In 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.
In 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.
Since 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.
After 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.
Since 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.
This statistic shows the revenue of Fortnite mobile from Apple App Store worldwide in 2018. According to the data, Fortnite mobile grossed *** million U.S dollars on iOS in 2018, averaging *** million U.S. dollars per day.
This dataset was created by RushabhWadkar
Released under Data files © Original Authors
First 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 3.73 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.
According to figures provided by Airnow, the net revenue made on Fortnite in the Netherlands was highest in July and December 2018. The source defines net revenue as the revenue made with in-app purchases after the stores (Apple App Store and Google Play Store) received their share. As Fortnite is not available on the Google Play Store, the numbers provided here only concern the Apple App Store. Fortnite is a free-to-play Battle Royale video game, where up to 100 players are pitted against each other in a fight for survival until only one player is left standing. Both Fortnite and PlayerUnknown's Battlegrounds (commonly referred to as PUBG) have received much media attention in 2018 due to their high popularity. Early 2019, another game in this genre started to get attention: Apex Legends.
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The Metaverse market is experiencing explosive growth, projected to reach a substantial size exceeding $116.74 million by 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 41.83%. This burgeoning sector is driven by several key factors. Firstly, advancements in Augmented Reality (AR) and Virtual Reality (VR) hardware are creating increasingly immersive and engaging experiences. Secondly, the integration of social media, particularly through targeted advertising within metaverse platforms, is fueling user engagement and market expansion. The rise of virtual live entertainment, exemplified by successful platforms like Epic Games and Roblox, is further attracting significant user bases and driving revenue generation. Finally, the expansion of gaming services, offering diverse and interactive experiences within metaverse environments, constitutes a major growth catalyst. The market is segmented across diverse end-user industries, including gaming, media & entertainment, commercial applications (virtual offices, training simulations), retail (virtual showrooms, immersive shopping), and others. Major players like Fortnite, EA Sports, AWS, Qualcomm, Oculus, Vive, Epic Games, Roblox, Facebook (Meta), Unity, Steam, and Itch.io are actively shaping this dynamic landscape, investing heavily in technological advancements and content creation to capture market share. The forecast period from 2025 to 2033 promises even more significant expansion. While precise regional market share data is unavailable, it's reasonable to expect North America and Europe to initially hold the largest shares, given their advanced technological infrastructure and strong adoption rates of related technologies. However, Asia's rapid technological development and immense population present significant growth potential, potentially surpassing other regions in the later years of the forecast period. The continued development of user-friendly interfaces, enhanced graphic capabilities, and broader accessibility will be crucial in driving further market penetration across all regions. Challenges such as addressing concerns regarding data privacy, cybersecurity, and the potential for digital addiction will require proactive solutions to ensure sustainable and responsible market development. Recent developments include: May 2024: Grand Cayman-based Web3 firm Mai Labs unveiled its metaverse platform, 'Mayaaverse', in India. During the launch event held in Delhi, the company also rolled out the Lumyn XR, a virtual reality headset crafted for deep immersion in the digital realm. Through these innovations, Mai Labs is making its mark in Artificial Intelligence, blockchain, and the metaverse., February 2024: The Royal Government of Bhutan has launched a metaverse platform named Bhutanverse. This virtual space provides a computer-generated environment, enabling global users to experience Bhutan digitally. The metaverse will showcase the country's culture, history, and philosophy, accessible from users' homes. It will feature Bhutanese motifs, art, and architecture. Additionally, a creative space has been developed to offer interactive quests, where metaverse avatars can engage in mini-games based on compelling storylines centered around Bhutan’s history and folklore.. Key drivers for this market are: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Potential restraints include: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Notable trends are: Gaming Segment Accounted for the Largest Market Share.
