40 datasets found
  1. Fortnite annual revenue 2018-2022

    • statista.com
    Updated Dec 3, 2024
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    Statista (2024). Fortnite annual revenue 2018-2022 [Dataset]. https://www.statista.com/statistics/1440682/fortnite-revenue/
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    Dataset updated
    Dec 3, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2022, the multi-platform free-to-play (F2P) gaming title Fortnite generated an estimated 4.4 billion U.S. dollars in annual revenues. This figure decreased from the previous year when the battle royale title made about 4.8 billion U.S. dollars in revenues.

  2. Epic Games annual gross revenue 2018-2026

    • statista.com
    • ai-chatbox.pro
    Updated Nov 13, 2024
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    Statista (2024). Epic Games annual gross revenue 2018-2026 [Dataset]. https://www.statista.com/statistics/1234106/epic-games-annual-revenue/
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    Dataset updated
    Nov 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2024, video game publisher and software developer Epic Games is projected to generate approximately 5.8 billion U.S. dollars in gross revenues, up from 5.1 billion U.S. dollars in 2020.

    How does Epic Games make money? Epic Games' gross does not only include game revenue from the company battle royale hit Fortnite, but also engine revenue derived from game licenses and royalties, as well as Unreal Engine assets. Epic is the developer of the gaming engine Unreal Engine, which is currently monetized under a royalty model, meaning that is can be downloaded for free and Epic claims a percentage of sales revenue. Currently, Epic is not claiming a fee for developers that publish their games on the Epic Games Store. The Epic Games Store (EGS) was launched in December 2018. In May 2020, Epic announced that their share of royalties for games developed in Unreal Engine are waived until developers have earned their first 1 million U.S. dollars in revenue. Other income streams of the company include Epic Games Store revenue, and Merchandise and other revenue. Epic Games Store upsetting the industry standard One of the biggest headlines regarding the launch of Epic’s own digital storefront was the company’s attitude to developer / store revenue split. Gaming stores and app platforms including Valve’s Steam, the Apple App Store, or Google Play, usually take a 30 percent commission cut from game sales and in-game revenues. The Epic Games Store was released with the announcement that the EGS would only claim 12 percent of revenue, leaving 88 percent to the developers. This approach, as well as Epic’s attempt to circumvent Apple’s monetization strategies in the iOS app of Fortnite, has made many headlines, led to Apple removing the app from its App Store, and resulted in the still ongoing lawsuit Epic vs. Apple.

  3. Fortnite global monthly revenue 2019

    • statista.com
    Updated Jan 4, 2023
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    Statista (2023). Fortnite global monthly revenue 2019 [Dataset]. https://www.statista.com/statistics/865601/fortnite-revenue/
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    Dataset updated
    Jan 4, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2019 - Dec 2019
    Area covered
    Worldwide
    Description

    Since its release in 2017, Fortnite has become one of the most popular games in the world. The Battle Royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of 340 U.S. dollars in December 2019, more an increase of 150 million U.S. dollars compared to the precious month.

    Fortnite – the money maker With 350 million users registered worldwide in early 2020, it is no wonder that Fortnite is making its developers, Epic Games, a lot of money. The game has found the most success in the United States, where it generated a staggering 75 million U.S. dollars in its first year after release. Given the nature of the game and the trend in gaming as a whole, it will come as no shock that the vast majority of Fortnite players in the United States were male, with over 85 percent falling into the 18-34 age category.

    In-game purchases key to success Given that Fortnite is a free-to-play game, how does it generate such a vast amount of revenue? The answer lies, as with many other commercially successful free-to-play games, in in-game purchases. According to a survey carried out in the United States in February 2020, about 77 percent of Fortnite players admitted to making in-game purchases. Using their hard-earned cash to purchase V-Bucks, gamers then use the game’s currency to buy upgrades ranging from outfits and characters to gliders. What’s more, almost 10 percent of U.S. Fortnite players confessed to spending money on emotes, which allow their character to celebrate their kills and victories with elaborate dance moves.

  4. Annual revenue generated by Fortnite worldwide 2018-2019

    • statista.com
    Updated May 24, 2022
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    Statista (2022). Annual revenue generated by Fortnite worldwide 2018-2019 [Dataset]. https://www.statista.com/statistics/1238904/fortnite-revenue-annual/
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    Dataset updated
    May 24, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Since its release in 2017, Fortnite has become one of the most popular games in the world. The battle royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of 3.7 billion U.S. dollars in 2019, down from 5.4 billion U.S. dollars in 2018.

  5. Fortnite mobile revenue on iOS worldwide in 2018

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Fortnite mobile revenue on iOS worldwide in 2018 [Dataset]. https://www.statista.com/statistics/942707/fortnite-mobile-revenue/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2018
    Area covered
    Worldwide
    Description

    This statistic shows the revenue of Fortnite mobile from Apple App Store worldwide in 2018. According to the data, Fortnite mobile grossed 455 million U.S dollars on iOS in 2018, averaging 1.6 million U.S. dollars per day.

  6. Leading Fortnite players worldwide 2025, by overall earnings

    • statista.com
    Updated Jan 21, 2025
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    Statista (2025). Leading Fortnite players worldwide 2025, by overall earnings [Dataset]. https://www.statista.com/statistics/1441087/leading-fortnite-players-worldwide-by-earnings/
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    Dataset updated
    Jan 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Worldwide
    Description

    First released in 2017, the battle royale game Fortnite has become popular with audiences worldwide. The game also has a sizeable eSports segment, and Kyle Giersdorf, also known as Bugha, is the most successful Fortnite eSports player with lifetime earnings from the game of 3.73 million U.S. dollars. Second-ranked David Wang, also known as Aqua, has accumulated about 2.19 million U.S. dollars in winnings from the game.

