According to a survey of global internet audiences in the third quarter of 2024, 83.6 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96.6 percent. Indonesia ranked second, with 96.4 percent of responding internet users stating that they played video games. The United Kingdom and Japan ranked last, with 71.1 and 64.4 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.
As of June 2024, around ** percent of adult gamers in France were aged between 30 and 39 years, and a further ** percent of French gamers were aged 40 to 49 years. In contrast, only about ** percent of Spanish gamers were aged between 30 and 39 years.
In 2022, the number of gamers in Indonesia amounted to approximately *** million, more than half of the country's population. At over *** million, the Philippines had the second-largest population of video gamers in Southeast Asia that year.
Over the last two observations, the number of users is forecast to significantly increase in all regions. From the selected regions, the ranking by number of users in the 'Mobile Games' segment of the digital media market is forecast to be led by Indonesia with ***** million users. In contrast, the ranking is trailed by Singapore with **** million users, recording a difference of ***** million users to Indonesia. Find other insights concerning similar markets and segments, such as a comparison of revenue in Poland and a comparison of countries or regions regarding revenue. The Statista Market Insights cover a broad range of additional markets.
The United Kingdom is leading the ranking by number of users in the 'Games' segment of the media market, recording ** million users. Following behind is France with **** million users, while Spain is trailing the ranking with **** million users.
According to a study conducted in March and April 2023, there were approximately *** million live service game users in China, marking the largest playerbase across Asia. Indonesia followed with more than ** million live service gamers. The term live service game refers to games, often online multiplayer games, that are regularly updated by the developers, thus providing players with new content on a monthly or seasonal basis.
As of 2021, Asia accounted for over *** million PC gaming users, more than a third of global PC gamers. Europe was ranked second with about ***** million PC gaming users.
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.
A January 2021 survey found that gamers in ***** spent the most time playing games per week, averaging about ***** weekly hours of gaming time. Vietnamese gamers were ranked second with about ***** hours of gaming time per week. The global average was **** weekly hours of gaming.
As of September 2023, there were approximately 136.6 million gamers in Brazil, with mobile phones being the most popular devices to game on among Brazilian gaming audiences. Despite having a significantly higher penetration among the selected markets, Mexico followed in second place with 104.1 million gaming users.
A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
The number of users is forecast to experience significant growth in all regions in 2027. From the selected regions, the ranking by number of users in the 'Mobile Games' segment of the digital media market is forecast to be led by India with ****** million users. In contrast, the ranking is trailed by Bangladesh with ***** million users, recording a difference of ****** million users to India. Find other insights concerning similar markets and segments, such as a comparison of number of users in Germany and a comparison of number of users in the United States. The Statista Market Insights cover a broad range of additional markets.
Over the last two observations, the number of users is forecast to significantly increase in all regions. From the selected regions, the ranking by number of users in the 'Mobile Games' segment of the digital media market is forecast to be led by China with ****** million users. In contrast, the ranking is trailed by South Korea with ***** million users, recording a difference of ****** million users to China. Find other insights concerning similar markets and segments, such as a comparison of number of users in the United States and a comparison of revenue in Switzerland.
A January 2021 survey revealed that more than a quarter of gamers in China spent an average of ** to ** hours a week on gaming, with a further **** percent of survey respondents spending more than ** hours per week playing video games. Out of all the surveyed countries, **** percent of gamers spent an average of ***** to ****** hours week on gaming.
In 2024, football simulation game EA Sports FC 25 was one of the top-selling video game in every European country. Its predecessor, EA Sports FC 24, was ranked second based on physical unit sales for PC and console. Can the success of the FIFA series last? First released in 1993, the FIFA football video game series ranks among the best-selling video gaming franchises worldwide and regularly tops the year-end charts across Europe. However, change is on the horizon – in May 2022, it was announced that the game’s publisher Electronic Arts (EA), and the sport’s governing body FIFA's partnership was set to end after failing to reach an agreement over licensing fees for the use of the FIFA name. The FIFA 23 release at the end of September 2022 was be the last under the current agreement, and EA’s future football simulation games will be published under the new series title of EA Sports FC. The football association body FIFA is planning to find a new publisher for FIFA-branded games.EA's change in branding has paid off, and the latest iteration of the series, EA Sports FC 25, was a best-seller in virtually every European country. The enduring popularity of Call of Duty Call of Duty is another familiar name in the video game sales charts. A popular first-person shooter franchise with annual releases each autumn, Call of Duty and EA Sports FC usually battle it out for gamers' hearts, attention, and wallets. In the United States, Call of Duty is more successful than in Europe, as the series has claimed the top spot in almost every year in the last decade. In contrast, EA Sports FC often ranks behind NBA 2K and Madden NFL games, showing that regional market preferences still play a role in which games end up on top.
As of the third quarter of 2024, Egypt was by far the most engaged console gaming audiences worldwide. Responding internet users stated that they used a games console for an average of 2 hours and 2 minutes per day. Saudi Arabia ranked second, with users spending an average of 1 hour and 46 daily minutes on console gaming. The global average was 1 hour and 3 minutes.
In 2023, Egypt had the highest share of gamers in the Middle East and North Africa (MENA) region with a share of **** percent. The number of gamers in the region was forecasted to reach around ** million by 2027.
In 2024, Vietnam had the highest number of professional eSports players in Southeast Asia, with 575 gamers being active in tournaments. The Philippines followed with 355 pro gamers. All selected Southeast Asian countries saw a decrease in the number of pro gamers since 2021, when the eSports market experienced an influx of new gamers during the COVID-19 pandemic.
According to a survey conducted in the Asia-Pacific region in September 2020 about gaming and eSports, ** percent of respondents in Thailand stated that they played video or mobile games. In Malaysia, ** percent of respondents stated they were gamers. Most of the gamers in the selected Asia-Pacific countries or territories were mobile gamers.
In 2024, there were ***** professional eSports players in China. South Korea, often referred to as the birthplace of eSports, followed with around *** pro gamers. At *** gamers, Vietnam was the Southeast Asian country with the largest number of eSports professionals.
According to a survey of global internet audiences in the third quarter of 2024, 83.6 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96.6 percent. Indonesia ranked second, with 96.4 percent of responding internet users stating that they played video games. The United Kingdom and Japan ranked last, with 71.1 and 64.4 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.