., age 18 and older who play video games at least once a week. 70% of parents say video games have a positive influence on their child’s life. Fast performance is the top priority of gamers 46 and under. According to revised Newzoo research, the global games market was predicted to be worth $134.9 billion in 2018.The largest sector of this was mobile gaming which was estimated to be worth $63.2 billion, 47% of the global games ⦠The video game industry is growing so fast that some believe it will reach over $300 billion by 2025. In the past year. Italians missed the least time from work, and U.K. gamers skipped the fewest meals. ; Half of Those Gamers Are In Asia . In the past year since the State of Online Gaming 2019 report, there are new gaming options and shifts in online gaming behavior. The line graph below clearly shows how closely the gaming preferences for experts and aspiring professionals for First-Person Shooter, Multiplayer and Battle Royal games track across the variety of game types. As the DLC market share rises, the package market falls alongside it; in 2011 it took a solid 80% of market share, falling to just 46% in 2017 and continuing to fall ever since. Gamers in Germany spend the most time playing, at an average of almost seven hours a week. The video gaming industry is undeniably one of the biggest … Here is just a preview of what’s ahead: There are 2.7 billion gamers worldwide in 2020. (Select all that apply). Figure 33: What daily activities have you missed due to playing a video game? Biggest companies in the Online Game industry in China. The State of Online Gaming 2019 research report highlights the latest findings in Limelight Networksâ ongoing series of consumer surveys about online habits and opinions. Fast performance is critical to gamers, being cited as the most important aspect of game play across all age groups. Between December 2019 and March 2020, the gambling games were almost as popular (36%) than the shooter games (40%), which are increasingly popular. The packaged market value in 2018 amounted to 10.9 billion U.S. dollars, down from 11.2 billion a year earlier. (Digital River, 2017), Mobile gaming now has the biggest share of the market with 48% of players engaging in mobile gaming, Console gaming just outperforms PC gaming in the global games market with console taking 28% of market share and PC gaming taking 23%, By 2022 the global game market will reach $196 billion, while the mobile gaming market will rise to $95.4 billion, Sony Playstation has the highest percentage of the console gaming market with a share of 63.39%, Female gamers are more likely to play games on mobile and tablet devices, whereas male gamers are more likely to play on computers and consoles, People prefer to download a game (63.6%) rather than buy a physical copy (26%) globally, When US gamers were asked which platform they preferred for gaming, it was found that 61% used their Smartphone, 52% used a dedicated console, and 49% took part in PC gaming, Microsoftâs recent acquisition of ZeniMax was the second largest video games sector acquisition of all time, Smartphones and tablets are taking over the global games market, taking up 34% of the global games market share in 2015. (NewZoo, 2016), 76% of customers prefer to play games on mobile devices while 62% prefer playing on PC/Mac. Mehroof, M et al. Half (51 percent) of gamers globally watch other people play online weekly. Globally, 87 percent of gamers find the process of downloading video games frustrating, increasing slightly (two percent) since 2019. Computer Game Addiction Stats and Research. In India, that number was 94 percent. Survey responses were collected between January 3 and January 21, 2020. The Video Gaming Industry is now estimated to be worth $159.3 Billion in 2020, which is a sizeable increase of 9.3% from 2019. It is worth noting the consistency of play time between aspiring professionals and experts. In fact, the DLC market value increased by 121% between 2010 – 2017, and this trend is predicted to continue to rise. Under new legislation, that rose to £3.6 billion for the period 2014-15. Although Casual Single-Player games are the most played game type across all age groups, gamers 18-25 continue to prefer First-Person Shooter and Battle Royale games, and these games strengthened their popularity in this age group by as much as 23 percent compared to 2019. The incidence of depression is also increasing in the country. Figure 14: How much of your time playing video games is spent playing each of the following types of games? minutes more on these sites on average each day, and users of social media sites spent more than 18 minutes more each day on average. It is predicted that players will spend $4.5 billion on VR games by the end of 2020. Figure 36: How often do you play video games during work? Figure 22: How many hours each week do