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Page 1
Report33 pages

The Past, Present and Future of Games

The analysis outlines the evolution of gaming from its early stages to contemporary and projected future states, emphasizing demographic shifts, monetization models, and technological convergence. It identifies a multi‑segment consumer base—ranging from “Ultimate Gamers” to “Time Fillers”—and quantifies engagement levels, noting that 45 % of U.S. gamers aged 10‑30 integrate social features into gameplay, while mobile gaming accounts for a growing share of revenue. The report highlights the rise of “games as a service,” cloud gaming, and esports ecosystems, citing 2020 revenue growth of 29 % in PC games and a 19.6 % increase in mobile downloads, with projected 2023 gamer spend up 21 %. Key platforms such as Fortnite, League of Legends, and Genshin Impact dominate viewership, with streaming hours on Twitch and YouTube rising fivefold between 2018 and 2019. The document also maps global value chains, noting Disney’s acquisition of BamTech for sports streaming rights and AT&T’s expansion into esports content. Methodologically, the study draws on Newzoo Consumer Insights surveys, platform analytics, and industry revenue data from 2002‑2027, covering North America, Europe, Asia-Pacific, and emerging markets. The findings underscore a convergence of gaming with social networking, mobile commerce, and 5G‑enabled cloud services, positioning the industry for continued diversification and higher lifetime value per consumer.

  • The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
  • Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
  • Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
  • The industry is shifting toward a 'games as a service' model, supported by the convergence of cloud gaming, 5G technology, and mobile commerce to increase consumer lifetime value.
  • Major media and telecommunications corporations are actively consolidating their position in the gaming ecosystem, exemplified by Disney’s acquisition of BamTech and AT&T’s expansion into esports content.
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NewzooJan 2020
Page 1
Report28 pages

InvestGame Deals Report 2020 – Game M&A

The 2020 Game M&A landscape reached a record $33.6 billion in transaction value across 664 deals, with public offerings contributing 45% of the volume and $15.1 billion in 2020 alone, while M&A activity totaled $12.6 billion (potentially $22.2 billion when including recent mega‑deals). The United States dominated the market, accounting for 36% of deal value and hosting four of the top‑10 transactions. Tencent, Embracer, Stillfront, and Zynga were the leading acquirers, together representing 60% of total value. Swedish firms, particularly Embracer and Stillfront, led a domestic acquisition boom that captured 31% of all announced gaming M&A deals.

Investment trends reflected the low‑interest‑rate environment and robust public‑market valuations. Venture capital and corporate funding surged to $5.9 billion, with 363 private deals (55% of transactions) and a pronounced late‑stage focus on multiplatform, mobile, and PC/console titles. Early‑stage VC funding reached $333 million across 82 deals, while late‑stage rounds were concentrated in a handful of large transactions. IPO activity rose to 18 deals ($2.8 billion), led by Asian firms such as Kakao Games and Archosaur, and public PIPE funding exceeded $95 million in the Esports & Other segment.

The Esports & Other sector saw 37 M&A deals totaling $500 million, with control‑type acquisitions dominating (35 of 37). Majority stake takeovers were common, and the segment attracted significant public PIPE funding. Two hardware firms—NACON and Corsair Gaming—raised $350 million through IPOs, while Skillz leveraged a SPAC to achieve a $9 billion market cap. These findings underscore a 2020 environment of heightened M&A activity, concentrated investment in key geographic hubs, and a strategic shift toward multiplatform and esports opportunities.

  • The 2020 gaming market hit a record $33.6 billion in total transaction value across 664 deals, driven by $15.1 billion in public offerings and $12.6 billion in M&A activity.
  • Tencent, Embracer, Stillfront, and Zynga emerged as the dominant market forces, collectively accounting for 60% of the total M&A value.
  • The United States led the global market by capturing 36% of total deal value and hosting four of the year's top-10 largest transactions.
  • Swedish firms, specifically Embracer and Stillfront, drove a domestic acquisition boom that accounted for 31% of all announced gaming M&A deals.
  • Venture capital and corporate funding reached $5.9 billion across 363 private deals, with a clear strategic focus on late-stage investments in multiplatform, mobile, and PC/console titles.
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InvestGameJan 2020
Page 1
Report64 pages

2020 Mobile Gaming Apps Report

The global mobile gaming market is projected to surpass $100 billion in revenue in 2020, fueled by a 2.6 billion-person player base and a 24% surge in daily in-app payments. While the average cost per install has reached a record low of $1.47, the industry faces a tightening conversion landscape where install-to-purchase costs have risen by 24% and conversion rates have dropped to 3.3%. Midcore and strategy games have emerged as the most efficient segments, offering the highest 30-day return on ad spend at 39.5% while maintaining low acquisition costs, particularly on the Android platform.

Geographic performance varies significantly, with Japan and North America established as the premier markets for user retention and monetization. Japan consistently outperforms global benchmarks, doubling the retention rates of its regional peers and exceeding return on ad spend targets by over 10 percentage points. While the Asia-Pacific region as a whole delivers high returns, it is characterized by the highest acquisition costs. In contrast, the EMEA region, specifically the United Kingdom, provides a high-value alternative by balancing affordable install costs with strong returns. Emerging markets like Brazil offer the lowest entry costs globally but present high risks due to poor long-term retention and low conversion.

The hyper-casual sector is expected to reach $3 billion in 2020, though market saturation is driving a shift toward hybrid monetization models to combat declining long-term engagement. Across all genres, platform choice remains a critical strategic factor; iOS provides a slight advantage in return on investment but requires four times the acquisition spend of Android. Furthermore, while paid user acquisition drives initial engagement in midcore and social casino categories, organic users continue to demonstrate superior long-term loyalty, highlighting the ongoing importance of organic growth strategies in a competitive global landscape.

  • The global mobile gaming market is projected to exceed $100 billion in 2020, supported by 2.6 billion players and a 24% increase in daily in-app payments.
  • Midcore and strategy games are the most efficient segments, achieving a 39.5% 30-day return on ad spend with low acquisition costs, particularly on Android.
  • While the average cost per install has hit a record low of $1.47, the industry faces a 24% rise in install-to-purchase costs and a decline in conversion rates to 3.3%.
  • Japan remains the premier market for monetization and retention, doubling regional peer retention rates and exceeding return on ad spend targets by over 10 percentage points.
  • iOS offers a higher return on investment than Android but requires four times the acquisition spend, while organic users continue to outperform paid users in long-term loyalty.
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LiftoffJan 2020
Page 1
Report47 pages

Mobile Ad Creative Index 2020

The 2020 mobile advertising landscape is defined by a stark divergence in performance metrics across creative formats, operating systems, and geographic regions. While banner ads remain the most cost-effective entry point for driving initial installs, native and video formats demonstrate superior efficacy in securing high-value, deep-funnel actions such as in-app purchases. Native ads, in particular, achieve conversion rates as high as 52.8%, signaling their importance for long-term user retention. However, these performance gains come at a premium on iOS, where costs consistently dwarf those on Android. For instance, the cost of securing an in-app purchase through native ads on iOS reaches $218.09, nearly triple the $73.62 required on Android.

Geographically, North America persists as the most expensive market for user acquisition across all formats, while the LATAM and APAC regions offer significantly more accessible pricing for advertisers. Seasonal trends also influence these costs, with install expenses typically peaking during the summer months. To navigate these fluctuations, successful campaigns increasingly rely on iterative A/B testing and dynamic creative strategies. Case studies from major brands like Credit Karma and Groupon illustrate that disciplined testing can yield lifts in click-to-install rates exceeding 120%, underscoring the necessity of a data-driven approach to creative optimization.

The industry is shifting toward a performance-based, cost-per-action model that prioritizes post-install revenue events over simple downloads. By leveraging machine learning and focusing on single-deal creative strategies, advertisers can better align their spending with actual user value. Ultimately, the data suggests that while the cost of acquisition is rising, particularly on premium platforms and in mature markets, the integration of dynamic product ads and rigorous testing frameworks remains the most effective path toward achieving sustainable return on ad spend.

