Although dominated by many factors, the global game market still has significant signs of growth compared to the same period last year.
In the face of the complicated developments of the COVID-19 pandemic, many countries still recommend that people are restricted from leaving their homes and games are their preferred form of entertainment. Although the eSports market share is directly affected by the postponement of tournaments, many of the retail stores, gaming consoles, and accessories are closed, but the global game market still has positive signs. , with an expected growth of 9.3% compared to last year.
According to a market analysis report from Newzoo, this data does not include revenue from in-game advertising (up 59% during the COVID-19 outbreak, according to Unity) and console device transactions between consumers. use. In fact, in-app advertising is also a significant source of revenue, bringing in $ 3 billion in the US market in 2019.
Of the 7.8 billion people on the planet, 4.2 billion (53.6%) of them have an internet connection, 2.69 billion will play video games this year, and Newzoo predicts that number will reach 3 billion by 2023. Therefore, it is not too difficult to understand when the global game market still has a sustained growth index, though dominated by many factors.
All game segments are on the rise, but the mobile game market share is the most significant increase with expected revenue of US $ 77.2 billion in 2020, up 13.3% per year. This is still a fertile land with much-untapped potential when only 38% of mobile users spend on games on this platform.
Meanwhile, the Console segment is forecast to grow 6.8% annually to the US $ 45.2 billion, with more than 729 million players globally. Growth in this segment has slowed significantly compared to 2018. Due to the impact of the COVID-19 pandemic, the launch roadmap of next-generation gaming consoles has been delayed, resulting in a low used lower than previously expected.
Finally, PC games, driven by 1.3 billion players, will grow 4.8% annually to $ 36.9 billion by 2020. Unlike consoles, new releases for rare PCs when reaching the required turnover. In return, the game ecosystem on the PC is almost not affected by the epidemic during the first half of the year, so it maintains a stable index.
In all three segments (PC, console, and mobile), nearly half of the consumer index comes from China and the US this year. However, this index will be driven by emerging markets, in regions such as Latin America and Asia-Pacific in the coming years.