Newzoo has published a large report on the gaming market. There is about money and about trends
How much the industry will earn this year, broken down by segments and countries, the analytical company Newzoo recently told. Briefly about the main thing from her report — in our publication.
Figures by segment
The central figure of the entire study is $152.1 billion. That’s how much the gaming market will earn in 2019. This is 9.6% more than a year earlier.
The largest segment is still mobile. Games for him will be responsible for 45% of the entire market or $ 68.5 billion. Already of this amount, 80% will come from revenue from smartphone games. The remaining share is taken by tablet versions of games.
The time of the current generation of consoles, according to analysts, is coming to an end. And now the prevalence of Xbox One and PlayStation 4 has reached peak values. This, as well as the excellent sales of the Nintendo Switch, allows the console segment of the market to grow by 13.4% per year.
Everything is complicated in the PC games market. On the one hand, competitive games are doing well on it and they allow the segment to grow by 6.6% as a whole. On the other hand, browser projects continue to lose revenue. This year, this business will decrease by 15.1% to $3.5 billion.
Figures by country and region
One of the most unexpected conclusions of the forecast: by the end of 2019, the United States will be the largest gaming market for the first time since 2015. It was estimated at $36.9 billion.
However, if you look not at specific countries, but by regions, the situation as a whole does not change much from year to year.
The most profitable market remains the Asia-Pacific region, where China ($36.5 billion) and Japan ($19 billion) make a large cash register. Of interest — only the low growth rates in the region (annual — 7.6%), as well as India catching up with Australia in terms of national revenue, whose gaming revenue at the end of the year may be in the region of $ 1.5 billion.
Western Europe is in third place in terms of revenue ($25.7 billion), which has the highest annual dynamics among all regions — 12%. The largest market here is Germany ($6 billion).
Latin America ranks fourth in the world in terms of gaming revenue ($5.6 billion). However, it as a whole earns the same amount per year as the UK gaming industry, despite a much larger number of players (about 252 million). The largest market for money here is Mexico ($1.8 billion).
The Middle East and Africa are in fifth place in terms of revenue from the games ($4.8 billion). This region shows an average market growth rate of 11%. Turkey generates the largest cash here ($0.8 billion).
Eastern Europe, where Newzoo counts Kazakhstan, is the smallest of the regions in terms of cash ($4.2 billion). It is expected that Russia is responsible for most of the revenue here ($1.8 billion).
Trends and long-term forecasts
Among the central trends, Newzoo identifies three: nostalgia (publishers earn massively from re-releases and remakes of old games), cloud gaming (a number of large companies come out with their solutions) and instant games (according to analysts, they are something like a bridge between social media and the gaming industry, their audience is growing, which means that this segment has a lot of potential).
In particular, thanks to these trends, Newzoo predicts that the games market will amount to $196 billion by 2022. Moreover, mobile will have $95 billion.
Methodology
When compiling reports, Newzoo is based on three main metrics for each market: the number of players, the number of paying players and revenue. The company receives the first two metrics as part of the survey. For example, to compile the current one, the company interviewed 62 thousand people from 30 countries. As for revenue estimates, here, as Newzoo states, it is based on its own forecasting tools.
Also on the topic: