This growth is driven by a fundamental industry shift toward a 'games-as-a-service' business model. The market has surpassed a significant milestone.
This region generates nearly half of the global total. North America follows as the second-largest market.
Page 9 of the reportIt has 2.1 billion players and is projected to capture 50% of the market by 2020.
Consumer engagement is shifting toward mobile platforms.
It's like people switching from landlines to smartphones for communication.
The distinction between developers, publishers, and consumers is dissolving.
This model also incorporates data from 10 million tracked PC gamers, one billion mobile devices, and 80,000 consumer survey respondents.
The 2017 Global Games Market Report analyzes the state of the interactive entertainment industry, identifying a pivotal shift toward a "games-as-a-service" model. The primary thesis posits that the traditional distinction between developers, publishers, and consumers is dissolving as gaming evolves into a comprehensive entertainment ecosystem. This transformation is characterized by the rise of "game enthusiasts"—a broader demographic that engages with content through playing, viewing, and creating, rather than solely through active gameplay.
The industry reached a significant milestone in 2017, with global revenues surpassing $100 billion to reach $108.9 billion. Mobile gaming remains the dominant segment, accounting for 42% of total market revenue and 2.1 billion players, with projections indicating it will capture 50% of the market by 2020. Conversely, PC browser and boxed/downloaded PC games are experiencing a slight decline as consumers transition toward mobile platforms. Geographically, the Asia-Pacific region leads the market, generating $51.2 billion—nearly half of the global total—followed by North America at $27 billion.
Methodologically, these findings are derived from a proprietary predictive analytics model that synthesizes data from over 100 public and private companies, continuous behavioral tracking of 10 million PC gamers, and device usage metrics from over one billion mobile devices. The research also incorporates primary consumer surveys across 28 countries involving 80,000 respondents. The report concludes that as game companies increasingly adopt service-based business models and integrate interactive elements into broader media landscapes, they are effectively positioning themselves as the primary architects of the world's most popular form of entertainment.