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TwitterIn 2022, the multi-platform free-to-play (F2P) gaming title Fortnite generated an estimated 4.4 billion U.S. dollars in annual revenues. This figure decreased from the previous year when the battle royale title made about 4.8 billion U.S. dollars in revenues.
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TwitterAfter a nearly five-year ban from the Apple App Store and Google Play, the battle royale hit made its return to mobile devices — at least on iOS. After a protracted legal battle between Epic Games and Apple regarding third-party payments, Fortnite returned to the iOS ecosystem in the United States. In May 2025, Fortnite's mobile app revenue amounted to 1.15 million U.S. dollars.
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TwitterSince its release in 2017, Fortnite has become one of the most popular games in the world. The Battle Royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of *** U.S. dollars in December 2019, more an increase of *** million U.S. dollars compared to the precious month.
Fortnite – the money maker With *** million users registered worldwide in early 2020, it is no wonder that Fortnite is making its developers, Epic Games, a lot of money. The game has found the most success in the United States, where it generated a staggering ** million U.S. dollars in its first year after release. Given the nature of the game and the trend in gaming as a whole, it will come as no shock that the vast majority of Fortnite players in the United States were male, with over ** percent falling into the 18-34 age category.
In-game purchases key to success Given that Fortnite is a free-to-play game, how does it generate such a vast amount of revenue? The answer lies, as with many other commercially successful free-to-play games, in in-game purchases. According to a survey carried out in the United States in February 2020, about 77 percent of Fortnite players admitted to making in-game purchases. Using their hard-earned cash to purchase V-Bucks, gamers then use the game’s currency to buy upgrades ranging from outfits and characters to gliders. What’s more, almost ** percent of U.S. Fortnite players confessed to spending money on emotes, which allow their character to celebrate their kills and victories with elaborate dance moves.
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TwitterSince its release in 2017, Fortnite has become one of the most popular games in the world. The battle royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of 3.7 billion U.S. dollars in 2019, down from 5.4 billion U.S. dollars in 2018.
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TwitterIn 2024, video game publisher and software developer Epic Games is projected to generate approximately 5.8 billion U.S. dollars in gross revenues, up from 5.1 billion U.S. dollars in 2020.
How does Epic Games make money? Epic Games' gross does not only include game revenue from the company battle royale hit Fortnite, but also engine revenue derived from game licenses and royalties, as well as Unreal Engine assets. Epic is the developer of the gaming engine Unreal Engine, which is currently monetized under a royalty model, meaning that is can be downloaded for free and Epic claims a percentage of sales revenue. Currently, Epic is not claiming a fee for developers that publish their games on the Epic Games Store. The Epic Games Store (EGS) was launched in December 2018. In May 2020, Epic announced that their share of royalties for games developed in Unreal Engine are waived until developers have earned their first 1 million U.S. dollars in revenue. Other income streams of the company include Epic Games Store revenue, and Merchandise and other revenue. Epic Games Store upsetting the industry standard One of the biggest headlines regarding the launch of Epic’s own digital storefront was the company’s attitude to developer / store revenue split. Gaming stores and app platforms including Valve’s Steam, the Apple App Store, or Google Play, usually take a 30 percent commission cut from game sales and in-game revenues. The Epic Games Store was released with the announcement that the EGS would only claim 12 percent of revenue, leaving 88 percent to the developers. This approach, as well as Epic’s attempt to circumvent Apple’s monetization strategies in the iOS app of Fortnite, has made many headlines, led to Apple removing the app from its App Store, and resulted in the still ongoing lawsuit Epic vs. Apple.
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TwitterThe top earner in the battle royale video game Fortnite from Denmark was the gamer tag Anas. He earned over *** million U.S. dollars in professional Fortnite tournaments in the period from February 2018 to January 2025. In second place came Th0masHD, Thomas Høxbro Davidsen, who earned roughly *** million U.S. dollars' worth of prize money. Epic Games developed the survival and royale battle video game Fortnite in 2017. The different game mode versions are available not only for computers and consoles, but also for handheld and mobile devices.
