Interactive Software Federation of Europe
generated through in-game extras and downloadable content. Console gaming remains the leading hardware category by revenue at 43%, closely followed by mobile and tablets at 40%. Demographic
data.ai
global gaming market in 2023 was defined by a complex interplay between mobile contraction and steady growth in the PC and console sectors. While mobile remains the industry
Koei Tecmo
billion, reflecting higher profitability across most segments. Game software sales led the increase at 10.7%, followed by online & mobile (−2.9%) and media & rights (+12.5%). Pachislot & pachinko sales rose
Poki
monthly on games, underscoring a highly engaged, high‑spending audience. Ninety percent of players find games online, yet only 53 % of studios plan to port mobile titles
CESA – Computer Entertainment Supplier's Association
safe and responsible gaming. It emphasizes that while the technology and accessibility of games have shifted from television-bound consoles to ubiquitous mobile and cross-platform devices
Entertainment Software Association
social and developmental role of gaming within American households. Approximately 82% of gaming parents play with their children, and 67% believe video games offer more potential benefits than
Maliyo Games
global titles like Candy Crush and PUBG Mobile within the region, signal increasing integration into the global gaming economy. Despite these advancements, the industry faces substantial structural
GamesBeat, Xsolla
fostering trust and prioritizing accessibility, the Latin American gaming sector is effectively countering the stagnation currently impacting global mobile markets, establishing itself as a vital, influential player
Shorooq Partners
convergence of emerging technologies—virtual reality, artificial intelligence, mobile platforms, quantum computing, GPU‑as‑a‑Service, and cloud gaming—which together are accelerating content creation, distribution, and consumption
InvestGame
methodology relies on tracked closed transactions across PC, console, mobile, and multiplatform segments, excluding pure gambling and non-gaming blockchain ventures. While the current landscape is defined
Sensor Tower
structural shift is underway as non-game applications increasingly drive revenue, with projections indicating that non-gaming spend will surpass gaming revenue on the App Store
Abragames
shift toward multi-platform strategies, with computers and mobile devices serving as the primary targets for the 1,009 games produced in 2022. While 93% of studios develop
Epyllion
third-party storefronts. By 2030, nearly one billion mobile devices will be capable of running high-fidelity console-spec games, positioning emerging regional markets as the primary engine
Newzoo
including Gen X and Baby Boomers, primarily utilize games for casual relaxation, often preferring single-player experiences on mobile devices. The research also identifies a growing trend toward
Unity
South Korea—representing a significant portion of global gaming revenue. The analysis segments the industry into various categories, including mobile, PC, and console platforms, while distinguishing between casual
AEVI
regions, a majority of players report gaming primarily for fun (56 %), stress relief (55 %) and mental stimulation (46 %). Mobile devices dominate usage (55 % of respondents), followed by PCs/laptops
Koei Tecmo
million in FY2009, driven mainly by declines in game software sales (‑6.6 %) and media & rights revenue (‑44.7 %). Conversely, online & mobile sales grew 14.9 %, and pachislot & pachinko revenue increased
Newzoo
focus on safety and open standards. Ultimately, the games industry is positioned to lead the development of a mobile-accessible, community-driven metaverse that complements physical reality through
Nacon
million; the “Other” segment, comprising mobile and audio sales, expanded 38 % to €5.6 million. The fourth‑quarter gaming output was limited to two titles, Rugby25™ and Ambulance Life
Square Enix
Games (Offline) 36.9% 2005 Net Sales Ratio Net Sales (Billions of yen) Games (Online) 12.6% 2005 Net Sales Ratio Net Sales (Billions of yen) Mobile Phone Content
PGDA – Pioneers of Game Development Austria
respondents), while serious and educational games have gained prominence (29 % and 30 %). Development focuses on PC and mobile platforms, with Unity used by 55 % of firms. The workforce
GameAnalytics
genre within the mobile arcade category demonstrated significant monetization potential and engagement depth throughout 2020. Based on an analysis of over 134,000 integrated games and 900 million
Sensor Tower
releases such as Battlefield 6 and Valorant Mobile. This landscape reflects a shift where major publishers like Microsoft and Dream Games utilize aggressive spending to maintain market share
Newzoo
engage with video games. While 71% of the population plays games, there is a significant overlap with viewership, as 44% of the population watches gaming video content
Xsolla
rewards. Findings indicate that 53% of paying mobile and PC gamers in the region have already made purchases through official game websites. Successful market entry requires a tailored
GamesBeat, Xsolla
insight, sharp localization, and adaptability to mobile‑first dynamics are the keys to unlocking opportunities in Asia’s rapidly evolving gaming market
Game Developers Conference
more efficient cross-platform distribution. The mobile sector reflects this shift, with narrative-driven advertising propelling the in-game ad market to $100 billion in 2024, officially surpassing
Inworld AI
range of players across PC, console, mobile, and VR platforms, spending an average of five to eight hours per week gaming. Ultimately, the data suggests that moving away
AARP
reach 12 hours per week. While mobile remains the dominant platform due to the popularity of puzzle, card, and word games, there is a notable increase in console
Circana
over a six-month period. Mobile remains the most pervasive platform, used by 65% of the total population, while console gaming has seen the most significant growth
Interactive Software Federation of Europe
The European video games industry experienced steady growth in 2019, reaching a total market turnover of €21.6 billion. This represents a 3% year-on-year increase and a 55% rise since 2014 across key markets. Revenue is increasingly driven by digital ecosystems, with online and app-based income accounting for 76% of the market, while physical sales represent 24%. Within the online segment, 66% of revenue is generated through in-game extras and downloadable content. Console gaming remains the leading hardware category by revenue at 43%, closely followed by mobile and tablets at 40%.
Demographic data indicates that 51% of the European population aged 6 to 64 plays video games, with an average player age of 31. While engagement is highest among younger cohorts, 31% of those aged 45 to 64 are active players. Gender representation is nearly balanced, as women make up 45% of the player base and over half of all mobile gamers. On average, European players spend 8.6 hours per week gaming, significantly less than the time spent on social media or television.
The industry maintains a strong focus on responsible gameplay through the PEGI age rating system, which is active in over 35 countries. Approximately 67% of parents are aware of these labels, and 85% have established agreements with their children regarding in-game spending. Beyond consumer protection, the sector is expanding its educational footprint. Initiatives like the Games in Schools project, conducted with European Schoolnet, have trained over 4,000 teachers across 73 countries to integrate commercial games into pedagogical frameworks.
Data for these findings was primarily extrapolated from the 2019 GameTrack and Newzoo reports, utilizing surveys and sales tracking across major European territories including France, Germany, Italy, Spain, and the United Kingdom. The scope covers the 2019 calendar year while acknowledging the emerging impact of the COVID-19 pandemic on 2020 industry trends.
This image is a pie chart or donut chart showing a percentage. The chart indicates that 69% of a total is represented by the larger blue segment, with the remaining 31% represented by the smaller yellow segment.
