21 datasets found
  1. Video gaming market revenue growth worldwide 2021-2030, by segment

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Video gaming market revenue growth worldwide 2021-2030, by segment [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In 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.

  2. Capcom total annual gaming software unit sales 2014-2024, by format

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Capcom total annual gaming software unit sales 2014-2024, by format [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In fiscal year 2024, Capcom sold approximately 45.89 million games, 41.35 million of which were digital game downloads. The company's steady increase of digital game software download sales is in line with the general pivot of gaming sales towards digital store solutions. The outbreak of the COVID-19 pandemic has accelerated this process.

  3. w

    Global Game Backend as a Service BaaS Market Research Report: By Service...

    • wiseguyreports.com
    Updated Aug 10, 2025
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    (2025). Global Game Backend as a Service BaaS Market Research Report: By Service Type (Database Management, Identity Management, Real-Time Analytics, Cloud Storage), By Deployment Model (Public Cloud, Private Cloud, Hybrid Cloud), By End Use (Mobile Gaming, PC Gaming, Console Gaming, Augmented Reality Gaming, Virtual Reality Gaming), By Gaming Genre (Action, Adventure, Role-Playing, Sports, Simulation) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/game-backend-as-a-service-baas-market
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    Dataset updated
    Aug 10, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20241.7(USD Billion)
    MARKET SIZE 20252.03(USD Billion)
    MARKET SIZE 203512.0(USD Billion)
    SEGMENTS COVEREDService Type, Deployment Model, End Use, Gaming Genre, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSScalability and flexibility, Cost-effectiveness, Rapid development cycle, Enhanced user engagement, Increased cloud adoption
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDHeroic Labs, Google Cloud, Amazon Web Services, Agones, Photon Engine, PlayFab, Genius Sports, Back4App, Microsoft Azure, GameSparks, Couchbase, Firebase, Epic Games, Unity Technologies, ChilliConnect, Nakama
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCloud scalability for game developers, Enhanced multiplayer experiences, Real-time analytics integration, Customizable backend solutions, Cost-effective game development tools
    COMPOUND ANNUAL GROWTH RATE (CAGR) 19.4% (2025 - 2035)
  4. Annual IPO value of video gaming companies 2013-2025 YTD

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Annual IPO value of video gaming companies 2013-2025 YTD [Dataset]. https://www.statista.com/topics/868/video-games/
    Explore at:
    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, worth a total market cap of 2.2 million U.S. dollars. In 2024, gaming industry IPO value totalled 3.07 billion U.S. dollars.

  5. w

    Global Data Caching Market Research Report: By Application (Web...

    • wiseguyreports.com
    Updated Aug 21, 2025
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    (2025). Global Data Caching Market Research Report: By Application (Web Applications, Mobile Applications, Database Management, Gaming, Big Data Analytics), By Deployment Model (On-Premises, Cloud-Based, Hybrid), By Type (Memory Caching, Database Caching, Object Caching, Content Delivery Network Caching), By End Use (IT and Telecommunications, Retail, Healthcare, Banking and Financial Services, Media and Entertainment) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/data-caching-market
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    Dataset updated
    Aug 21, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20249.35(USD Billion)
    MARKET SIZE 202510.4(USD Billion)
    MARKET SIZE 203530.0(USD Billion)
    SEGMENTS COVEREDApplication, Deployment Model, Type, End Use, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSincreasing data volume, demand for low latency, rise of cloud computing, growing e-commerce activities, need for real-time analytics
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDDatastax, Apache Software Foundation, Amazon Web Services, Memcached, Microsoft, GigaSpaces, Google, Redis Labs, Oracle, Alibaba Cloud, SAP, Couchbase, Aerospike, TIBCO Software, Hazelcast, Salesforce, IBM
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESReal-time data processing needs, Increased cloud adoption rates, Growth in IoT applications, Demand for faster applications, Rising importance of data analytics
    COMPOUND ANNUAL GROWTH RATE (CAGR) 11.2% (2025 - 2035)
  6. D

    Gaming Backend As A Service Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Dataintelo (2025). Gaming Backend As A Service Market Research Report 2033 [Dataset]. https://dataintelo.com/report/gaming-backend-as-a-service-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Gaming Backend as a Service Market Outlook



    According to our latest research, the global Gaming Backend as a Service (BaaS) market size reached USD 3.2 billion in 2024, driven by the rapid growth of online gaming and the increasing demand for real-time, scalable backend solutions. The market is expected to expand at a robust CAGR of 14.6% from 2025 to 2033, reaching a projected value of USD 10.4 billion by 2033. The primary growth factor fueling this market is the surge in multiplayer gaming, cross-platform integration, and the need for seamless backend infrastructure to support immersive gaming experiences.




    The proliferation of smartphones and high-speed internet connectivity has significantly contributed to the expansion of the Gaming Backend as a Service (BaaS) market. Mobile gaming, in particular, has witnessed explosive growth, necessitating backend solutions that can handle millions of concurrent users, real-time data synchronization, and robust authentication processes. As developers focus on delivering richer content and interactive gameplay, the demand for scalable, cloud-based backend services has intensified. These services enable game creators to offload complex server-side operations, reduce time-to-market, and focus more on game development rather than infrastructure management, thereby accelerating innovation and improving the overall user experience.




    Another significant growth factor is the rise of cross-platform and multiplayer gaming. Modern gamers expect to play their favorite titles seamlessly across devices, including mobile phones, PCs, consoles, and increasingly, AR/VR headsets. Gaming Backend as a Service platforms offer unified authentication, real-time database management, analytics, and scalable cloud storage, which are essential for supporting cross-platform gameplay and real-time interactions among players worldwide. The ability to integrate features like push notifications, in-game analytics, and live updates further enhances player engagement and retention, making BaaS solutions indispensable for both indie developers and large studios.




    In addition, the gaming industry is witnessing a shift towards live operations and games-as-a-service models, which require continuous content updates, live events, and real-time player management. Gaming BaaS providers are responding by offering advanced analytics, customizable backend logic, and event-driven architectures that empower developers to adapt quickly to player preferences and market trends. The emergence of cloud-native technologies and serverless computing is also enabling more cost-effective and flexible backend solutions, allowing studios of all sizes to scale their operations efficiently and securely. This evolution is expected to further drive market growth over the forecast period.




    From a regional perspective, North America continues to dominate the Gaming Backend as a Service market, accounting for the largest revenue share in 2024. However, the Asia Pacific region is emerging as the fastest-growing market, fueled by the massive adoption of mobile gaming, rising internet penetration, and a burgeoning population of young gamers. Europe and Latin America are also showing significant potential, supported by increasing investments in gaming infrastructure and the expansion of esports. The Middle East & Africa region, while still nascent, is gradually catching up due to improving connectivity and a growing appetite for digital entertainment.



    Component Analysis



    The Gaming Backend as a Service market is segmented by component into Authentication, Real-Time Database, Cloud Storage, Push Notifications, Analytics, and Others. Authentication services remain a cornerstone of BaaS offerings, providing secure logins, user management, and data protection for millions of gamers. As cyber threats and account hacking attempts become more sophisticated, robust authentication mechanisms such as multi-factor authentication, social login integrations, and advanced encryption are increasingly in demand. These features not only enhance security but also streamline onboarding for players, reducing friction and boosting retention rates for game publishers.




    Real-Time Database solutions are critical for supporting dynamic, interactive, and multiplayer gaming experiences. These databases enable instantaneous data synchronization between players, game servers, and cloud infrastructure, facilitating seam

  7. Annual IPO volume of video gaming companies 2013-2025 YTD

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Annual IPO volume of video gaming companies 2013-2025 YTD [Dataset]. https://www.statista.com/topics/868/video-games/
    Explore at:
    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, a significant decline from the previous year. The gaming industry's IPO activity peaked in 2021, with 35 companies going public. The value of 2025 gaming IPOs amounted to 2.2 billion U.S. dollars.

  8. v

    Global NoSQL Database Market By Type (Key-Value Store, Document Database,...