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TwitterComprehensive YouTube channel statistics for Fortnite Soul, featuring 227,000 subscribers and 93,049,670 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 2,443 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.
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TwitterFirst released in 2017, the battle royale game Fortnite has become popular with audiences worldwide. The game also has a sizeable eSports segment, and Kyle Giersdorf, also known as Bugha, is the most successful Fortnite eSports player, with lifetime earnings from the game of 3.77 million U.S. dollars. Second-ranked David Wang, also known as Aqua, has accumulated about 2.19 million U.S. dollars in winnings from the game.
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TwitterComprehensive YouTube channel statistics for Tomato - Fortnite, featuring 3,120,000 subscribers and 1,372,587,883 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 1,597 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.
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TwitterThe top earner from Norway in the battle royal video game Fortnite was Emil Bergquist Pedersen, going by the gamer tag Nyhrox. As of January 2025, he has earned over *** million U.S. dollars in professional tournaments. In second place was MrSavage, Martin Foss, who earned roughly ******* U.S. dollars' worth of prize money. Epic Games developed the survival and royale battle video game Fortnite in 2017. The different game mode versions are available not only for computers and consoles, but also for handheld and mobile devices.
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TwitterComprehensive YouTube channel statistics for Fortnite, featuring 13,300,000 subscribers and 3,192,201,159 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 1,835 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.
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TwitterMichał Kamiński, playing under the ID Kami, was the highest-earning Fortnite player in Poland as of January 2025. Kamiński is the leading Fortnite player in the entire country. Between 2018 and 2025, the e-sports player accumulated over *** million U.S. dollars in prize money earnings.
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This is scraped data from eSportsEarning.com that provides information on earnings 💰 of eSports players and teams.
Three CSV files:
highest_earning_players.csvhighest_earning_teams.csvcountry-and-continent-codes-list.csvThe data from CSV files (1) & (2) includes these games:
This dataset was inspired from Ran Kirshenboim's original data set - Esports Earnings 1998 - 2020. Thank you Ran, I used your data set (along with other data) to produce this Tableau story on eSports.
Please see the Exploratory Data Analysis task for inspiration on how to use this data set.
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According to our latest research, the global User-Generated Game Platforms market size reached USD 7.2 billion in 2024, reflecting the rapid adoption and mainstream acceptance of user-driven content creation in the gaming industry. The market is forecasted to grow at a robust CAGR of 16.8% from 2025 to 2033, reaching an estimated USD 32.1 billion by 2033. This remarkable growth is being propelled by technological advancements, increasing engagement with interactive entertainment, and the democratization of game development tools, which collectively empower users to create, share, and monetize their own gaming experiences.
One of the primary growth drivers for the User-Generated Game Platforms market is the proliferation of accessible development tools and platforms that lower the barrier to entry for aspiring game creators. Modern engines and intuitive interfaces allow individuals with minimal programming knowledge to design and publish games, fostering a vibrant ecosystem of creativity and innovation. Platforms such as Roblox, Minecraft, and Fortnite Creative have demonstrated the power of community-driven content, enabling millions of users to participate in game development. This trend is further amplified by the integration of social features, real-time collaboration, and cloud-based asset libraries, which streamline the process of building and sharing games. As more users seek personalized and interactive experiences, the demand for user-generated content is expected to surge, fueling market expansion.
Another significant factor contributing to market growth is the increasing integration of monetization opportunities within user-generated game platforms. These platforms offer various revenue models, including in-game purchases, advertising, and subscription services, allowing creators to earn income from their contributions. This economic incentive has led to the rise of a new generation of independent developers and content creators, who are leveraging these platforms to reach global audiences and generate sustainable revenue streams. The emergence of virtual economies, supported by robust payment and reward systems, has further enhanced the appeal of user-generated game environments. As the gaming community continues to embrace these opportunities, platform providers are investing in advanced analytics, security features, and community management tools to ensure a safe and rewarding experience for both creators and players.
