58 datasets found
  1. Global mobile gaming app revenue 2018-2030

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Global mobile gaming app revenue 2018-2030 [Dataset]. https://www.statista.com/forecasts/1463356/global-gaming-app-revenue
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global revenue in the 'Mobile Games' segment of the media market was forecast to continuously increase between 2025 and 2030 by in total **** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach ****** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the average revenue per user in the 'Games' segment of the media market in France and the average revenue per user in the 'TV & Video' segment of the media market in Denmark.The Statista Market Insights cover a broad range of additional markets.

  2. Revenue of the U.S. video game industry 2017-2025

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Revenue of the U.S. video game industry 2017-2025 [Dataset]. https://www.statista.com/statistics/201093/revenue-of-the-us-video-game-industry/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In May 2025, the retail gaming revenue in the United States amounted to **** billion U.S. dollars. When examining specific segment revenues, accessories were the lowest-performing segment at retail overall, while video gaming content accounted for the majority of consumer spending. Video game spending habits in the United States More than four in ten U.S. gamers across all platforms were willing to spend a maximum of ** to ** U.S. dollars on a video game. A November 2022 survey found that more than four in ten PC and console gamers stated so, while over three in ten mobile-only gamers said they only played free games. Console gamers were most comfortable spending money on their hobby at this price point. In 2023, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a one percent increase from **** billion U.S. dollars in the preceding year. Game releases are planned around the holiday season What is very specific to the industry at large is that the highest monthly revenues occur around the holiday season in November and December of each year. The entire market revolves around maximizing sales during the season, and most new game releases of high-budget, high-profile titles (so-called AAA games) are planned shortly before the winter holidays. Many of these annual blockbuster releases see releases from late Q3 onwards: EA Sports FC usually releases in late September, and new games in Activision Blizzard’s Call of Duty series are launched between late October and early November.For the holiday season 2023, blockbusters Baldur’s Gate 3 and Starfield had already started the season of major video game releases. Other AAA titles that are also taking advantage of the Christmas shopping release window are the Cyberpunk 2077: Phantom Liberty DLC, Assassin’s Creed Mirage, Marvel's Spider-Man 2 as well as the Nintendo Switch release of Hogwarts Legacy and the PS5 port of mobile gaming title Honkai Star Rail by Genshin Impact publisher MiHoYo.

  3. Global mobile gaming app revenue growth 2019-2030

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Global mobile gaming app revenue growth 2019-2030 [Dataset]. https://www.statista.com/forecasts/1463361/global-gaming-app-revenue-growth
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global revenue change in the 'Mobile Games' segment of the media market was forecast to continuously decrease between 2030 and 2030 by in total *** percentage points. According to this forecast, in 2030, the revenue change will have decreased for the fourth consecutive year to **** percent. Find further information concerning the revenue in the 'Print Newspapers & Magazines' segment of the media market in Indonesia and the revenue in the media market in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.

  4. Revenue in the video games segment of the media market France 2020-2030

    • statista.com
    Updated Jul 10, 2025
    + more versions
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    Statista (2025). Revenue in the video games segment of the media market France 2020-2030 [Dataset]. https://www.statista.com/forecasts/1435976/revenue-video-games-media-market-france
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    France
    Description

    The revenue in the 'Games' segment of the media market in France was forecast to continuously increase between 2025 and 2030 by in total *** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach ***** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the revenue in the media market in Panama and the revenue in the 'Newspapers & Magazines' segment of the media market in the United States. The Statista Market Insights cover a broad range of additional markets.