you watch traditional sports on television? Figure 12: How much of your time playing video games is spent playing each of the following types of games? In 2017, there were 2.21 billion gamers worldwide, As at August 2020 there are an estimated 3.1 billion people consuming video games, representing around 40% of the population of the planet, In 2018, the consumer (package + digital) market picked up, increasing to $29.9 billion (up 22.5% from 2017), 80% of the total digital games revenue came from free-to-play games in 2018, Almost 50% of gamers have made at least one microtransaction in the past year. Figure 26: How important are each of the following when playing a video game? Published by Martha Jean Sanchez, May 19, 2020 According to a survey conducted by Rakuten Insight in the Philippines, 75 percent of respondents stated playing online games as of March 2020. Age does not have a strong correlation with missed activities, but younger gamers are more likely to miss a meal, work or a shower to play a video game. This survey was fielded by a third-party company with access to consumer panels in France, Germany, India, Italy, Japan, Singapore, South Korea, the United Kingdom, and the U.S. these types of games increased in popularity by more than 12 percent and over ten percent respectively in the past year. (NewZoo, 2018), Smartphones and tablets are expected to still take over the global games market in 2020, with an increase of 17% from 2015. (Scale 0-4). (Capcom Annual Report, page 44, 2017), A 12.5% increase in PC and console additional game content revenue is expected in 2018 from 2015. India had the highest percentage of gamers wanting to turn pro at 53 percent. The hours watching sports on TV went from 3.08 hours per week in 2019, to 2.79 hours this year, down ten percent. Less than 19 percent of gamers over 60 who are employed play at work. Major esports tournaments have maintained their popularity. OVERVIEW. The average aspiring pro’s longest session averages eight hours, 25 minutes. 72% of parents limit their childâs time playing games. Novices also noted download speed as their primary frustration. 3 . If youâre looking for the best game ever made, Legend of Zelda: Ocarina of Time still holds the title according to Metacritic having achieved a near-perfect score of 99/100, although 2020 did give it a run for its money. The Global Gaming Market Will Be Worth More Than $90 Billion by 2020 . Online card games and digital e-sports have seen a higher uptick in the past few weeks as people look for ways to pass time indoors. Personality traits like trait anxiety, sensation seeking, neuroticism, and aggression appear to be related to the development of gaming addiction. 82% of global consumers played video games and watched video game content during the height of the COVID-19 pandemic lockdowns. ; 60% of US Gamers Play On Their Smartphones . Just as men play games more than females, they are much more interested in a career as a professional gamer than women, with 41 percent of men willing to quit their jobs and become professional gamers compared to just 29 percent of women. ; There Are More Than 2.5 Billion Gamers Around the Globe . China, the world's largest gaming market seems to be leading the way in terms of revenue generated through video games. With a video game industry revenue of $36.9 billion, the US led the global gaming industry … The high internet penetration and increasing use of mobile phones among individuals for playing online games from their homes and public places are driving the market. Those over 60 spend the least, at 4.7 hours playing. Japan had the lowest number considering a professional career at just 17 percent. When we look at a genre breakdown of video game sales, we can see that Action games hold the top spot with a 26.9% market share followed by Shooters at 20.9%, and Role-playing games at 11.3%. ; 63% of Gamers Play Online With Others . With game developers like Kiragames, Ammonite Studios, duckprog, and 37Games.Asia leading the way, the future of mobile gaming is certainly bright for the âLand Of Smiles.â In this article, we will provide a number of detailed mobile games statistics and insights into the Thailand Android game market with focus on mobile games only. Figure 21: How many hours each week do you watch traditional sports on television? Posted under: Gaming and Internet. Approximately 500 responses were collected from each country for a total of 4,500 global responses. Figure 11: What is the most frustrating part of downloading video games? Clark County Gaming Footprint, 1963-2020 ; The Amount of Male and Female Gamers is About the … Gaming consoles have the highest usage in the U.K., tablets are used in India more than any other country and Italy has the highest computer usage. Published by Statista Research Department, Mar 19, 2021 India recorded about 365 million online