100+ datasets found
  1. Number of video gamers worldwide 2025, by region

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

  2. 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">
  3. Gaming revenue worldwide 2022, by segment

    • statista.com
    • ai-chatbox.pro
    Updated Jun 24, 2025
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    Statista (2025). Gaming revenue worldwide 2022, by segment [Dataset]. https://www.statista.com/statistics/292751/mobile-gaming-revenue-worldwide-device/
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    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    Area covered
    Worldwide
    Description

    In 2022, mobile games generated approximately **** billion U.S. dollars in annual revenue, accounting for ** percent of the global gaming market during the measured period. Console games were ranked second with **** billion U.S. dollars in global revenue. Game monetization strategies The day were the actual purchase of a game was only money-related transaction in the process are long gone - today, digital gaming platforms are brimming with subscription services, downloadable content (DLC) and add-ons, as well as in-app or in-game purchase options for virtual items or game-enhancing experiences. A 2020 survey of game developers found that the most common gaming business models in the gaming industry were paid downloads, followed by free to download titles. Premium titles Paid gaming titles are usually refers to as premium titles, a further distinction from free-to-play (F2P) games. In 2020, the top-grossing premium gaming title on console and PC was Call of Duty: Modern Warfare. The sixteenth installment in the CoD series was released in 2019 and generated over *** billion U.S. dollars in revenues in 2020. FIFA **, published by Electronic Arts, was ranked second with just over **** billion U.S. dollars in global revenues. Overall, premium console gaming revenues are projected to reach **** billion U.S. dollars in 2021.

  4. 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.

  5. O

    Selected Online Casino Gaming Data

    • data.ct.gov
    • catalog.data.gov
    application/rdfxml +5
    Updated Jun 16, 2025
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    Department of Consumer Protection (2025). Selected Online Casino Gaming Data [Dataset]. https://data.ct.gov/Government/Selected-Online-Casino-Gaming-Data/imqd-at3c
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    tsv, application/rssxml, csv, json, application/rdfxml, xmlAvailable download formats
    Dataset updated
    Jun 16, 2025
    Dataset authored and provided by
    Department of Consumer Protection
    License

    U.S. Government Workshttps://www.usa.gov/government-works
    License information was derived automatically

    Description

    Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above.

  6. UK Betting and Gaming Statistics

    • gov.uk
    • s3.amazonaws.com
    Updated Apr 30, 2025
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    HM Revenue & Customs (2025). UK Betting and Gaming Statistics [Dataset]. https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics
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    Dataset updated
    Apr 30, 2025
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    HM Revenue & Customs
    Area covered
    United Kingdom
    Description

    The UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):

    • Bingo Duty
    • Gaming Duty
    • General Betting Duty
    • Lottery Duty
    • Machine Games Duty
    • Pool Betting Duty
    • Remote Gaming Duty

    Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.

    Published every 6 months, the April release presents new data from the preceding October to March period and October’s release presents data from the preceding April to September. The timing of the next publication is currently subject to the HMRC statistics consultation.

    https://webarchive.nationalarchives.gov.uk/ukgwa/20210507175836/https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics" class="govuk-link">Archive versions of the Betting and Gaming Statistics published on GOV.UK after April 2019 are no longer hosted on GOV.UK and are instead available via the UK Government Web Archive, from the National Archives.

    https://webarchive.nationalarchives.gov.uk/ukgwa/20220801103640/https:/www.uktradeinfo.com/trade-data/tax-and-duty-bulletins/" class="govuk-link">Archive versions of the Betting and Gaming Statistics published between 2008 and April 2019 are found on the archived UK Trade Info website, accessed via the National Archives.

    Users should note that between 2008 and April 2019, the statistical release was called the ‘Betting and Gaming Bulletin’.

    Quality Report

    Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.

  7. Mobile gaming ad revenue in the U.S. 2023-2025

    • statista.com
    • ai-chatbox.pro
    Updated May 22, 2025
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    Statista (2025). Mobile gaming ad revenue in the U.S. 2023-2025 [Dataset]. https://www.statista.com/statistics/248875/in-game-mobile-gaming-revenue-in-the-united-states/
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    Dataset updated
    May 22, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, mobile gaming advertising revenue in the United States amounted to 6.8 billion U.S. dollars. In 2025, it is projected to increase to roughly 7.3 billion U.S. dollars.