  5. Gaming revenue worldwide 2024, by device

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Gaming revenue worldwide 2024, by device [Dataset]. https://www.statista.com/statistics/278181/global-gaming-market-revenue-device/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, ****** remained the biggest gaming segment worldwide with approximately **** billion U.S. dollars in annual revenues. The console segment ranked second with **** billion U.S. dollars and PC gaming ranked last. Gaming revenue Revenues in the gaming industry are based on three major sources. Hardware, such as consoles, processors, screens, controllers, and other accessories; software, the actual games, as well as in-game purchases and live services. Some of the most important players in the computer and video games publishing market are Sony Computer Entertainment (Japan), Tencent Holdings Limited (China), Microsoft (United States) and Nintendo Company Ltd. (Japan). Traditional console and PC gaming companies may have worldwide name recognition but mobile gaming publishers are no slouches either: Shenzhen Tencent Tianyou Technology Ltd (formerly known as Tencent Mobile Games) generated more than ** million U.S. dollars in monthly app revenues in September, and the top-ranked mobile game publishers generate revenues worth millions in the double-digits every month. Several mobile gaming publisher have gone from being an indie company to an IPO in just a few years, with Rovio Entertainment, King, and Zynga just being a few examples of the mobile gaming boom in the mid-2010s. Mobile gaming monetization The majority of mobile gaming revenues are generated via smartphones, with tablet devices only accounting for a small share of mobile gaming gross. The average number of in-app purchases per paying user increased across all gaming genres in 2020-2021 as user engagement with gaming soared during the global COVID-19 pandemic. Another survey of mobile gaming developers found that platformers are the highest-monetizing free-to-play genre.

  6. Video game market revenue worldwide 2020-2030

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Video game market revenue worldwide 2020-2030 [Dataset]. https://www.statista.com/forecasts/1344668/revenue-video-game-worldwide
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global revenue in the 'Games' segment of the media market was forecast to continuously increase between 2025 and 2030 by in total ***** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach ****** billion U.S. dollars and therefore a new peak in 2030. Find more information concerning Canada and the United States.The Statista Market Insights cover a broad range of additional markets.

  7. Revenue of mobile games in Malaysia 2018-2030

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Revenue of mobile games in Malaysia 2018-2030 [Dataset]. https://www.statista.com/forecasts/1484360/malaysia-mobile-games-revenue
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Malaysia
    Description

    The revenue in the 'Mobile Games' segment of the media market in Malaysia was forecast to continuously increase between 2025 and 2030 by in total ***** million U.S. dollars (+**** percent). After the twelfth consecutive increasing year, the revenue is estimated to reach ****** million U.S. dollars and therefore a new peak in 2030. Notably, the revenue of the 'Mobile Games' segment of the media market was continuously increasing over the past years.Find further information concerning the penetration rate in the 'Games' segment of the media market in Sweden and the average revenue per user in the 'Games' segment of the media market in Sweden. The Statista Market Insights cover a broad range of additional markets.

  8. Video game market revenue in Italy 2020-2030

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Video game market revenue in Italy 2020-2030 [Dataset]. https://www.statista.com/statistics/1313374/italy-gaming-industry-revenues/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Italy
    Description

    The revenue in the 'Games' segment of the media market in Italy was forecast to continuously increase between 2025 and 2030 by in total *** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach *** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the average revenue per user in the 'OTT Video' segment of the media market in Sweden and the number of users in the 'TV & Video' segment of the media market in Nigeria. The Statista Market Insights cover a broad range of additional markets.

  9. Revenue per user of mobile games in Singapore 2017-2027

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Revenue per user of mobile games in Singapore 2017-2027 [Dataset]. https://www.statista.com/forecasts/1365340/singapore-mobile-games-arpu
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Singapore
    Description

    The average revenue per mobile games user (ARPU) in Singapore was forecast to continuously increase between 2024 and 2027 by in total *** U.S. dollars (+**** percent). After the ninth consecutive increasing year, the indicator is estimated to reach ***** U.S. dollars and therefore a new peak in 2027. Find further information concerning revenue in Asia and revenue in Chile. The Statista Market Insights cover a broad range of additional markets.

