This growth is driven by a strategic shift from product-based sales to long-term engagement models. The industry is entering a new phase of accelerated growth.
Mobile gaming accounts for 51% of total global revenue.
Significant growth is observed in emerging markets within this region. In-app advertising is increasingly vital in these emerging markets.
This model emphasizes continuous engagement through playing, viewing, and owning content. It represents a fundamental shift in how the industry operates.
These trends are challenging the dominance of established platforms like Steam. 'Instant gaming' on social networks is a key driver for reaching casual audiences.
Competitive gaming and streaming are becoming central components of the modern user experience.
The 2018 Global Games Market Report provides a comprehensive analysis of the gaming industry’s rapid expansion, projecting total global revenues to reach $137.9 billion in 2018. The primary thesis posits that the industry has entered a new phase of accelerated growth driven by mobile accessibility, the normalization of Games-as-a-Service (GaaS) models, and the increasing power of consumer communities. The report highlights a fundamental shift in how the industry operates, moving away from traditional product-based sales toward long-term engagement strategies that encompass playing, viewing, and owning gaming content.
Key findings indicate that mobile gaming has become the dominant segment, accounting for 51% of global revenues, or $70.3 billion. While the Asia-Pacific region remains the largest market, contributing 52% of total global revenue, significant growth is observed in emerging markets where in-app advertising is increasingly vital. The report also identifies the rise of subscription-based services and cross-platform play as critical trends that are disrupting traditional distribution models and challenging the dominance of established platforms like Steam. Furthermore, the emergence of "instant gaming" on social networks is noted as a key driver for reaching casual audiences without the friction of downloads.
The scope of the analysis is global, covering 28 countries and markets with data projections extending through 2021. The methodology relies on extensive research into consumer behavior, segmenting the global audience into 64 distinct types of "game enthusiasts" based on their engagement across playing, viewing, and owning dimensions. By analyzing these trends, the report concludes that the games industry is increasingly influencing broader entertainment sectors, with competitive gaming and streaming becoming central to the modern gaming experience.