This represents a compound annual growth rate (CAGR) of 6.7% between 2012 and 2016. The industry is undergoing significant transformation.
The market is segmented using a 'Screen Segmentation Model'.
Page 6 of the reportThe industry is shifting towards free-to-play models and games-as-a-service.
Emerging markets are critical for future expansion.
It's like a small group of avid collectors driving most of the sales in a niche hobby.
Concentrated Spending. Industry revenue is currently highly concentrated, with approximately 15% of the global population generating nearly 74% of total game spending.
Emerging markets are identified as critical drivers of future industry expansion.
The global games market is projected to experience steady growth between 2012 and 2016, with total revenues expected to reach $86.1 billion by the end of the period. This represents a compound annual growth rate (CAGR) of 6.7%. During this same timeframe, the global gamer population is forecast to expand from 1.21 billion to 1.55 billion individuals. The industry is undergoing a significant transformation driven by the proliferation of multiple screens, the rise of free-to-play business models, and the shift toward games-as-a-service, which necessitates a greater focus on long-term player engagement.
Key findings indicate that mobile gaming is a primary growth engine, with smartphones and tablets expected to capture a 27.8% share of the global market by 2016. Despite the rise of mobile, the computer screen remains the dominant platform, projected to hold a 35.8% market share by 2016, largely fueled by the 10.4% CAGR of MMO games. Geographically, the Asia-Pacific region is set to strengthen its leadership, accounting for 37.9% of the market by 2016. Emerging markets are identified as critical drivers of future industry expansion, as the current disparity—where roughly 15% of the global population generates nearly 74% of total game revenues—is expected to narrow.
The analysis utilizes a bottom-up forecasting model based on key market indicators, including the number of players, the percentage of paying users, and average spend per payer. The methodology incorporates proprietary consumer research across 18 countries involving over 50,000 participants, alongside extensive analysis of financial reports from public companies and third-party transactional data. By segmenting the market through a "Screen Segmentation Model," the findings highlight how consumer behavior is shifting across entertainment, computer, personal, and floating screens.