  10. Video game market revenue growth in Sweden 2019-2030

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Video game market revenue growth in Sweden 2019-2030 [Dataset]. https://www.statista.com/forecasts/1479709/sweden-video-game-market-revenue-growth
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Sweden
    Description

    The revenue change in the 'Games' segment of the media market in Sweden was forecast to continuously decrease between 2025 and 2030 by in total *** percentage points. According to this forecast, in 2030, the revenue change will have decreased for the seventh consecutive year to **** percent. Find further information concerning the number of users in the 'Games' segment of the media market in Malaysia and the average revenue per user in the 'Games' segment of the media market in Turkey. The Statista Market Insights cover a broad range of additional markets.

  11. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    Updated Jul 10, 2025
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    Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  12. Epic Games annual gross revenue 2018-2026

    • statista.com
    • ai-chatbox.pro
    Updated Nov 13, 2024
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    Statista (2024). Epic Games annual gross revenue 2018-2026 [Dataset]. https://www.statista.com/statistics/1234106/epic-games-annual-revenue/
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    Dataset updated
    Nov 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  13. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
    + more versions
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    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
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    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.

    Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.

    This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.

    This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  14. Revenue of the mobile games industry in the Philippines 2017-2027

    • statista.com
    • ai-chatbox.pro
    Updated Jul 3, 2025
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    Statista (2025). Revenue of the mobile games industry in the Philippines 2017-2027 [Dataset]. https://www.statista.com/forecasts/1257063/revenue-mobile-games-segment-philippines
    Explore at:
    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Philippines
    Description

    The revenue in the 'Mobile Games' segment of the media market in the Philippines was forecast to continuously increase between 2024 and 2027 by in total ***** million U.S. dollars (+***** percent). After the tenth consecutive increasing year, the revenue is estimated to reach *** billion U.S. dollars and therefore a new peak in 2027. Notably, the revenue of the 'Mobile Games' segment of the media market was continuously increasing over the past years.Find more in-depth information regarding the average revenue per user (ARPU) concerning the live music ticket sales segment of the media market in the United Kingdom and the user penetration concerning the video streaming (SVoD) segment of the media market in Vietnam.The Statista Market Insights cover a broad range of additional markets.

  15. Video game market revenue in Sweden 2018-2030

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Video game market revenue in Sweden 2018-2030 [Dataset]. https://www.statista.com/forecasts/1479704/sweden-video-games-market-revenue
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Sweden
    Description

    The revenue in the 'Games' segment of the media market in Sweden was forecast to continuously increase between 2025 and 2030 by in total *** million U.S. dollars (****** percent). After the ****** consecutive increasing year, the revenue is estimated to reach *** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the revenue in the 'OTT Video' segment of the media market in China and the number of readers in the 'Newspapers & Magazines' segment of the media market in Brazil. The Statista Market Insights cover a broad range of additional markets.

  16. Electronic Arts (EA) net bookings as of Q1 2026, by composition

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). Electronic Arts (EA) net bookings as of Q1 2026, by composition [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
    Explore at:
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the first quarter of the fiscal year 2026, game publisher Electronic Arts (EA) generated over 1.08 billion U.S. dollars in net bookings via live services. Full game sales generated 214 million U.S. dollars in net bookings during the same period. Net bookings are defined as the net number of products and services sold digitally or sold-in physically in the period. Net bookings are calculated by adding total net revenue to the change in deferred net revenue for online-enabled games. Live services are EA’s revenue generator Gaming companies have pivoted to monetizing their titles beyond the initial purchase and are constantly working on keeping online players engaged via new characters, battle seasons and other in-game content. EA’s portfolio of live service games includes sports franchises EA Sports FC, and Madden NFL, as well as Battle Royale title Apex Legends, first-person shooter Battlefield V, and life simulation the Sims. All these titles are long-running series with new installments and downloadable content (DLC) being released regularly. On the flip side, the focus on live-service games means fewer big new releases, leading to a stagnation of the market in regard to new IPs (IP is short for intellectual property and a new IP refers to a new game which is not a spin-off or sequel of an existing game). Sports gamers are likely to spend money EA is constantly seeking to expand its EA Sports portfolio. In July 2025, EA released its first College Football video game after an eleven-year break since NCAA Football 14. This strategic decision is driven by several factors. First, sports gaming audiences are highly engaged and willing to spend money on additional gaming content. Second, any college football game will include rosters without names, images or likenesses or real college players to adhere to NCAA rules, which works in EA’s favor as the company as this keeps licensing costs low. And last, college football is a major pastime in EA’s biggest single market, the United States. All the pieces are lining up for EA to have another major moneymaker on their hands. This strategy paid off, as EA Sports College Football 25 became one of the top-selling video games in the United States in 2024.

