12.07.2021

PwC: the volume of the global video game market will approach $200 billion by 2025

The total revenue of the gaming industry in the world increased by 10% last year. The audit company PricewaterhouseCoopers expects that this area will continue to grow steadily. According to analysts’ forecasts, by 2025 the volume of the global video game market will approach the $200 billion mark.The main thing from the study

In 2020, the turnover of the global video game market increased by 10%.

  • Analysts expect the market to grow by an average of 4.4% per year — until 2025.The gaming industry has become almost the only entertainment sector that has not only not suffered due to the pandemic, but has also shown steady growth.
  • For comparison, the revenue of cinemas in 2020 fell by 71%.The total turnover of the global entertainment industry decreased by 3.8% and amounted to $2 trillion.
  • Analysts call the drop of $100 billion in annual terms the largest in history.At the same time, PwC notes that revenue will gradually return to normal and begin to grow.
  • It is expected that by 2025 the total turnover of the global entertainment industry will be $2.6 trillion.Video games will play an important role in this.
  • They will become the fastest growing content category — by 2025 they will account for 6.1% of all consumer spending in the world.PwC notes that the largest growth will occur in the “digit”.
  • This is indicated by the actions of large companies, such as Facebook, Amazon and Google. As an example, analysts cite the purchase of rights to show esports competitions and plans to integrate Stadia into YouTube.According to forecasts, the volume of the global gaming market by 2025 will amount to $194.7 billion.
  • 60% will be for social / casual gaming (this includes mainly mobile games).Global revenue of console, PC and social/casual games (2016-2025)

PwC also expects physical sales of console games to fall from 48.2% to 35.5% by 2025.

  • VR will remain the fastest growing sector in the gaming industry.
  • Its revenue is expected to reach $6.9 billion by 2025.Analysts also note that content authors and advertisers will pay more and more attention to large social platforms.
  • The largest of them is TikTok, in which over 1.29 billion users were registered at the end of 2020 (about one in six inhabitants of the Earth). Another example of such a platform is Roblox, whose MAU in March amounted to 43 million active users.
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