  • Native ads achieve conversion rates as high as 52.8%, making them the most effective format for driving long-term user retention and high-value in-app purchases.
  • Acquiring an in-app purchase via native ads on iOS costs $218.09, which is nearly triple the $73.62 cost required on Android.
  • Disciplined A/B testing and dynamic creative strategies, as utilized by brands like Credit Karma and Groupon, can increase click-to-install rates by more than 120%.
  • The mobile advertising industry is shifting from simple download-based metrics to a performance-based model that prioritizes post-install revenue events.
  • North America remains the most expensive market for user acquisition, while LATAM and APAC provide more cost-accessible alternatives for advertisers.
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LiftoffJan 2020
Page 1
Report66 pages

Store Intelligence Data Digest: Q2 2020

The global mobile app ecosystem experienced unprecedented growth in the second quarter of 2020, driven primarily by the societal shifts resulting from the COVID-19 pandemic. Worldwide app downloads reached a record 37.8 billion, representing a 31.7 percent year-over-year increase. This surge was characterized by a massive transition toward remote work, digital education, and home entertainment. Zoom emerged as a dominant force, becoming only the third app in history to surpass 300 million quarterly installs, while the business category as a whole saw installations peak at 176 percent above pre-pandemic levels.

The mobile gaming sector served as a primary beneficiary of stay-at-home orders, with Google Play game downloads increasing by over 50 percent to 12.4 billion. Hypercasual titles like Save The Girl led the market in volume, while established titles such as Roblox and Brawl Stars reached new performance milestones in the United States and China, respectively. Revenue trends shifted toward social and simulation genres, with Sandbox and Battle Royale titles flourishing as digital social hubs. Notably, the Casino genre became the top-grossing category in the United States, generating $1 billion in revenue during the quarter.

While productivity and entertainment apps thrived, the travel, navigation, and rideshare sectors faced significant declines due to global lockdowns. However, the end of the quarter showed early signs of recovery in these areas, particularly in domestic travel within Scandinavia and a resurgence in sports app engagement as international leagues resumed play. This period also marked a milestone for mobile publishers, as Google became the first to exceed one billion quarterly downloads, illustrating the massive scale of the mobile economy during the height of the global health crisis.

  • Worldwide mobile app downloads reached a record 37.8 billion in Q2 2020, a 31.7 percent year-over-year increase driven by pandemic-related shifts in work, education, and entertainment.
  • Google Play game downloads surged by over 50 percent to 12.4 billion, with hypercasual titles leading in volume and Sandbox and Battle Royale genres flourishing as social hubs.
  • Business category app installations peaked at 176 percent above pre-pandemic levels, with Zoom becoming the third app in history to surpass 300 million installs in a single quarter.
  • The mobile Casino genre became the top-grossing category in the United States, generating $1 billion in revenue during the quarter.
  • Google became the first mobile publisher to exceed one billion quarterly downloads, highlighting the massive scale of the mobile economy during the period.
Sensor TowerJan 2020
Page 1
Report65 pages

Store Intelligence Data Digest: Q1 2020

The first quarter of 2020 marked a transformative period for the global mobile ecosystem, as the COVID-19 pandemic catalyzed an unprecedented surge in digital activity. Worldwide app downloads reached a record 33.6 billion, representing a 20.3% year-over-year increase. This growth was most pronounced in the mobile gaming sector, which surpassed 13 billion quarterly installs for the first time. While hyper-casual titles and established battle royale games maintained high volume, the quarter was specifically defined by a shift toward social and sandbox titles like Roblox and Minecraft, which facilitated remote connection during lockdowns.