    • verifiedmarketresearch.com
    Updated Oct 14, 2025
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    VERIFIED MARKET RESEARCH (2025). Global NoSQL Database Market By Type (Key-Value Store, Document Database, Column Based Store, Graph Database), By Application (Data Storage, Mobile Apps, Web Apps, Data Analytics), By End-User Industry (Retail, Gaming, IT), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/nosql-database-market/
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    Dataset updated
    Oct 14, 2025
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2026 - 2032
    Area covered
    Global
    Description

    NoSQL Database Market size was valued at USD 6.47 Billion in 2024 and is expected to reach USD 44.66 Billion by 2032, growing at a CAGR of 30.14% from 2026 to 2032.Global NoSQL Database Market DriversExponential Growth of Big Data and IoT: The explosion of Big Data and Internet of Things (IoT) applications is a primary catalyst for NoSQL adoption, requiring database solutions that can ingest and process colossal volumes of unstructured and semi-structured data from diverse sources like sensors, social media, and web logs. Unlike rigid relational systems, Increasing Demand for Real-Time Web and Mobile Applications: The surging demand for real-time web and mobile applications is significantly fueling the NoSQL market, as these modern applications require sub-millisecond latency and exceptionally high throughput to deliver a seamless user experience. NoSQL database types, particularly key-value stores and document databases, are architecturally optimized for rapid read/write operations and horizontal scaling,.

  9. w

    Global Real-Time Database Market Research Report: By Application (Web...

    • wiseguyreports.com
    Updated Aug 6, 2025
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    (2025). Global Real-Time Database Market Research Report: By Application (Web Applications, Mobile Applications, IoT Applications, Gaming, E-commerce), By Deployment Model (Cloud-Based, On-Premises, Hybrid), By Data Model (Document Store, Key-Value Store, Graph Database), By End Use (Healthcare, Finance, Retail, Telecommunications) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/real-time-database-market
    Explore at:
    Dataset updated
    Aug 6, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20243.75(USD Billion)
    MARKET SIZE 20254.25(USD Billion)
    MARKET SIZE 203515.0(USD Billion)
    SEGMENTS COVEREDApplication, Deployment Model, Data Model, End Use, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSGrowing demand for real-time analytics, Increasing adoption of cloud services, Rising need for data synchronization, Expanding usage of IoT applications, High scalability and performance requirements
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDNeo4j, MemSQL, Cloudera, Microsoft, MongoDB, Google, Cassandra, Oracle, Couchbase, Amazon, Firebase, Aerospike, Timescale, Redis, Snowflake, IBM
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCloud-based data solutions, Increasing demand for IoT applications, Real-time analytics for business intelligence, Enhanced data security features, Growth in mobile application development
    COMPOUND ANNUAL GROWTH RATE (CAGR) 13.4% (2025 - 2035)
  10. w

    Global Game Backend as a Service Platform Market Research Report: By Service...

    • wiseguyreports.com
    Updated Oct 15, 2025
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    (2025). Global Game Backend as a Service Platform Market Research Report: By Service Type (Database Management, Real-Time Analytics, User Authentication, Game Operations, Content Delivery), By Deployment Model (Public Cloud, Private Cloud, Hybrid Cloud), By End User (Game Developers, Publishing Companies, Independent Game Studios), By Game Type (Mobile Games, PC Games, Console Games, Web Games) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/game-backend-as-a-service-platform-market
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    Dataset updated
    Oct 15, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Oct 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20241.7(USD Billion)
    MARKET SIZE 20252.03(USD Billion)
    MARKET SIZE 203512.0(USD Billion)
    SEGMENTS COVEREDService Type, Deployment Model, End User, Game Type, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSIncreasing mobile game development, Rising demand for cloud solutions, Need for scalability and flexibility, Enhancements in real-time data processing, Growth in multiplayer gaming experiences
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDGameSparks, BrainCloud, Heroic Labs, BackEndless, Microsoft, Epic Games, Photon Engine, PlayFab, AppWarp, Entertainly, Xsolla, Gamesparks, Amazon Web Services, Nakama, Unity Technologies, Google Cloud
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESIncreased adoption of cloud gaming, Growing demand for cross-platform solutions, Rising mobile gaming trends, Expansion of eSports infrastructure, Enhanced focus on real-time analytics
    COMPOUND ANNUAL GROWTH RATE (CAGR) 19.4% (2025 - 2035)
  11. m

    Electronic Arts Inc - Common-Stock-Shares-Outstanding

    • macro-rankings.com
    csv, excel
    Updated Aug 23, 2025
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    macro-rankings (2025). Electronic Arts Inc - Common-Stock-Shares-Outstanding [Dataset]. https://www.macro-rankings.com/markets/stocks/ea-nasdaq/balance-sheet/common-stock-shares-outstanding
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    csv, excelAvailable download formats
    Dataset updated
    Aug 23, 2025
    Dataset authored and provided by
    macro-rankings
    License