The ongoing digital transformation across various sectors, including education, entertainment, and enterprise, is also playing a pivotal role in the growth of the User-Generated Game Platforms market. Educational institutions are increasingly adopting these platforms to facilitate interactive learning and gamified training modules, while enterprises are leveraging them for team-building exercises and virtual events. The versatility and scalability of user-generated game platforms make them suitable for a wide range of applications beyond traditional gaming, expanding their addressable market. Furthermore, the rise of mobile gaming and cross-platform compatibility is enabling users to access and contribute to these platforms from any device, enhancing convenience and engagement.
Regionally, the market is witnessing robust growth in Asia Pacific, North America, and Europe, driven by high internet penetration, widespread smartphone adoption, and a strong culture of digital content creation. Asia Pacific, in particular, is emerging as a key growth engine, supported by a large and youthful population, government initiatives to promote digital literacy, and the rapid expansion of the gaming industry. North America remains a major hub for innovation, with leading platform providers and a thriving community of creators. Europe is also experiencing steady growth, driven by increasing investments in digital infrastructure and a strong focus on creative industries. As these regions continue to invest in digital transformation and user engagement, the global User-Generated Game Platforms market is poised for sustained expansion over the forecast period.
As the user-generated game platforms market continues to evolve, the role of a Secondary Platform becomes increasingly significant. These platforms serve as complementary ecosystems that suppo
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TwitterIn 2024, video game publisher and software developer Epic Games is projected to generate approximately 907 million U.S. dollars in gross income, down from 1.83 billion U.S. dollars in 2019. In the most recently ended year, the company's gross revenue was estimated to be5.6 billion U.S. dollars.
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TwitterKyle Giersdorf, more commonly known by his gamertag Bugha, was the most successful Fortnite player in the United States based on prize money earnings as of January 2025. Giersdorf's total career earnings through Fortnite, as of that month, exceeded 3.7 million U.S. dollars. Meanwhile, Harrison Chang aka psalm came in second place with total career earnings amounting to around 1.87 million U.S. dollars. eSports tournament prize pools Professional eSports players can earn up to millions of dollars in prize money at international competitions. As of the year-end 2024, the Dota 2 championships had amassed the highest cumulative prize pool from eSports games worldwide. The International, which is a Dota 2 tournament, was the most lucrative eSports tournament worldwide, with the winners of the 2021 iteration of The International walking away with approximately 40 million U.S. dollars. Popular battle royale games Battle royale games are multiplayer games which combine aspects of free-for-all or team-based shooters with components from survival games, such as having to scavenge for equipment within a hostile open-world environment. As of January 2025, Fortnite was the most popular PlayStation 5 game based on monthly active users worldwide, ranking above entries such as Call of Duty and Grand Theft Auto V. When it came to the most streamed battle royale games worldwide Fortnite also took the top spot, surpassing Apex Legends and Call of Duty: Warzone, which racked up 4.7 million weekly viewer hours in March 2025.
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The esports market is booming, projected to hit $2.11 billion in 2025 and grow at a 20.05% CAGR. Discover key trends, revenue models (media rights, sponsorships), top companies, and regional insights in this comprehensive market analysis. Invest wisely in this rapidly expanding industry! Recent developments include: January 2022 - A new category of 1440p NVIDIA G-SYNC esports screens and seven new games benefit from low latency thanks to NVIDIA Reflex. Since reducing system latency is recognized by gamers and game developers as essential to a quality gaming experience, the NVIDIA Reflex low latency ecosystem has grown significantly over the past year. Eight top-ten competitive shooters, including Apex Legends, Valorant, and Fortnite, support Reflex. Each month, more than 20 million GeForce gamers battle with Reflex ON. More than 50 mouse and screens support their Reflex Analyzer, enabling players to assess system latency quickly. Such developments are expected to flourish the esports market in the forecast period., February 2022 - Nintendo delivered its first Direct event of 2022 in a 40-minute presentation that featured several brand-new games and remakes. Highlights from Nintendo Direct 2022: Switch Sports, Mario Strikers, and announcements of other games. The market is expected to expand due to the release of multiple games.. Key drivers for this market are: Increasing Popularity of Video Games, Growing Awareness about eSports. Potential restraints include: Increasing Popularity of Video Games, Growing Awareness about eSports. Notable trends are: Advertising to be the Largest Sources of eSports Revenue.