The impact of the pandemic was visible across diverse geographic markets and app categories. Major regions including China, Italy, and the United States saw download volumes spike by 40% within two weeks of their respective outbreaks. China experienced the most dramatic immediate shift, with an 89% increase in game downloads following its initial surge in cases. While gaming drove volume, non-gaming categories underwent the most radical structural changes; Business and Education app downloads more than doubled, whereas Travel and Navigation installs plummeted by over 50% as global mobility stalled.

Market leadership shifted as emerging platforms capitalized on the stay-at-home economy. TikTok set a historical record with 315 million quarterly installs, and ByteDance significantly narrowed the gap with industry leaders Facebook and Google. Remote work tools such as Zoom, DingTalk, and Microsoft Teams saw exponential growth, with Zoom entering the U.S. App Store top 20 for the first time. Although global revenue growth was more modest than download growth, markets like France and Italy saw double-digit revenue increases, signaling a fundamental shift in consumer spending habits toward mobile-first entertainment and productivity.

  • Worldwide mobile app downloads reached a record 33.6 billion in Q1 2020, a 20.3% year-over-year increase driven by pandemic-related digital activity.
  • Mobile gaming installs exceeded 13 billion for the first time, with a notable shift toward social and sandbox titles like Roblox and Minecraft.
  • Non-gaming app categories saw radical structural shifts, as Business and Education downloads more than doubled while Travel and Navigation installs fell by over 50%.
  • TikTok set a historical record with 315 million quarterly installs, allowing parent company ByteDance to significantly narrow the gap with industry leaders Facebook and Google.
  • China experienced an 89% surge in game downloads following its initial COVID-19 outbreak, contributing to a broader trend where major regions saw download volumes spike by 40% within two weeks of local lockdowns.
Sensor TowerJan 2020
Page 1
Report49 pages

State of Mobile 2020

The mobile industry reached unprecedented milestones in 2019, characterized by 204 billion app downloads and $120 billion in consumer spending. This growth represents a doubling of the market since 2016, establishing mobile as the primary platform for global commerce and entertainment. Mobile-centric companies now command significantly higher IPO valuations than their traditional counterparts, a trend driven largely by the emergence of Gen Z as a dominant demographic. This generation engages with mobile content 60% more frequently than older cohorts, signaling a permanent shift in consumer behavior across global markets, with particularly high engagement levels in the Asia-Pacific region.

Mobile gaming continues to anchor the ecosystem, accounting for 72% of all app store spending and outperforming the combined revenue of PC, console, and handheld gaming platforms. While casual games lead in total downloads, core titles such as RPGs and Action games generate 76% of total consumer spend and capture the majority of user engagement time. This monetization success is mirrored in other sectors; for instance, dating app expenditures doubled to $2.2 billion, and health and fitness apps saw a 130% increase in spending as users migrated from physical gyms to digital wellness platforms.

Beyond entertainment, mobile has become essential to finance and retail. Global finance app sessions surpassed one trillion in 2019, with fintech startups increasingly outperforming traditional banking institutions. In retail, a strong correlation exists between time spent in-app and total sales, exemplified by record-breaking mobile transactions during major shopping events. Furthermore, the rapid rise of short-form video platforms like TikTok and the 240% increase in food delivery sessions since 2017 underscore a broader transformation where mobile serves as the central hub for daily logistics, social interaction, and professional services.

  • Mobile gaming remains the industry anchor, generating 72% of all app store spending and outperforming the combined revenue of PC, console, and handheld platforms.
  • The mobile market doubled in size since 2016, reaching 204 billion downloads and $120 billion in consumer spending in 2019.
  • Core gaming titles, specifically RPGs and Action games, drive 76% of total consumer spend and capture the majority of user engagement time.
  • Gen Z is the primary driver of market growth, engaging with mobile content 60% more frequently than older demographics.
  • Finance apps surpassed one trillion sessions in 2019, with fintech startups increasingly outperforming traditional banking institutions.
data.aiJan 2020
Page 1
Report29 pages

2020–2022: The Most Exciting Time in the Gaming Industry

This analysis examines global investment and merger and acquisition (M&A) activity within the video game industry from 2020 through 2022. The primary thesis posits that the industry has passed a historic peak of deal-making and is now entering a "Great Reset" characterized by market cooling, lower valuations, and a shift in investor priorities. While the era of massive public offerings and late-stage venture capital (VC) surges has slowed due to macroeconomic headwinds like inflation and rising interest rates, the industry remains fundamentally strong with significant "dry powder" available for early-stage startups and strategic consolidations.

