100+ datasets found
  1. 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">
  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/
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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.

  3. 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.

  4. Total commercial gambling revenue in the U.S. 2020-2024

    • statista.com
    Updated May 26, 2025
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    Statista (2025). Total commercial gambling revenue in the U.S. 2020-2024 [Dataset]. https://www.statista.com/statistics/1332999/gross-gaming-revenue-us/
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    Dataset updated
    May 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The gross gaming revenue of the gambling industry in the United States reached a total of ***** billion U.S. dollars in 2024. This shows an increase of more than **** billion U.S. dollars when compared to the previous year. When looking at the breakdown of gross gambling revenue in the U.S., by segment, **************************** brought in the highest portion of revenue in 2024.

  5. 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.

  6. 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.

  7. 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/
    Explore at:
    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.

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

    • ceicdata.com
    Updated Mar 15, 2018
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    CEICdata.com (2018). 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
    Explore at:
    Dataset updated
    Mar 15, 2018
    Dataset provided by
    CEIC Data
    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.

  9. 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
    Explore at:
    Dataset provided by
    CEIC Data
    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.

  10. Microsoft annual gaming revenue 2017-2024

    • statista.com
    Updated Aug 6, 2024
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    Statista (2024). Microsoft annual gaming revenue 2017-2024 [Dataset]. https://www.statista.com/statistics/963263/microsoft-annual-gaming-revenue/
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    Dataset updated
    Aug 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In Microsoft's fiscal year 2024, which spanned from July 2023 to June 2024, gaming revenue reached 15.47 billion U.S. dollars, down from 21.5 billion U.S. dollars in the previous fiscal period. Microsoft's gaming segment includes revenues from Xbox hardware and Xbox content and services, comprising digital transactions, Xbox Game Pass and other subscriptions, video games, third-party video game royalties, cloud services, and advertising. Microsoft is earning the fruits of its acquisition labor In recent years, Microsoft has made many strategic acquisitions to grow its gaming segment, and these efforts have paid off. Finally closing its purchase of Activision Blizzard after about 20 months of regulatory negotiations across the globe, this success was immediately reflected in the company’s quarterly gaming revenue, which jumped from 3.9 billion U.S. dollars to 7.1 billion U.S. dollars between October and December 2023. Of course, part of this growth is also the Christmas season, which is responsible for the biggest months in gaming sales. However, revenue in the following quarter settled back to 5.4 billion U.S. dollars, which is significantly higher than the corresponding quarter of the previous year. Layoffs at Microsoft despite gaming segment growth Despite Microsoft’s financial success in its gaming segment, the company has announced and performed several rounds of layoffs at many of its owned gaming companies, as well as shuttering some game studios entirely. In January 2024, mere months after closing its record-breaking Activision Blizzard deal, Microsoft laid off 1,900 Activision Blizzard, ZeniMax, and Xbox employees, citing “areas of overlap” and an “alignment of strategy” and growth. These layoffs are on par with the current state of the industry – an early 2024 survey of game developers found that about a third of respondents had experienced layoffs in the last 12 months.

  11. Annual revenue of the U.S. video game industry 2016-2024, by segment

    • statista.com
    • ai-chatbox.pro
    Updated Jun 2, 2025
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    Statista (2025). Annual revenue of the U.S. video game industry 2016-2024, by segment [Dataset]. https://www.statista.com/statistics/249996/annual-revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Jun 2, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to ***** billion U.S. dollars, down from the ***** billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to ***** U.S. dollars, whereas the ARPU of game downloads only came to ***** U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to ***** U.S. dollars in 2023, down from ***** U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to ** million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about *** million units.

  12. Gaming revenue MENA 2022-2027

    • statista.com
    Updated Jun 25, 2025
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    Statista (2025). Gaming revenue MENA 2022-2027 [Dataset]. https://www.statista.com/statistics/1322765/mena-gaming-revenue/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    MENA
    Description

    In 2027, the gaming revenue in the Middle East and North Africa (MENA) region was forecasted to reach almost **** billion U.S. dollars, up from about *** billion U.S. dollars in 2023. The number of gamers in the region was forecasted to reach nearly ** million gamers by 2027.

  13. Games market revenue share worldwide 2024, by region

    • statista.com
    Updated Jun 24, 2025
    + more versions
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    Statista (2025). Games market revenue share worldwide 2024, by region [Dataset]. https://www.statista.com/statistics/983204/global-video-games-revenue-region/
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    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, the Asia-Pacific region accounted for ** percent of the global games market, ahead of second-ranked North America with ** percent market share. In total, the worldwide gaming market is set to be worth close to *** billion U.S. dollars.

  14. Microsoft gaming revenue as of FY Q3 2025

    • statista.com
    Updated May 6, 2025
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    Statista (2025). Microsoft gaming revenue as of FY Q3 2025 [Dataset]. https://www.statista.com/statistics/831590/microsoft-quarterly-gaming-revenue/
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    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the most recently reported fiscal quarter ending March 2025 (FY 2025 Q3), Microsoft generated approximately 5.7 billion U.S. dollars through its gaming segment. The tech company's gaming segment includes Xbox hardware and Xbox content and services, comprising Xbox Live (transactions, subscriptions, cloud services, and advertising), video games, and third-party video game royalties, as well as gaming revenues from its recently closed acquisition of gaming company Activision Blizzard.

  15. 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.

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

    • statista.com
    • ai-chatbox.pro
    Updated Jun 26, 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/
    Explore at:
    Dataset updated
    Jun 26, 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 *** billion U.S. dollars. In 2025, it is projected to increase to roughly *** billion U.S. dollars.

  17. 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 ******.

  18. Premium console games revenue worldwide 2018-2024

    • statista.com
    • ai-chatbox.pro
    Updated Feb 20, 2025
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    Statista (2025). Premium console games revenue worldwide 2018-2024 [Dataset]. https://www.statista.com/statistics/1107031/premium-console-games-revenue-worldwide/
    Explore at:
    Dataset updated
    Feb 20, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In contrast to free-to-play games, premium games require consumers to spend money upfront to buy the title. The global premium console games market was estimated at 22.77 billion U.S. dollars in 2023, and is expected to increase to 23.26 billion U.S. dollars by 2024.

  19. 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.

  20. Growth of gaming market revenues in China 2014-2024

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Growth of gaming market revenues in China 2014-2024 [Dataset]. https://www.statista.com/statistics/445248/china-video-game-revenue-growth-china/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In 2024, China's gaming industry saw a modest growth in market revenue for the second year after the first decline in a decade in 2022. Revenues increased by around *** percent compared to the previous year.

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Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/

Gaming Monetization Statistics 2025 By Income, Growth, Technology

Explore at:
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">
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