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According to our latest research, the global Game Skinsplace market size reached USD 8.1 billion in 2024 and is expected to grow at a robust CAGR of 13.5% during the forecast period, reaching a projected value of USD 25.1 billion by 2033. This impressive growth is primarily driven by the increasing popularity of online multiplayer games, the rise of esports, and the growing trend of in-game customization among gamers worldwide. The surge in demand for digital assets, especially cosmetic enhancements such as weapon skins, character skins, and vehicle skins, continues to fuel market expansion as per the latest research findings.
One of the primary growth factors for the Game Skinsplace market is the escalating engagement in online gaming communities, where personalization and unique player identities have become central to the gaming experience. With the advent of advanced graphic engines and immersive gameplay, players are increasingly seeking ways to differentiate themselves through in-game cosmetic items. This personalization trend is especially pronounced in popular titles such as Counter-Strike: Global Offensive, Fortnite, and PUBG, where skins have evolved into status symbols and a means of self-expression. The thriving esports ecosystem further amplifies this demand, as professional gamers and streamers showcase exclusive skins to millions of viewers, creating aspirational value and driving up the market for rare and limited-edition items.
Another significant driver is the integration of blockchain technology and NFTs (Non-Fungible Tokens) within the Game Skinsplace market. Blockchain provides enhanced transparency, security, and verifiability for digital assets, addressing longstanding concerns about fraud and duplication. NFT-based skins have introduced a new paradigm of true ownership, allowing gamers to trade, sell, and authenticate their digital items seamlessly across platforms. This technological advancement has attracted both gamers and collectors, broadening the market’s demographic reach. Additionally, game developers and publishers are increasingly monetizing skins through microtransactions, battle passes, and seasonal events, generating recurring revenue streams and incentivizing continuous player engagement.
The proliferation of mobile gaming and cross-platform compatibility is also contributing to the rapid expansion of the Game Skinsplace market. As mobile devices become more powerful and accessible, a larger audience is participating in gaming, particularly in emerging markets such as Southeast Asia and Latin America. Mobile titles like Free Fire and Call of Duty: Mobile have successfully implemented skin marketplaces, democratizing access to digital assets. Furthermore, the rise of social gaming and the integration of skins into social media platforms have created new avenues for market growth, as players seek to showcase their unique items beyond the confines of the game itself.
From a regional perspective, Asia Pacific dominates the Game Skinsplace market, accounting for the largest revenue share in 2024, followed closely by North America and Europe. The high concentration of gamers in countries such as China, South Korea, and Japan, coupled with a vibrant esports culture, has positioned Asia Pacific at the forefront of market growth. North America remains a key market, driven by technological innovation, high disposable income, and a strong presence of leading game developers. Europe is witnessing steady growth, fueled by the increasing adoption of digital gaming and supportive regulatory frameworks. Meanwhile, Latin America and the Middle East & Africa are emerging as promising markets, supported by improving internet infrastructure and a growing base of young, tech-savvy gamers.
The Game Skinsplace market by product type is segmented into Weapon Skins, Character Skins, Vehicle Skins, and Others, each contributing uniquely to the overall market dynamics. Weapon skins remain the most popular segment, accounting for the largest share of the market in 2024. This dominance is attributed to the prevalence of first-person shooter (FPS) and battle royale games, where weapon customization is a core aspect of gameplay. Players are willing to invest significant amounts in acquiring rare and visually appealing weapon skins, which often become symbols of status and skill within gaming communities. The trading and re
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TwitterComprehensive YouTube channel statistics for KavuN Fortnite, featuring 435,000 subscribers and 9,104,006 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in TR. Track 116 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.
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TwitterDanila Yakovenko, or Malibuca, had the highest earnings in professional Fortnite tournaments among Russian e-sporters as of April 12, 2025, measured at around *********** U.S. dollars. Fortnite was one of the most-streamed games on Twitch in the Russian language.
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TwitterIn 2022, the multi-platform free-to-play (F2P) gaming title Fortnite generated an estimated 4.4 billion U.S. dollars in annual revenues. This figure decreased from the previous year when the battle royale title made about 4.8 billion U.S. dollars in revenues.