The data reveals a volatile three-year cycle. M&A activity reached a zenith in 2022 with $37.7 billion in closed deals—a 199% increase in value from 2021—driven by massive consolidations such as Take-Two’s acquisition of Zynga. Conversely, public offerings plummeted by 82% in 2022 as the IPO and SPAC windows effectively closed. Private investments also saw a 16% decline in value in 2022 after doubling the previous year. Despite these drops, early-stage VC remained resilient, with over $6.2 billion raised by gaming-focused funds ready for deployment.

Geographically and segmentally, the scope is global, with specific attention paid to the decline of mobile gaming hype post-IDFA and the rising interest in PC, console, and AI-driven startups. The report highlights a stark cooling in Web3 gaming, where investor "FOMO" has been replaced by a focus on fundamental gameplay and infrastructure. Gender diversity remains a challenge in the sector; 89% of funded or acquired companies were led by men in 2022, a negligible change from 90% in 2021.

Methodologically, the findings are based on tracked closed transactions across video game publishers, developers, and hardware providers. Data was aggregated from public media, S&P Capital IQ, and partner insights, utilizing a weighted ranking system to identify the most active investors. The analysis concludes that while the "peak wave" has passed, the industry is transitioning into a more disciplined phase of the investment cycle.

  • M&A activity reached a historic peak in 2022 with $37.7 billion in closed deals, representing a 199% increase over 2021, largely driven by major consolidations like Take-Two’s acquisition of Zynga.
  • Public offerings for gaming companies collapsed in 2022, with an 82% decline in value as IPO and SPAC windows effectively closed due to macroeconomic headwinds.
  • Private investment value fell by 16% in 2022 following a doubling of investment the previous year, signaling a shift toward a more disciplined, cooling market.
  • Despite the broader market slowdown, early-stage venture capital remains robust, with over $6.2 billion in dry powder currently available for deployment into new startups.
  • Investor interest has shifted away from Web3 gaming and mobile gaming—the latter impacted by post-IDFA challenges—toward PC, console, and AI-driven development.
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InvestGameJan 2020
Page 1
Report31 pages

2020 Global Games Market Report

The 2020 Global Games Market Report provides a comprehensive analysis of the video game industry during a landmark year defined by the COVID-19 pandemic and the transition to next-generation consoles. The central thesis posits that gaming has evolved beyond simple entertainment to become a primary social network and a precursor to the "metaverse," with interactive virtual spaces increasingly replacing traditional social media for younger generations.

Key findings indicate that the global games market was projected to generate $159.3 billion in 2020, representing a 9.3% year-on-year increase. Mobile gaming remained the largest segment, accounting for $77.2 billion (48% of the market), driven by low barriers to entry and the rise of hypercasual titles. Console and PC segments followed with $45.2 billion and $36.9 billion respectively. Geographically, the Asia-Pacific region dominated the landscape, generating $78.4 billion—nearly half of all global revenues—while the Middle East and Africa emerged as the fastest-growing region. By the end of 2020, the global player base was expected to reach 2.7 billion, with forecasts suggesting the market would surpass $200 billion and 3 billion players by 2023.

The scope of the analysis covers 30 key markets representing over 90% of global revenues, with data segmented by region (Asia-Pacific, North America, Europe, Latin America, and Middle East/Africa) and platform. Methodology relies on a top-down predictive model integrating macroeconomic data, financial reports from over 100 public companies, and primary consumer research involving 62,500 respondents.

