The gaming industry is shifting from a one-way consumption model to a collaborative ecosystem where players act as 'prosumers' who create, share, and monetize content.
02
Global games revenue is projected to reach $113.3 billion by 2018, growing at a compound annual rate of 7.9% from 2014.
03
China and the United States will dominate the market, collectively accounting for 50% of global gaming revenues by 2018.
04
Mobile gaming is a primary growth driver, expected to capture 39% of the total market share by 2018, while PC remains the largest revenue-generating platform.
05
Esports and live streaming platforms like Twitch and YouTube Gaming have established new revenue streams through advertising, sponsorships, and consumer-driven contributions.
06
Valve’s 'The International' tournament demonstrated the financial potential of consumer-generated revenue, raising over $45 million through digital item sales that contributed directly to the publisher.
Insights
01
The gaming industry is shifting from a one-way consumption model to a collaborative ecosystem where players act as 'prosumers' who create, share, and monetize content.
02
Global games revenue is projected to reach $113.3 billion by 2018, growing at a compound annual rate of 7.9% from 2014.
03
China and the United States will dominate the market, collectively accounting for 50% of global gaming revenues by 2018.
04
Mobile gaming is a primary growth driver, expected to capture 39% of the total market share by 2018, while PC remains the largest revenue-generating platform.
05
Esports and live streaming platforms like Twitch and YouTube Gaming have established new revenue streams through advertising, sponsorships, and consumer-driven contributions.
06
Valve’s 'The International' tournament demonstrated the financial potential of consumer-generated revenue, raising over $45 million through digital item sales that contributed directly to the publisher.