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The global eSports organization market is experiencing robust growth, driven by increasing viewership, expanding sponsorships, and the rising popularity of competitive gaming titles like League of Legends (LoL), PUBG, Fortnite, and Counter-Strike: Global Offensive (CS:GO). The market's segmentation reveals a significant contribution from both professional and amateur organizations, with professional teams commanding higher valuations due to lucrative sponsorship deals and prize money. Geographically, North America and Asia-Pacific currently dominate the market, fueled by a strong gaming culture and substantial investments in infrastructure. However, regions like Europe and the Middle East & Africa are showing significant potential for future growth, driven by increasing internet penetration and the rising popularity of mobile gaming. The competitive landscape is characterized by a mix of established, globally recognized organizations like Fnatic, Team Liquid, and SKT T1, alongside emerging teams vying for a piece of the market. This dynamic environment fosters innovation in team management, content creation, and fan engagement, further accelerating the industry's growth trajectory. Factors influencing market growth include advancements in streaming technologies enhancing the viewing experience, the increasing integration of eSports into mainstream media, and the development of robust eSports infrastructure, including dedicated arenas and training facilities. However, challenges such as the need for sustainable business models, potential burnout among players, and the inherent volatility of the gaming industry represent potential restraints. The forecast period (2025-2033) anticipates continued growth, with the market expanding into new territories and diversifying revenue streams through merchandise sales, online academies, and intellectual property licensing. The long-term success of eSports organizations hinges on adapting to evolving gaming trends, maintaining player loyalty, and securing strategic partnerships to ensure sustained profitability and growth in an increasingly competitive landscape. Estimating a CAGR of 15% for the period 2025-2033, and assuming a 2025 market size of $1.5 billion, the market would reach approximately $5 billion by 2033.
First released in 2017 and developed by Epic Games, Fortnite is an online battle royal video game with the objective of being the last survivor and eliminating other opposing players. Following the success of the game, a mobile version was released for Android and iOS the following year. Thanks to in-app purchases and micro-transactions, the app generated revenue of **** million U.S. dollars through player spending worldwide in April 2020. This sharp growth in players is no doubt in part due to the coronavirus pandemic, which spread across the world at the beginning of 2020 and led to many people turning to gaming and other forms of indoor entertainment during periods of lockdown.
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The esports market is experiencing explosive growth, projected to reach $2.11 billion in 2025 and maintain a robust Compound Annual Growth Rate (CAGR) of 20.05% from 2025 to 2033. This expansion is fueled by several key drivers. Increased viewership and engagement across platforms like Twitch and YouTube are creating a larger audience for professional gaming competitions. Simultaneously, the rise of mobile gaming and the accessibility of esports through mobile devices are broadening participation and viewership demographics. Strategic investments from major players like Tencent Holdings Ltd (through Riot Games), Activision Blizzard, and Electronic Arts are further propelling market development through improved game production, enhanced tournament infrastructure, and strategic marketing initiatives. The diversification of revenue streams, encompassing media rights, advertising and sponsorships, merchandise and ticket sales, and other revenue models, adds to the market's resilience and growth potential. Geographic expansion, particularly within rapidly developing esports markets in Asia-Pacific, is another crucial factor contributing to the market's expansion. However, challenges such as the need for standardized regulations and addressing concerns related to player health and well-being, especially concerning burnout and mental health, need to be addressed to ensure sustainable growth. The competitive landscape is dynamic, with established companies and emerging startups vying for market share. The segmentation of the esports market, categorized by revenue model and streaming platform, offers valuable insights into current market dynamics. The Media Rights segment is likely the largest contributor, followed by Advertising and Sponsorships, reflecting the significant value placed on broadcasting rights and brand association within the esports ecosystem. The dominance of Twitch and YouTube as streaming platforms underlines their importance in delivering content to the global esports audience. However, the emergence of other platforms such as DouYu and Hayu suggests increasing competition and innovation in content delivery. Regional analysis reveals that North America and Europe currently hold the largest market shares, but rapid growth in Asia-Pacific markets presents significant future opportunities. This region's high mobile penetration and burgeoning gaming culture are expected to fuel substantial expansion in the coming years. Furthermore, effective brand partnerships and the development of new, engaging game titles will play a pivotal role in sustaining the esports market's impressive growth trajectory. 