The report concludes that while lockdown measures provided a short-term surge in engagement and revenue, the industry faces long-term shifts toward platform-agnostic cloud gaming and subscription models. Additionally, it highlights the successful globalization of Chinese gaming firms, which pivoted to international markets following domestic regulatory freezes, now leading the industry in mobile development and cross-border investment.

  • The global games market generated $159.3 billion in 2020, a 9.3% year-on-year increase, with projections to exceed $200 billion by 2023.
  • Mobile gaming is the industry's dominant segment, accounting for $77.2 billion or 48% of total global revenue.
  • The Asia-Pacific region is the primary market hub, generating $78.4 billion, while the Middle East and Africa represent the fastest-growing geographic regions.
  • The global player base reached 2.7 billion in 2020 and is forecast to surpass 3 billion players by 2023.
  • Console and PC gaming segments generated $45.2 billion and $36.9 billion respectively during the 2020 fiscal year.
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NewzooJan 2020
Page 1
Report8 pages

Tower Defense Games: Deconstructing the Superstars (2020 Industry Snapshot)

The tower defense sub-genre represents a high-performing segment within the casual arcade category, characterized by strong monetization potential and deep player engagement. Analysis of global mobile gaming data from 2020 reveals that tower defense titles significantly outperform related genres like platformers and idlers in key financial metrics. Specifically, the sub-genre boasts an Average Revenue Per Paying User (ARPPU) of $83 and an Average Revenue Per Daily Active User (ARPDAU) of $1.66. These figures are supported by a robust daily conversion rate of 3.83%, which is more than double that of board games.

Geographic performance varies across different engagement and monetization KPIs. Italy leads in Day 7 retention at 39%, while France records the highest average daily playtime at 210 minutes. However, China emerges as the most effective market for monetization, achieving a conversion rate of 8.7%, nearly double that of the United States. These statistics are derived from a massive dataset encompassing over 134,000 integrated games and 900 million unique monthly players, providing a granular view of the competitive landscape.

The success of the genre is attributed to its accessible core mechanics combined with high replayability. Developers leverage meta-features such as daily challenges, PvP options, and RPG elements to drive long-term retention. By introducing new characters or obstacles, studios can shift the game meta without the resource-heavy requirement of designing entirely new maps. Notable titles launched in 2020, such as Kingdom Wars Defense and Rush Royale, exemplify these trends by blending traditional defense mechanics with innovative strategy and merging elements to maintain high user ratings and market relevance.

  • Tower defense games demonstrate high monetization efficiency with an ARPPU of $83, an ARPDAU of $1.66, and a daily conversion rate of 3.83%.
  • China is the most lucrative market for the genre, achieving an 8.7% conversion rate, which is nearly double that of the United States.
  • Regional engagement metrics vary significantly, with Italy leading in Day 7 retention at 39% and France recording the highest average daily playtime at 210 minutes.
  • Developers maintain long-term retention and market relevance by integrating meta-features such as PvP, RPG elements, and daily challenges into traditional defense mechanics.
  • Studios can efficiently shift game metas and maintain high user ratings by introducing new characters or obstacles rather than developing entirely new maps.
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GameAnalyticsJan 2020
Page 1
Report28 pages

Global Video Game Deals Report 2020

The 2020 fiscal year marked a historic period of consolidation and capital infusion for the global video game industry, largely catalyzed by the COVID-19 pandemic and the resulting surge in at-home entertainment. Total deal value reached $33.6 billion across 664 transactions, encompassing mergers and acquisitions, private investments, and public offerings. The United States and China emerged as the primary geographical drivers, collectively representing 63% of the total deal value. The market demonstrated significant resilience, recovering from a stagnant first quarter to reach record-breaking activity levels in the second half of the year.

M&A activity was a primary pillar of this growth, totaling $12.6 billion across 219 deals. This sector was dominated by public strategic acquirers such as Tencent, Embracer Group, Stillfront, and Zynga, who accounted for 60% of the total M&A value. Private investment also reached new heights, with $5.9 billion raised through venture capital and corporate rounds, specifically targeting multiplatform developers and mobile studios. Public markets followed a similar trajectory; after a quiet start to the year, public offerings surpassed $15.1 billion, supported by high-profile IPOs from companies like Unity Software and Kakao Games, as well as significant fixed-income activity as firms moved to refinance debt at lower interest rates.