  8. M

    Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Craps

    • ceicdata.com
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    CEICdata.com, Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Craps [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-craps
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    Dataset provided by
    CEICdata.com
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Jun 1, 2015 - Mar 1, 2018
    Area covered
    Macao
    Variables measured
    Tourism Statistics
    Description

    Macau Gaming: Gross Revenue: Games of Fortune: Craps data was reported at 81.000 MOP mn in Sep 2018. This records an increase from the previous number of 70.000 MOP mn for Jun 2018. Macau Gaming: Gross Revenue: Games of Fortune: Craps data is updated quarterly, averaging 35.000 MOP mn from Sep 2007 (Median) to Sep 2018, with 45 observations. The data reached an all-time high of 88.000 MOP mn in Dec 2010 and a record low of 2.000 MOP mn in Sep 2007. Macau Gaming: Gross Revenue: Games of Fortune: Craps data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau SAR – Table MO.Q017: Gaming Statistics.

  9. M

    Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Roulette

    • ceicdata.com
    • dr.ceicdata.com
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    CEICdata.com, Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Roulette [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-roulette
    Explore at:
    Dataset provided by
    CEICdata.com
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Jun 1, 2015 - Mar 1, 2018
    Area covered
    Macao
    Variables measured
    Tourism Statistics
    Description

    Macau Gaming: Gross Revenue: Games of Fortune: Roulette data was reported at 308.000 MOP mn in Jun 2018. This records an increase from the previous number of 273.000 MOP mn for Mar 2018. Macau Gaming: Gross Revenue: Games of Fortune: Roulette data is updated quarterly, averaging 198.000 MOP mn from Mar 2005 (Median) to Jun 2018, with 54 observations. The data reached an all-time high of 346.000 MOP mn in Sep 2014 and a record low of 43.000 MOP mn in Jun 2005. Macau Gaming: Gross Revenue: Games of Fortune: Roulette data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau – Table MO.Q017: Gaming Statistics.

  10. O

    Online Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 15, 2025
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    Data Insights Market (2025). Online Games Report [Dataset]. https://www.datainsightsmarket.com/reports/online-games-1365163
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 15, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global online gaming market, valued at $137.91 billion in 2025, is projected to experience robust growth, driven by increasing smartphone penetration, expanding high-speed internet access, and the rising popularity of esports and cloud gaming. The Compound Annual Growth Rate (CAGR) of 12.3% from 2019 to 2033 indicates a significant expansion, with the market expected to surpass $400 billion by 2033. Key growth drivers include the continuous innovation in game development, the emergence of immersive technologies like VR/AR, and the increasing adoption of subscription-based gaming models. The market is highly competitive, with major players like Tencent, NetEase, Microsoft, Sony, and Activision Blizzard vying for market share through strategic acquisitions, partnerships, and the release of high-quality titles across various platforms, including mobile, PC, and consoles. The diversification of game genres, encompassing mobile casual games, massively multiplayer online role-playing games (MMORPGs), and battle royale titles, further fuels market expansion. The segment analysis, while not explicitly provided, likely reveals strong performance in the mobile gaming segment, given the widespread smartphone adoption. The regional distribution likely shows dominance from North America and Asia, given the strong presence of major gaming companies and a large consumer base in these regions. However, emerging markets in Latin America and Southeast Asia are poised for significant growth, presenting opportunities for expansion. While challenges such as increasing regulatory scrutiny, concerns regarding game addiction, and the need for continuous innovation exist, the overall outlook for the online gaming market remains extremely positive, driven by the consistent engagement and expanding user base. The market is predicted to continue its upward trajectory, propelled by technological advancements and the evolving preferences of gamers globally.

  11. M

    Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Tombola

    • ceicdata.com
    Updated Jan 15, 2025
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    CEICdata.com (2025). Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Tombola [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-tombola
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    CEICdata.com
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Mar 1, 2014 - Dec 1, 2016
    Area covered
    Macao
    Variables measured
    Tourism Statistics
    Description

    Macau Gaming: Gross Revenue: Games of Fortune: Tombola data was reported at 0.200 MOP mn in Dec 2016. This records a decrease from the previous number of 0.400 MOP mn for Sep 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data is updated quarterly, averaging 0.400 MOP mn from Mar 2005 (Median) to Dec 2016, with 47 observations. The data reached an all-time high of 0.600 MOP mn in Dec 2006 and a record low of 0.200 MOP mn in Dec 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau SAR – Table MO.Q017: Gaming Statistics.

  12. Leading gaming markets worldwide 2025, by revenue

    • statista.com
    • ai-chatbox.pro
    Updated Jun 4, 2025
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    Statista (2025). Leading gaming markets worldwide 2025, by revenue [Dataset]. https://www.statista.com/forecasts/308454/gaming-revenue-countries
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    Dataset updated
    Jun 4, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    United States
    Description

    Comparing the NA selected regions regarding the revenue in the 'Games' segment of the media market, the ************* is leading the ranking (****** billion U.S. dollars) and is followed by ***** with (****** billion U.S. dollars). At the other end of the spectrum is Australia with (**** billion U.S. dollars), indicating a difference of (****** billion U.S. dollars) to the United States.

