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TwitterSignificant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of 2.15 U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.
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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.
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Introduction
Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.
These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.
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TwitterT1, an eSports team based in South Korea, was the most watched eSports organization in 2024. A total of over 195 million hours of T1 eSports content was consumed by viewers that year. T1 competed in various eSports events and franchises, most notably League of Legends. Other leading organizations included RRQ Hoshi and Gen.G, which ranked second and third, respectively. How successful is the eSports organization T1? The South Korean organization T1 (previously known as SK Telecon or SKT1) is one of the most successful, and highest-earning, eSports organizations in the world. As of February 2024, the tournament in which South Korea achieved the best results by prize money won was the League of Legends 2016 World Championship. By the end of the tournament, 30 Korean players won a total of around 3.6 million U.S. dollars, and T1 won the tournament overall. How many professional gamers in South Korea play League of Legends? eSports are widely popular in South Korea, and the country is a hub for professional gamers throughout the industry. In 2024, there were over 50 professional eSports gamers playing League of Legends in South Korea. The country ranked among the largest eSports markets in the world, outpacing other contenders such as Japan, Germany, and the United Kingdom.
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TwitterVideo gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.
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Cross‑platform gaming bridges device boundaries, letting players move seamlessly between smartphone, console, and PC. Today’s gamers expect flexibility, and the data reflects that demand. In retail and esports alike, developers report stronger retention and spending when titles support cross‑play, while platforms see growing engagement from portable access. Read on for...
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On a freezing January morning, 14-year-old Milo sat bundled in a hoodie, fingers tapping rapidly on his phone. What looked like idle time was actually intense strategy; he was leading his clan in a global multiplayer battle while waiting for the school bus. This simple moment is no outlier. It's...
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Gen Z is reshaping the gaming landscape with bold preferences and habits. They flock to mobile for convenience, lean into PCs and consoles for depth, and thrive in cross-platform worlds that offer choice and social sync. Real-world use cases span everything from mobile esports viewership rising 340% since 2022 to platforms...
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Introduction
Mobile Gaming Statistics: The mobile gaming sector has rapidly become the largest and most dynamic segment within the global gaming industry, fueled by the mass adoption of smartphones, low-cost internet, and an increasing demand for portable entertainment.
Enhanced by advancements such as 5G networks, augmented reality (AR), cloud-based platforms, and freemium revenue models, mobile games have transformed from simple diversions into billion-dollar ecosystems attracting vast user bases.
This growing momentum is evident in surging user engagement, expanding in-app purchases, and rising ad-based revenues, firmly establishing mobile gaming as a central pillar of the digital entertainment economy. This report presents up-to-date mobile gaming statistics, covering key areas including market size, consumer trends, revenue streams, genre-specific growth, and regional insights.
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TwitterThe UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
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">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/">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’.
Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.
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The author is in the process of creating a blockbreaker-like game, in which the jumping-off point is the "Block Breaker" section of the Udemy course, Complete C# Unity Developer 2D: Learn to Code Making Games
After making lots of levels, the author needed to sort them by difficulty. How does one measure the difficulty of a level? A first-cut solution is to make an auto-play bot that is not perfect, and see how well the bot does on each level, using thousands of trials.
Here is a video of the game in auto-play action.
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TwitterIn 2030, the revenue growth is forecast to significantly decrease in all segments compared to the previous time point. In this context, the notably strong decrease of the segment Cloud Gaming towards the end of the forecast period stands out. In comparison to the average decrease of 0.4344 percent, the revenue change is decreasing significantly here, with a value of 2 percent. Find further statistics on other topics such as a comparison of the revenue in India and a comparison of the revenue in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.
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I don’t know if you do, but do you remember a time when PC gamers used to belittle mobile games? It used to be a scene where mobile games were not seen as good enough or impactful enough. And, boy, have those days passed! Today, the mobile gaming industry is...
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TwitterThis quality report relates to the UK Betting and Gaming Statistics National Statistics. The purpose is to provide users with information about the quality of the outputs as set out by the Code of Practice for Official Statistics.
The UK Betting and Gaming Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Archived quality reports for the ‘Betting and Gaming bulletin’ are available at the https://webarchive.nationalarchives.gov.uk/20210508000626/https://www.gov.uk/government/collections/hmrc-quality-reports-statistics" class="govuk-link">National Archives.
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Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.
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Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.
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TwitterAs of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.
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A snapshot of the PC gaming market in 2025 reveals vibrant growth and evolving player behavior. From soaring revenue figures to shifting preferences in hardware and game genres, the platform remains a dynamic segment of the broader gaming industry. In the U.S., developers now release title launches simultaneously on PC...
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TwitterIncludes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).
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TwitterOur gaming industry data solutions leverage data from major gaming platforms like Playstation, Xbox, and Steam to provide businesses with insights into the global gaming market. We collect data on the number of hours played for specific games, as well as monthly trends in player behavior and preferences.
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TwitterSignificant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of 2.15 U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.