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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Games published for the major game consoles are the biggest source of revenue in the Computer Game Publishing industry. However, social games played online and on mobile phones are becoming more significant. Video games are played by all age groups and demographics, offering publishers a wide potential market. Mobile phone gaming has made games more accessible for people who would otherwise not be inclined to buy console or PC games. User-friendly devices are encouraging older generations to play games. Industry revenue is estimated to climb at a compound annual rate of 1.9% over the five years through 2024-25 to reach £1.1 billion. Each new generation of consoles typically results in cyclical sales growth as consumers upgrade to the newest machines and games. The industry was unaffected by the pandemic and was supported by the release of the next generation of consoles, the PlayStation 5 and the Xbox Series X, launched in November 2020. The ninth generation of consoles has boosted the industry tremendously, with regular successful games published each year since its launch. Another development that emerged was the innovative gaming model introduced by the free-to-play game Fortnite, which reaped substantial returns through in-game purchases. Publishers also capitalised on selling additional content like maps and missions to gamers for a fee, further expanding their revenue streams. Revenue is forecast to jump by 0.9% in 2024-25. The average industry profit margin is expected to remain unchanged. Game sales are likely to flourish as consumers respond to games released on the latest generation of consoles and users continue to make the move to the latest consoles. Industry revenue is expected to grow at a compound annual rate of 1.9% to reach £1.2 billion in 2029-30. The industry is likely to rely more on microtransactions and freemium models to drive revenue, while also exploring the potential of the burgeoning mobile game market. Some publishers may pivot to iconic titles to gain a competitive edge, indicating that the industry may become more comparable to the film sector and have greater cross-franchising and product licensing.
Kyle 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 global battle royale games market size was valued at approximately USD 8.8 billion in 2023 and is projected to reach USD 22.4 billion by 2032, growing at a compound annual growth rate (CAGR) of 10.9% during the forecast period. This remarkable growth is primarily driven by increasing internet penetration, rapid advancements in gaming technology, and the rising popularity of eSports, which have collectively expanded the reach and appeal of battle royale games globally.
One of the key growth factors in the battle royale games market is the increasing availability and affordability of high-speed internet. As more regions around the world gain access to reliable internet connections, the potential player base for online multiplayer games, including battle royale games, expands significantly. Improved broadband infrastructure enables seamless gameplay experiences, thereby attracting more players to the genre. Additionally, the growing adoption of 5G technology is expected to further enhance the gaming experience by reducing latency and enabling faster data transfer, which could drive the popularity of battle royale games even further.
Another major factor contributing to the growth of the battle royale games market is the continuous development and integration of advanced gaming technologies. Innovations such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are being increasingly incorporated into game design and development. These technologies enhance the immersive experience, making battle royale games more engaging and realistic. For instance, AI can be used to create more intelligent non-player characters (NPCs) and dynamic environments, while VR and AR can provide players with a more immersive and interactive gaming experience.
The rise of eSports has also played a significant role in the growth of the battle royale games market. The competitive nature of battle royale games makes them well-suited for eSports tournaments, which have gained immense popularity in recent years. Major tournaments such as the Fortnite World Cup and PUBG Global Championship attract millions of viewers worldwide, boosting the visibility and appeal of battle royale games. The increasing investment in eSports by sponsors, advertisers, and media companies further fuels the market growth, as it provides additional revenue streams and promotes the genre to a wider audience.
In the context of modern warfare and gaming, the concept of the Digital Battlefield has emerged as a significant trend. This term refers to the integration of digital technologies in both military operations and gaming environments, creating a seamless blend of virtual and real-world experiences. In the gaming industry, particularly within the battle royale genre, the Digital Battlefield is manifested through advanced graphics, real-time data analytics, and immersive gameplay that mirrors real-life combat scenarios. This evolution not only enhances the gaming experience but also attracts a diverse player base seeking realistic and strategic gameplay. As the line between digital and physical realms continues to blur, the Digital Battlefield concept is expected to further influence the development and popularity of battle royale games, offering players new levels of engagement and interaction.
From a regional perspective, North America and Asia Pacific are the leading markets for battle royale games. North America, with its advanced gaming infrastructure and high disposable income, represents a significant share of the market. Meanwhile, Asia Pacific, particularly countries like China, Japan, and South Korea, is witnessing rapid growth due to the large population of young gamers, increasing smartphone penetration, and the popularity of mobile gaming. Europe also holds a substantial share of the market, driven by the strong gaming culture and high internet penetration in the region. Other regions like Latin America and the Middle East & Africa are showing promising growth prospects as internet connectivity and gaming infrastructure continue to improve.
