Skip to main content

Player Demographics reports and market data

295 documents·83 writers·10,093 charts and tables

Documents

Cover of French Market Report: 2019
Report29 pages

French Market Report: 2019

The French video game market achieved a total turnover of 4.8 billion euros in 2019, reflecting a mature and deeply integrated entertainment sector.

  • The French video game market reached a total turnover of 4.8 billion euros in 2019, driven by strong software performance despite a contraction in hardware sales.
  • Gaming is a mainstream activity in France, with 71 percent of the population participating and an average player age of 40.
  • Mobile gaming is a primary engine for industry growth and engagement, led by titles such as Mario Kart Tour and Clash of Clans.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsFeb 2020
Cover of Esports and the Region's Players View on Competitive Play
18 min
PocketGamer.biz18 min

Esports and the Region's Players View on Competitive Play

The esports landscape in the Middle East and North Africa (MENA) region is currently characterized by a significant disconnect between high player interest and the lack of a professionalized ecosystem.

  • The MENA esports sector faces a critical disconnect between high player registration numbers and a lack of sustainable infrastructure, resulting in fragmented, prize-pool-driven events rather than a professionalized ecosystem.
  • Localization is a primary barrier to growth, as reliance on poorly translated English-based platforms hinders participation; simplifying and localizing registration processes has been proven to significantly increase player engagement.
  • The core demographic of players aged 18 to 25 lacks the necessary business acumen to secure sponsorships and faces cultural skepticism regarding the legitimacy of esports as a viable career path.
PocketGamer.bizJan 2020
Cover of Europe and Esports: High Engagement and Even Higher Potential
Report14 pages

Europe and Esports: High Engagement and Even Higher Potential

The study demonstrates that European esports audiences are expanding rapidly, with a projected 92 million viewers by the end of 2020 and a year-over-year growth of 7.4%.

  • The European esports market is projected to reach 92 million viewers by the end of 2020, with a 7.4% year-over-year growth rate.
  • Global esports revenue is forecasted to climb from €974 million in 2020 to €1.6 billion by 2023, with Europe following a similar growth trajectory.
  • Esports engagement is not limited to the youngest demographic, as the 21–25 age group currently leads in enthusiast participation compared to the 18–20 cohort.
PayPalJan 2020
Cover of Spillrapporten 2019/2020
Report16 pages

Spillrapporten 2019/2020

The Norwegian game industry experienced a period of robust expansion between 2017 and 2018, characterized by significant gains in both total revenue and employment figures.

  • The Norwegian gaming industry's gross turnover from games was 550 million NOK in 2018, with 388 million NOK directly by companies and 162 million NOK through other distribution channels.
  • Export revenue from Norwegian games is significant, estimated at 377 million NOK in 2018, substantially higher than the 87.3 million NOK from Norwegian film exports in 2015.
  • Funcom is the largest company in the Norwegian gaming industry, a pattern seen in Finland (Supercell accounted for 88% of turnover in 2015) and Sweden, where dominant players drive overall industry growth.
Norsk Spill- og MultimedieforeningJan 2020
Cover of 2020 Mobile Gaming Apps Report
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.

  • 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%.
LiftoffJan 2020
Cover of Level Up: A Guide to Succeed in Asia’s Gaming Market
Report62 pages

Level Up: A Guide to Succeed in Asia’s Gaming Market

Asia has established itself as the epicenter of the global gaming industry, driven by a mobile-first population exceeding 1.5 billion players.

  • Asia’s gaming market is driven by over 1.5 billion mobile-first players, with free-to-play models generating 99% of mobile revenue.
  • The female demographic has grown to 500 million players and now contributes nearly 40% of total mobile gaming revenue, necessitating more inclusive content.
  • Asia accounts for 68% of global mobile esports revenue, with Southeast Asia experiencing a 244% increase in tournament prize pools.
NewzooJan 2020
Cover of For the Win: Breaking Down the Preferences of Asia's Mobile Gamers
Report22 pages

For the Win: Breaking Down the Preferences of Asia's Mobile Gamers

Asia represents the world’s most significant mobile gaming hub, housing over half of the global player base and generating the majority of the industry's mobile revenue.

  • Asia accounts for over 50% of the global mobile gaming player base and generates the majority of the industry's total mobile revenue.
  • Mobile esports and competitive, socially-driven titles are displacing traditional genres across all Asian markets, marking a major shift in consumer preference through the first half of 2020.
  • China remains the largest market, where success is driven by migrating PC intellectual properties to mobile and navigating a regulatory environment that requires domestic partnerships.
Niko PartnersJan 2020
Cover of Las Mujeres Juegan, Consumen, Participan: Contribución a la Industria de Videojuegos en 2020
Report14 pages

Las Mujeres Juegan, Consumen, Participan: Contribución a la Industria de Videojuegos en 2020

The analysis highlights how women have become a decisive force in the European video-game market in 2020, both as players and as consumers.

  • Women accounted for 47% of the 118 million active gamers across Spain, France, Germany, Italy, and the UK in 2020, up from 45% in 2019.
  • Female gamers generated €6.8 billion in spending in 2020, representing 38% of total industry revenue and a 31% year-on-year increase.
  • During the 2020 Q2 lockdown, 60 million women played video games, with average weekly playtime rising to 8.8 hours and console sessions increasing by approximately one hour.
AEVIJan 2020
Cover of The Past, Present and Future of Games: Global and Local Opportunities
Report33 pages

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

The global gaming industry is undergoing a fundamental transformation characterized by the convergence of social interaction, entertainment, and commerce.

  • 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.
NewzooJan 2020
Cover of Europe's Video Game Industry: Key Facts 2020
Report20 pages

Europe's Video Game Industry: Key Facts 2020

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.

  • The European video game market reached €21.6 billion in 2019, marking a 3% year-on-year increase and a 55% total growth since 2014.
  • Digital ecosystems dominate the market, accounting for 76% of total revenue, with 66% of that online income derived specifically from in-game extras and downloadable content.
  • Hardware revenue is split primarily between consoles at 43% and mobile/tablet devices at 40%.
Interactive Software Federation of EuropeJan 2020
Cover of Kids Explain Roblox Top Game Hits | 1 Billion+ Plays
33 min
GameMakers33 min

Kids Explain Roblox Top Game Hits | 1 Billion+ Plays

Roblox has solidified its position as a dominant force in the digital entertainment landscape, with its top ten titles each surpassing one billion plays.

  • Roblox's top ten titles, including MeepCity, Jailbreak, and Adopt Me!, have each surpassed one billion plays, establishing the platform as a dominant force in digital entertainment.
  • The platform's most successful games prioritize social interaction, role-playing, and avatar customization over complex gameplay mechanics.
  • Core engagement is driven by loop-based progression systems where players earn currency through mini-games to reinvest in virtual assets that enhance social status.
GameMakersDec 2019
Cover of Essential Video Game News: October 2019
Report52 pages

Essential Video Game News: October 2019

The French video game industry represents a robust and culturally integrated sector, with 71 percent of the population—totaling 37.15 million individuals—actively engaging with games as of 2019.

  • The French video game industry generated 4.9 billion euros in turnover in 2018, with mobile gaming serving as a primary driver of this growth.
  • Gaming is a mass-market activity in France, with 37.15 million people—71 percent of the population—actively playing games as of 2019.
  • While smartphones are the primary platform for 53 percent of users, physical retail remains the dominant sales channel, accounting for 58 percent of consumer purchases.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsOct 2019

Writers

Related topics