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

    Area covered
    united states
    Description

    Common-Stock-Shares-Outstanding Time Series for Electronic Arts Inc. Electronic Arts Inc. develops, markets, publishes, and delivers games, content, and services for game consoles, PCs, and mobile phones worldwide. It develops and publishes games and services across various genres, such as sports, racing, first-person shooter, action, role-playing, and simulation; and live services offerings, including extra content and subscription offerings through its global football and American football franchises, such as EA SPORTS College Football and EA SPORTS Madden NFL, as well as based on its IP comprising The Sims, Apex Legends, and Battlefield. The company markets and sells its games and services through digital distribution and retail channels; and directly to mass market retailers, specialty stores, and distribution arrangements. Electronic Arts Inc. was incorporated in 1982 and is headquartered in Redwood City, California.

  12. Sega Sammy annual video game unit sales FY 2006-2025

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Sega Sammy annual video game unit sales FY 2006-2025 [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the fiscal year 2025 (ending March 2025), Sega Sammy sold a total of 31.45 million video games, unchanged from the full game unit sales in the previous fiscal year. Major gaming IPs owned by Sega Sammy include the Sonic series, the Total War series, the Persona series and the Like a Dragon series, which includes the Judgement game spinoffs.

  13. Leading mobile game genres worldwide 2024, by share of advertisers

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Leading mobile game genres worldwide 2024, by share of advertisers [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In 2024, casual mobile game advertisers accounted for 27.7 percent of all mobile game advertisers on digital platforms worldwide. Casino games ranked second, with 21 percent.

  14. VC and private funding raised by global gaming companies as of Q1 2025

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). VC and private funding raised by global gaming companies as of Q1 2025 [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    Venture capital (VC) and other private investment in the gaming industry peaked in 2022. In the second quarter of that year, the amount of private funding generated by investment in the global gaming industry amounted to 7.1 billion U.S. dollars. In the fourth quarter of 2024, such funding came to 700 million U.S. dollars for the period.

  15. Leading mobile game genres worldwide 2024, by share of creatives

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Leading mobile game genres worldwide 2024, by share of creatives [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In 2024, casual mobile game creatives accounted for 30.6 percent of all mobile game creatives on digital platforms worldwide. Puzzles ranked second, with 12.2 percent.

  16. Global player retention tactics 2023

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Global player retention tactics 2023 [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    A global game developer survey conducted in 2023 found that 67 percent of responding studios used daily rewards and missions as a player retention tactic for their video games. Achievements and challenges came in second place, keeping players engaged, as nearly six in ten studios stated using this engagement technique.

  17. In-app revenue monetization techniques 2025

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). In-app revenue monetization techniques 2025 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In 2025, consumable items and currency sales via in-app purchases were the most common monetization technique among the top 500 earning mobile games, with a 100 percent occurrence rate. Limited time events or offers had the same presence rate.

  18. Number of major upcoming video games 2022-2024, by platform

    • statista.com
    Updated Nov 6, 2024
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    Jessica Clement (2024). Number of major upcoming video games 2022-2024, by platform [Dataset]. https://www.statista.com/topics/868/video-games/
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    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    Of the most anticipated 200 upcoming new video games from late 2022 through 2024, 156 were planned for release on PC, making it the most popular platform. Additionally, 115 games were planned for PlayStation 5 and another 113 were going to be released for Xbox Series X/S, too. In terms of platform exclusivity, 22 games were projected to be PlayStation-only, and 26 planned titles were going to be released only on Xbox but not on PlayStation.

  19. Europe children in-game spending share 2020-2024

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). Europe children in-game spending share 2020-2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    A 2024 survey of parents revealed that about three-quarters of children who played video games did not spend anything on in-game extras. This represents no increase from the previous years.

  20. Global consumer likelihood of buying limited edition video games 2024

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.

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Jessica Clement (2024). Video gaming market revenue growth worldwide 2021-2030, by segment [Dataset]. https://www.statista.com/topics/868/video-games/
Organization logo

Video gaming market revenue growth worldwide 2021-2030, by segment

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169 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Nov 6, 2024
Dataset provided by
Statistahttp://statista.com/
Authors
Jessica Clement
Description

In 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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