Online gaming industry statistics 2010


















Mac Computers: 20 percent Mac Exclusive games are nearly unheard of in the industry. Nearly every release is also available for the PC. Nintendo Switch: 18 percent It should be heavily noted that this percentage is likely to increase heavily due to the success of the Nintendo Switch. Many developers expressed interest in the console for the future.

Due to Nintendo's efforts, practices, and standards, there generally are fewer games allowed to be developed for the Switch.

Nintendo's online service is currently too new to have concrete statistics on the number of users. VR Headsets: 17 percent This number means the number of games that are not only developed exclusively for VR, but also games that have some form of VR support. VR is a growing, if small, market.

According to statistics by Valve , about 0. Web Browsers: 13 percent Many web browser games are simple browser versions or ports of mobile games. Many more, depending on what counted according to the poll, might be flash games that are more training or experiment than a product.

AR Headsets: 7 percent Many of these selections are experimental and not a large part of the overall gaming market. What will be interesting to the greater gaming industry is how popular AR devices and games become in the coming years.

Gamers by Platform According to the ESA Sales, Demographic, and Usage Data release , US households play games on the following platforms: Differences by Region in Gaming You might consider gaming in the Western context, but you should know that gamers are in countries all around the world, and the USA isn't even the top creator of game revenue.

According to Filmora , the top 10 countries are as follows: China is the greatest outlier here because many games that do well in America do not necessarily do so well in China. The Average Gamer of Today While you might think of the average gamer as a younger male, you might be surprised to learn about some of these statistics regarding gamer demographics: The average gamer is 34 years old.

The average male gamer is 32, and the average female gamer is Younger gamers might dedicate significantly more time to the hobby as they have more time, but the market is skewing towards middle age as more people are growing up with games in their life. The general trend shows itself across all platforms. Newzoo also notes that while the percentages of "core gamers" according to them gamers who play a game more than 5 days a week are similar along gender lines, men are across the board more likely to pay for games.

As far as self-reported core gamers, those who say gaming is an important part of their life, 70 percent are men. The Direct Impact of Online Play According to the ESA data, 50 percent of gamers consider online play capability a factor into their purchasing decision. This was the fifth most common factor, with graphics, price, story, and game series being the first four.

The same data notes that 56 percent of the most frequent gamers will play multiplayer games with other online an average of 7 hours a week. Nintendo continued to hold onto the handheld market with updated Game Boy consoles, and Nokia and BlackBerry tried their hands at integrating game apps into their phones. Console makers like Microsoft and Sony are launching cloud-based subscription services even while they continue to develop new consoles.

Meanwhile, Amazon and Google are launching their own services that work on multiple devices, mobile included. There are more than 2. With some esports companies more valuable than traditional sports teams, we visualize esports vs sports in franchise value. These comparisons range from tricky to subjective, but the monetary value of companies speak for themselves. When compared to traditional sports valuations, esports companies have already reached major league hockey status.

But other sports leagues are further away. Try as we might to make a clean apples-to-apples comparison between esports and traditional sports teams, there are significant differences in the business models to consider. For starters, major esports companies own multiple franchises and non-franchise teams across many games. Cloud9 owns both the eponymous Cloud9 League of Legends franchise and the London Spitfire Overwatch franchise, for example, as well as non-franchise teams in Halo , Counter Strike: Global Offensive , Fortnite , and other games.

The revenue streams for esports companies are also extremely varied. Instead of having to pit companies against franchises, direct league-to-league comparisons will be possible, and the differences will likely shrink from billions to millions. Since its release, the Nintendo Switch has become a household game console for gamers and non-gamers alike.

Even fewer come together as a complete package that ties together the ideologies and technical ideas of their preceding consoles like the Nintendo Switch has. This graphic visualizes the Nintendo Switch sales success story alongside more than 20 years of Nintendo console sales. Nintendo has a long and storied history in gaming—but since the release of the original Game Boy in , the company has favored a two-pronged approach with its game consoles: having both a portable handheld console and a home console which connects to a TV on the market.

These successes proved that the gaming audience would support two separate Nintendo consoles on the market, and Nintendo kept the strategy going the following generations.

Source: Nintendo. While the GameCube sold Many players turned to online gaming worlds to socialize remotely with friends or strangers across the world and casual online gaming titles like Among Us or Fall Guys became the hits of the summer.

Overview Forecast of Video Games revenue by segment in the World Forecast of Video Games users by segment in the World Forecast of Video Games ARPU by segment in the World Leading gaming markets worldwide , by revenue Online PC gaming market value worldwide Global digital games industry revenue , by category Games market revenue share worldwide , by segment. Order dossier. Yes, let me download! More than 7, companies trust Statista. Procter and Gamble. Recommended studies and dossiers Online gaming market in the Philippines Online gaming market in the Philippines.

Coronavirus: impact on the video game industry worldwide. Single Accounts Corporate Solutions Universities. Published by J. Clement , May 7, The recent evolution of the online gaming genre Despite this recent surge in prominence, online gaming has already been evolving over the past years.

From classic PC and console-based online gaming genres such as massively multiplayer games MMO gaming and competitive first-person shooters, online gaming has seen a boost around the early s when casual social gaming became popular.

As mobile connectivity and smartphone ownership increased in recent years, so did online gaming possibilities for a whole range of new gaming audiences who do not have to rely on expensive PCs, consoles, or subscriptions to play with other people.

As the market for traditional online gaming titles is shrinking, cross-platform titles with focus on mobile are currently the ones pushing the genre forward. The most popular online gaming format right now is battle royale games. PlayerUnknown's Battlegrounds PUBG , Fortnite Battle Royale , and Apex Legends generated tens of millions of players within months of their release and most recent prominent genre entry Call of Duty: Warzone has claimed million players as of April , a mere 13 months after release.

Online gaming behavior Many U. Gamers cited World of Warcraft and Minecraft as the gaming environments with the most positive social experiences. On the flipside, online harassment while online gaming was equally as common — from offensive name-calling and trolling to physical threats, to the severe threats of stalking and doxing. The impact of bad player behavior is severe — gamers who experienced online harassment felt less social and upset after playing, while some even had personal relationships disrupted and school or work performances impacted.

As such, interactions with other players can make or break the enjoyment of online gaming and the anonymity of digital environments is not without risks. COVID impact on online gaming A July survey found that a significant share of new gamers in several countries who took up gaming during the coronavirus pandemic reported that they were open to gaming as a social activity.



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