gamers in financial year 2020. T here are around 2.7 billion mobile gamers worldwide. According to Newzoo's Global Games Market Report, Gamers will spend about $137.9 billion this past year on games. The Video Gaming Industry is now estimated to be worth $159.3 Billion in 2020, which is a sizeable increase of 9.3% from 2019. (Applause , 2016), With a 99/100 Metacritic score according to critics, The Legend of Zelda: Ocarina of Time is the best game ever, With a 95/100 Metacritic score, Persona 5 Royal is the best game of 2020 overall, and with 93/100 Half-Life: Alyx is the best PC game of 2020, Fate/ Grand Order was the most talked about game on Twitter in 2019 with over 1.2 billion tweets mentioning the title, 26.9% of video games sold in the US in 2018 were Action games, PUBG is the most played game on Steam with over 1 million players in 2019, League of Legends is the most-watched game on Twitch, Fortnite is the most-streamed game on Twitch. We believe that by sharing this data, we'll be able to spot problems earlier, improve the Steam service more efficiently, and ⦠UK online gaming statistics 2020 make for impressive viewing. The global gaming market is set to reach $256.97 billion by 2025. Globally, gamers spend 32 minutes more per week watching traditional sports on television than watching traditional sports programming online or watching other players stream games online on gaming sites like Twitch. The global gaming industry will grow at a CAGR of 12% between 2020-2025. Women are more likely to use mobile phones for gaming than men, while men use computers and gaming consoles more than women. 2.9 Billion Players Will Help the Global Games Market Generate $175.8 Billion in 2021, Asia Pacific reached a revenue of 72.2billion U.S. dollars, making them the largest gaming market in 2019, By investing heavily in game companies, Tencent made the most revenue from games with a revenue of $19.7 billion in 2018. Men play nearly seven hours per week. Malta online gaming statistics are impressive. This is a marked difference in what was predicted for the industry with 2016 statistics forecasting a total worth of $90.07 Billion for the same period – a huge 76.8% difference between the two figures. The highest rate is in India where 57 percent play during work, and the lowest is in Italy at 21 percent. In terms of the most notable behavior shift, binge-gaming is on the rise, with most gamers reporting having played for more than four hours consecutively. Nearly two-fifths (38 percent)” of global gamers would quit their jobs and become professional gamers if they could support themselves by doing so, an increase of seven percent in the past year. As you might expect, aspiring professionals and experts put performance above other non-pricing concerns for their willingness to subscribe to console-less gaming services. AT&T reports that gaming-related traffic in April 2020 was 50 percent higher than pre-lockdown levels. They are expected to spend about $151.9 billion in 2019. (Digital River, 2017), A 20% increase in PC and console full game revenue is expected in 2018 from 2015. Figure 45: Of the following options, which is most likely to prevent you from subscribing to a live streaming console-less gaming service (such as Google Stadia)? Figure 3: How many hours each week do you spend playing video games? Figure 32: What is the longest you have ever consecutively played video games at one time? Figure 18: How many hours each week do you watch other people play video games online (such as Twitch or YouTube Gaming)? Figure 35: What daily activities have you missed due to playing a video game? (AppAnnie) Player spend is set to reach $138 billion by 2025. Figure 23: How many hours each week do you watch esports tournaments? Gamers make up a huge proportion of internet users, 37% to be precise. Figure 44: Of the following options, which is most likely to prevent you from subscribing to a live streaming console-less gaming service (such as Google Stadia)? More than 38 percent of gamers would like to become professionals if they could support themselves as professional video gamers, an increase of three percent in the past year. 60% of relationships that started … Mobile phones remain the most popular device used to play video games globally. Figure 46: Of the following options, which is most likely to prevent you from subscribing to a live streaming console-less gaming service (such as Google Stadia)? Gamers age 26-35 watch the most esports tournaments, and the highest average hours of weekly viewing. (NewZoo, 2018), Online PC games is expected to take up 47% of the global PC and console gaming revenues in 2019. There were a total of 80 billion mobile game downloads in 2020, with an 18% YoY growth. This is an average of one hour and two minutes longer than women, who play 5.80 hours. 