The battle royale games market is segmented by platform into PC, console, and mobile. Each platform offers unique advantages and has a distinct player base, contributing to the overall growth and diversity of the market. The PC segment continues to hold a significant share of the market, driven by the superior graphics, processing power, and customizable gaming
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The First-Person Shooter (FPS) game market is a dynamic and lucrative sector within the broader gaming industry. While precise market size figures aren't provided, considering the prominence of major players like Activision Blizzard (Call of Duty), Electronic Arts (Battlefield), and Epic Games (Fortnite), and the consistent popularity of the genre, a reasonable estimate for the 2025 market size could be around $15 billion USD. This is based on the understanding that FPS games consistently represent a significant portion of the overall gaming market, and the inclusion of mobile FPS games significantly broadens this market. A Compound Annual Growth Rate (CAGR) of 8% over the forecast period (2025-2033) seems plausible given ongoing technological advancements (VR/AR integration), increasing accessibility via mobile platforms, and the enduring appeal of competitive gameplay. Key drivers include the continuous release of high-quality titles, the rise of esports, and the expanding reach of gaming into new demographics. Trends point towards increasing focus on immersive experiences through advanced graphics and realistic physics, the growth of battle royale subgenres, and the integration of cross-platform play. However, restraints could include market saturation in certain segments, the challenge of maintaining consistent player engagement, and the need to adapt to evolving player preferences. Segmentation by application (individual/family, competitive, educational) and platform (console, PC, mobile) highlights the diverse avenues for growth. The competitive landscape is highly consolidated, with established players dominating, but independent studios also continue to innovate and carve out niches. Geographic distribution shows strong performance in North America and Europe, but emerging markets in Asia Pacific and other regions offer significant untapped potential. The future of the FPS gaming market hinges on consistent innovation and adapting to changing player demands. The incorporation of new technologies like cloud gaming and advancements in AI to generate more dynamic and challenging gameplay experiences are crucial. Maintaining a balance between established franchises and fostering the growth of fresh IPs will be key to sustainable growth. The continued evolution of esports and the growth of streaming platforms will further propel market expansion. Strong marketing and engagement strategies are crucial to navigate market saturation and retain player loyalty in an increasingly competitive landscape. Geographical expansion into less saturated markets will also provide opportunities for significant growth in the coming years. Understanding the nuanced needs of each market segment, including those seeking casual entertainment and hardcore competitive experiences, is pivotal for success.
In 2024, Epic Games had an estimated 4,358 employees worldwide, which represents a significant reduction from 2022 after a round of layoffs in September 2023. These layoffs affected 830 employees, which translated to about 16 percent of Epic’s workforce. How many people work on Fortnite? While it is hard to say how many of Epic Games’ employees work on the battle royale hit, it is safe to say that it is a significant number of employees. Most of the video game publisher and software developer's employees were working in the gaming segment, accounting for nearly 900 employees in 2019 when the company last revealed the figures publicly. For scale, these figures pale compared to Ubisoft, the gaming industry leader based on workforce. The French-headquartered company currently employs about 20,000 people. Video game industry layoffs The gaming company has also been affected by the wider tech industry layoffs that started rolling in at the beginning of 2023. Although the exact figures remain unclear, it is estimated that more than 11,000 video game industry workers were laid off in 2023. Additionally, 2024 is not shaping up to be much kinder, as already nearly 6,000 game developers lost their jobs during industry layoffs until the end of January.
Epic Games’ layoff of 830 employees is one of the largest of the 2023-24 industry shakeup , ranking fourth behind Unity Technologies (2,900 employees laid off in 3 rounds so far), Microsoft Gaming (close to 2,000 layoffs), Electronic Arts, and Sony Interactive Entertainment (both other 1,000 game devs laid off).
In 2024, gaming company Fortnite reported that only seven developers or creators in Fortnite’s creator ecosystem were rewarded over 10 million U.S. dollars. In comparison, approximately 12,000 Fortnite games developers or creators had earned more than 100 U.S. dollars.
Michał 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.
In 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.