  17. Mobile games with highest IAP revenue worldwide 2025 YTD

    • statista.com
    • ai-chatbox.pro
    Updated Jun 4, 2025
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    Statista (2025). Mobile games with highest IAP revenue worldwide 2025 YTD [Dataset]. https://www.statista.com/statistics/1179913/highest-grossing-mobile-games/
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    Dataset updated
    Jun 4, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The world of video gaming is diverse, ranging from mobile gaming to PC gaming and console gaming. Over the past years, there has been an increase in downloads and mobile game usage among kids as well as adults, which has, in turn, led to an increase in mobile gaming revenue. One of the most popular mobile games of the year was Last War:Survival, which grossed more than 752 million U.S. dollars worldwide. The highest-grossing mobile game of 2025 so far was Chinese MOBA title Honor of Kings.

  18. Leading Android gaming apps worldwide 2025, by revenue

    • statista.com
    • ai-chatbox.pro
    Updated Jul 3, 2025
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    Statista (2025). Leading Android gaming apps worldwide 2025, by revenue [Dataset]. https://www.statista.com/statistics/690150/leading-mobile-games-google-play-world-revenue/
    Explore at:
    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2025
    Area covered
    Worldwide
    Description

    In June 2025, ***************** was the top-grossing gaming app in the Google Play Store worldwide. The survival game title generated ** million U.S. dollars in revenues from Android users. ************ was the second-most-grossing gaming app title with approximately *****million U.S. dollars in revenue during that month.

  19. Electronic Arts (EA) net revenue as of Q1 2026, by composition

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). Electronic Arts (EA) net revenue as of Q1 2026, by composition [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
    Explore at:
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the first fiscal quarter of 2026, gaming publisher Electronic Arts (EA) generated 1.38 billion U.S. dollars through its live service segment. The full game segment (including game downloads and packaged goods) generated 289 million U.S. dollars in revenues.

  20. Video game market revenue growth in France 2021-2030

    • statista.com
    Updated Jul 23, 2025
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    Statista (2025). Video game market revenue growth in France 2021-2030 [Dataset]. https://www.statista.com/statistics/1400017/revenue-growth-video-games-france/
    Explore at:
    Dataset updated
    Jul 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    France
    Description

    The revenue change in the 'Games' segment of the media market in France was forecast to continuously decrease between 2025 and 2030 by in total *** percentage points. According to this forecast, in 2030, the revenue change will have decreased for the fifth consecutive year to **** percent. Find further information concerning the revenue in the media market in Bolivia and the number of readers in the 'Newspapers & Magazines' segment of the media market in Mexico. The Statista Market Insights cover a broad range of additional markets.

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Statista (2025). Global mobile gaming app revenue 2018-2030 [Dataset]. https://www.statista.com/forecasts/1463356/global-gaming-app-revenue
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Global mobile gaming app revenue 2018-2030

Explore at:
Dataset updated
Jun 23, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

The global revenue in the 'Mobile Games' segment of the media market was forecast to continuously increase between 2025 and 2030 by in total **** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach ****** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the average revenue per user in the 'Games' segment of the media market in France and the average revenue per user in the 'TV & Video' segment of the media market in Denmark.The Statista Market Insights cover a broad range of additional markets.

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