  13. Mobile gaming revenue NCSoft 2018-2024

    • statista.com
    Updated Feb 17, 2025
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    Statista (2025). Mobile gaming revenue NCSoft 2018-2024 [Dataset]. https://www.statista.com/statistics/1265847/ncsoft-mobile-gaming-revenue/
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    Dataset updated
    Feb 17, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    South Korea
    Description

    In 2024, South Korean video game publisher NCsoft generated approximately 936.7 billion South Korean won in mobile game sales, down from 1.2 trillion won in the previous year. This represents a 22 percent year-on-year decrease. Mobile games accounted for 59 percent of the company's total sales.

  14. Games market revenue share worldwide 2025, by platform

    • statista.com
    • ai-chatbox.pro
    Updated Jun 3, 2025
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    Statista (2025). Games market revenue share worldwide 2025, by platform [Dataset]. https://www.statista.com/statistics/298403/global-video-games-revenue-segment/
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    Dataset updated
    Jun 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    In 2025, mobile games are projected to account for ** percent of global gaming market revenues worldwide. Console gaming is set to be the second-strongest segment, with a ** percent market share.

  15. Big 3 video hardware vs software gaming revenue distribution worldwide...

    • statista.com
    • ai-chatbox.pro
    Updated Nov 6, 2024
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    Statista (2024). Big 3 video hardware vs software gaming revenue distribution worldwide 2023-2024 [Dataset]. https://www.statista.com/statistics/1535298/big-3-video-game-revenue-hardware-software-other/
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    Dataset updated
    Nov 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2023 - Jun 2024
    Area covered
    Worldwide
    Description

    Between July 2023 and June 2024, the Big 3 gaming brands — Nintendo, Xbox, and PlayStation — generated the majority of their gaming revenues via software and other sales, with hardware accounting for a smaller share of the total. The PlayStation brand made over 21.4 billion U.S. dollars via software and gaming service sales, which amounted to 73 percent of the total.

  16. 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/
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    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.

  17. Video game revenue worldwide 2022-2032, by platform

    • statista.com
    Updated Jun 26, 2025
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    Statista (2025). Video game revenue worldwide 2022-2032, by platform [Dataset]. https://www.statista.com/statistics/379682/games-revenue-category/
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    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Worldwide
    Description

    With the almost universal adoption of smartphones and mobile internet worldwide, it is hardly a surprise that this platform is also the highest-grossing gaming platform. In 2023, the global mobile gaming segment generated about *** billion U.S. dollars in revenues. Console gaming was ranked second with close to *** billion U.S. dollars in revenue during the measured period.

  18. Latin America: gaming revenue 2018-2023

    • statista.com
    Updated Jul 7, 2025
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    Statista (2025). Latin America: gaming revenue 2018-2023 [Dataset]. https://www.statista.com/statistics/293629/gaming-revenue-latam/
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    Dataset updated
    Jul 7, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 2019
    Area covered
    LAC, Latin America
    Description

    In 2023, gaming revenue in Latin America is expected to reach *** billion U.S. dollars, up from **** billion in 2018. In 2018, Mexico was the largest gaming market in the region, followed by Brazil and Argentina.

  19. Video gaming revenue in China 2014-2024

    • statista.com
    • ai-chatbox.pro
    Updated Jun 30, 2025
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    Statista (2025). Video gaming revenue in China 2014-2024 [Dataset]. https://www.statista.com/statistics/322200/video-game-revenue-in-china/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In 2024, China's video gaming industry reported a total revenue of *** billion yuan, representing a **** percent increase compared to the previous year. Amid stricter regulations in the home country, Chinese game developers and publishers have been eagerly finding their footing in overseas big gaming markets, such as United States, Japan, and South Korea, and trying to tap into new markets, like ***********, *****, ******, and ******.

  20. Big 3 video game revenue worldwide 2023

    • statista.com
    • ai-chatbox.pro
    Updated Nov 6, 2024
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    Statista (2024). Big 3 video game revenue worldwide 2023 [Dataset]. https://www.statista.com/statistics/1535268/big-3-video-game-revenue/
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    Dataset updated
    Nov 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 31, 2023 - Dec 31, 2023
    Area covered
    Worldwide
    Description

    In 2023, the Big 3 gaming companies — Nintendo, Microsoft, and Sony — accounted for 29 percent of the global gaming market. The three gaming giants made a total of 52.6 billion U.S. dollars in gaming revenues, compared to 131.4 billion U.S. dollars generated by the rest of the global gaming industry.

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Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
Organization logo

Number of video gamers worldwide 2025, by region

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122 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 23, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2025
Area covered
Worldwide
Description

Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

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