2 min read. Gambling industry statistics are published twice a year (in May and November) and provide the latest information on each sector regulated by the Gambling Commission. Likewise, casual and novice gamers both prefer Casual Single-Player games. Watching other people play video games online such as on Twitch or YouTube, has also fallen six percent from 2.43 hours per week in 2019, to 2.29 hours this year. In this Gaming Trends 2020 report we cover the biggest changes to impact gamers in recent times, gaming trends and the statistics to know. While the group is highly male-dominated, it’s surprisingly diverse in other ways. Gambling Accounts. Every day 25 new games are released on Steam. The gambling industry in total is worth £14.3 billion and employs 98,174 people across the UK as of September 2019. Tinder Statistics. Not only do male gamers watch more game play online than female gamers, they also play an hour and nine minutes per week more than females. Figure 30: What is the longest you have ever consecutively played video games at one time? Online Gaming Statistics - 45 Facts That Will Blow You Away. ; Half of Those Gamers Are In Asia . Here are some forecasts. We’re not just spending more time playing games either; GlobalWebIndex’s research also finds that 10 percent of internet users around the world have been spending more time watching esports. (Scale 0-4 where 0 indicates the device is never used and 4 signifies the device is used most of the time). There were a total of 80 billion mobile game downloads in 2020, with an 18% YoY growth. Utilizing CDN storage that places content such as game files close to your audience will help speed download times. For the first quarter of 2020, the Match Group saw a total revenue of $545 million, along with a 17% growth from the previous quarter. These edge nodes directly connect to game origin data centers to handle the heavy throughput demands of fast paced games. In 2015 annual gross-gaming yield for the online bingo industry from UK customers along £128.64 million, or 3% of the entire online gambling market share. This report is based on responses from 4,500 consumers in France, Germany, India, Italy, Japan, Singapore, South Korea, the U.K., and the U.S., age 18 and older who play video games at least once a week. The latest statistics cover the period between April 2019 â March 2020. While preference globally overall is a toss-up between playing games and watching TV shows or movies, there are clear preferences by age groups, where gamers 18-45 prefer to play video games, and those 46 and older prefer watching movies and TV shows. Figure 13: How much of your time playing video games is spent playing each of the following types of games? Across all the countries surveyed, missed sleep is the most pervasive. We offer everything from high end PC custom builds and advice to the latest hardware and component reviews, as well as the latest breaking gaming news. This trend continues when we look at next-gen consoles with 11% working on PS5 games over 9% working on Xbox Series X. Video game addiction is very common. Expert and aspiring gamers are the most interested in subscribing to console-less gaming services. Excluding games, this dating app is the top-grossing app overall worldwide. 71% of survey participants don’t feel like social platforms are doing enough to fight the … Figure 10: What is the most frustrating part of downloading video games? ; There Are More Than 2.5 Billion Gamers Around the Globe . 5/27/2020 Industry GGY 1 1/ 1 Gambling Industr y Over view G ro s s g a m b l i n g y i e l d During the period October 2018 to September 2019, the r egulated gambling industr y in Great Britain generated a gross gambling yield (GGY) or equivalent* of £14.3bn, a 0.5% decrease Figure 16: How many hours each week do you do the following? This growth is mirrored in the increase in internet gaming traffic too, which we see increasing from 33.7 Exabytes in 2015 to an impressive 127.8 Exabytes in 2020. The Great iGaming Equation of industry revenue comes from free-to-play games, The Entertainment Software Association, 2020, Western Europe had the highest year-on-year growth rate from 2018-2019 with a growth rate of 12.3%, Asia Pacific is home to 48% of the video gaming market share, The United States covers 19% of the global gaming market share. Figure 25: How many hours each week do you do the following? Industry Statistics report on the size and shape of the gambling industry in Great Britain. Not surprisingly, aspiring pros and experts have longer consecutive playing times than casual or novice gamers. The Future of Gamification Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Since aspiring professionals and experts play games many more hours per week than casual gamers and novices, they would be expected to prefer game play to watching TV shows and movies.
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