The analysis segments the industry into gaming, platform technology, and esports. While gaming remained the most active sector, platform and tech saw substantial late-stage investments in companies like Roblox and Epic Games. Looking forward, the industry is expected to see continued consolidation led by Nordic and Chinese firms, increased competition between traditional venture capital and large strategic investors, and a robust pipeline of IPO candidates. This data was compiled by tracking closed transactions across public media and financial databases, excluding pure gambling and betting entities to focus on the core video game ecosystem.

  • The global video game industry reached a record $33.6 billion in total deal value across 664 transactions in 2020, driven by pandemic-induced demand for at-home entertainment.
  • Public offerings were the largest financial contributor at $15.1 billion, bolstered by high-profile IPOs from Unity Software and Kakao Games alongside corporate debt refinancing.
  • Mergers and acquisitions totaled $12.6 billion across 219 deals, with Tencent, Embracer Group, Stillfront, and Zynga accounting for 60% of that value.
  • The United States and China served as the primary market drivers, collectively representing 63% of the total global deal value.
  • Private investment reached $5.9 billion, with venture capital and corporate funding rounds specifically targeting mobile studios and multiplatform developers.
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InvestGameJan 2020
Page 1
Report33 pages

The Past, Present and Future of Games: Global and Local Opportunities

The global gaming industry is undergoing a generational transformation, evolving from a niche hobby into a pervasive cultural and economic force. This transition is characterized by a shift from traditional PC and console play toward a diversified ecosystem defined by mobile accessibility, free-to-play models, and the convergence of playing, watching, and social interaction. By 2022, the industry reached a state of "lifetime gamers," with a projected trajectory toward cross-market disruption by 2027.

Market data highlights the massive scale of this sector, with approximately 2.7 billion gamers globally and 1.3 billion spenders. The COVID-19 pandemic significantly accelerated this growth, leading to a $16 billion upward adjustment in 2020 revenue forecasts. Mobile gaming has emerged as the dominant segment, accounting for 49% of global consumer revenues. Furthermore, the rise of cloud gaming is expected to generate $4.8 billion in revenue by 2023, supported by major infrastructure plays from companies like Microsoft, NVIDIA, and Tencent.

Consumer behavior is also shifting, as evidenced by Newzoo’s segmentation which identifies diverse personas ranging from "Hardware Collectors" to "Backseat Viewers." Notably, 29% of enthusiasts do not rank playing as their primary interest, focusing instead on viewing or hardware. This engagement extends into new value chains, including in-game e-commerce—where players purchase physical goods directly through apps—and the integration of gaming with traditional media and travel industries.

The competitive landscape is defined by technological innovation and strategic content plays. While Sony emphasizes exclusive titles for its hardware, Microsoft focuses on subscription-based services. Simultaneously, the rise of esports and live-streaming has created new opportunities for celebrity engagement and music integration. As mobile esports viewership sees exponential growth on platforms like YouTube, the industry continues to blur the lines between casual and core gaming experiences, driven by global studios and empowered creator communities.

  • The global gaming market has reached a scale of 2.7 billion gamers, with 1.3 billion active spenders driving the industry's evolution into a major economic force.
  • Mobile gaming is the industry's dominant segment, currently accounting for 49% of global consumer revenues.
  • Cloud gaming is a significant growth area, projected to generate $4.8 billion in revenue by 2023 through infrastructure investments from Microsoft, NVIDIA, and Tencent.
  • Engagement is shifting beyond active play, as 29% of gaming enthusiasts identify viewing or hardware collection as their primary interest rather than gameplay.
  • The COVID-19 pandemic acted as a major catalyst for the sector, necessitating a $16 billion upward adjustment to 2020 revenue forecasts.
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NewzooJan 2020

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