  7. Top earners in Fortnite from the UK 2025

    • ai-chatbox.pro
    • statista.com
    Updated Mar 10, 2025
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    Statista (2025). Top earners in Fortnite from the UK 2025 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F1341515%2Ftop-fortnite-players-uk%2F%23XgboD02vawLYpGJjSPEePEUG%2FVFd%2Bik%3D
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    Dataset updated
    Mar 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    United Kingdom
    Description

    Thanks to his second place finish at the Fortnite World Cup Finals in 2019, Jaden Ashman, also known as Wolfiez, is the highest earning Fortnite player from the United Kingdom as of January 2025. Ashman's earnings from the game reaching 1.37 million U.S. dollars, making him the only player based in the UK to hit the six-figure mark for career earnings.

  8. Top earners in Fortnite from the U.S. 2025

    • statista.com
    • ai-chatbox.pro
    Updated Mar 10, 2025
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    Statista (2025). Top earners in Fortnite from the U.S. 2025 [Dataset]. https://www.statista.com/statistics/1341508/top-fortnite-players-usa/
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    Dataset updated
    Mar 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    United States
    Description

    Kyle Giersdorf, more commonly known by his gamertag Bugha, was the most successful Fortnite player in the United States based on prize money earnings as of January 2025. Giersdorf's total career earnings through Fortnite, as of that month, exceeded 3.7 million U.S. dollars. Meanwhile, Harrison Chang aka psalm came in second place with total career earnings amounting to around 1.87 million U.S. dollars. eSports tournament prize pools Professional eSports players can earn up to millions of dollars in prize money at international competitions. As of the year-end 2024, the Dota 2 championships had amassed the highest cumulative prize pool from eSports games worldwide. The International, which is a Dota 2 tournament, was the most lucrative eSports tournament worldwide, with the winners of the 2021 iteration of The International walking away with approximately 40 million U.S. dollars. Popular battle royale games Battle royale games are multiplayer games which combine aspects of free-for-all or team-based shooters with components from survival games, such as having to scavenge for equipment within a hostile open-world environment. As of January 2025, Fortnite was the most popular PlayStation 5 game based on monthly active users worldwide, ranking above entries such as Call of Duty and Grand Theft Auto V. When it came to the most streamed battle royale games worldwide Fortnite also took the top spot, surpassing Apex Legends and Call of Duty: Warzone, which racked up 4.7 million weekly viewer hours in March 2025.

  9. Epic Games annual gross revenue 2018-2019, by segment

    • statista.com
    Updated Dec 8, 2023
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    Statista (2023). Epic Games annual gross revenue 2018-2019, by segment [Dataset]. https://www.statista.com/statistics/1234185/epic-games-annual-revenue-segment/
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    Dataset updated
    Dec 8, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2019, video game publisher and software developer Epic Games generated approximately 4.2 billion U.S. dollars in gross revenues, the majority of which was generated through its game revenue segment. Almost all of the segment's revenue was generated via Fortnite, with smaller titles Rocket League and Battle Breakers only netting a fraction of the total. Epic Games also publishes the Unreal Engine, a tool for developing games, as well as the Epic Games Store.

  10. e

    eSports Organization Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 7, 2025
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    Data Insights Market (2025). eSports Organization Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-organization-1365013
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    doc, pdf, pptAvailable download formats
    Dataset updated
    May 7, 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 eSports organization market is experiencing robust growth, driven by increasing viewership, expanding sponsorships, and the rising popularity of competitive gaming titles like League of Legends (LoL), PUBG, Fortnite, and Counter-Strike: Global Offensive (CS:GO). The market's segmentation reveals a significant contribution from both professional and amateur organizations, with professional teams commanding higher valuations due to lucrative sponsorship deals and prize money. Geographically, North America and Asia-Pacific currently dominate the market, fueled by a strong gaming culture and substantial investments in infrastructure. However, regions like Europe and the Middle East & Africa are showing significant potential for future growth, driven by increasing internet penetration and the rising popularity of mobile gaming. The competitive landscape is characterized by a mix of established, globally recognized organizations like Fnatic, Team Liquid, and SKT T1, alongside emerging teams vying for a piece of the market. This dynamic environment fosters innovation in team management, content creation, and fan engagement, further accelerating the industry's growth trajectory. Factors influencing market growth include advancements in streaming technologies enhancing the viewing experience, the increasing integration of eSports into mainstream media, and the development of robust eSports infrastructure, including dedicated arenas and training facilities. However, challenges such as the need for sustainable business models, potential burnout among players, and the inherent volatility of the gaming industry represent potential restraints. The forecast period (2025-2033) anticipates continued growth, with the market expanding into new territories and diversifying revenue streams through merchandise sales, online academies, and intellectual property licensing. The long-term success of eSports organizations hinges on adapting to evolving gaming trends, maintaining player loyalty, and securing strategic partnerships to ensure sustained profitability and growth in an increasingly competitive landscape. Estimating a CAGR of 15% for the period 2025-2033, and assuming a 2025 market size of $1.5 billion, the market would reach approximately $5 billion by 2033.

  11. R

    Research Paper on Metaverse Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 23, 2025
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    Market Report Analytics (2025). Research Paper on Metaverse Market Report [Dataset]. https://www.marketreportanalytics.com/reports/research-paper-on-metaverse-market-89098
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 23, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The Metaverse market is experiencing explosive growth, projected to reach a substantial size exceeding $116.74 million by 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 41.83%. This burgeoning sector is driven by several key factors. Firstly, advancements in Augmented Reality (AR) and Virtual Reality (VR) hardware are creating increasingly immersive and engaging experiences. Secondly, the integration of social media, particularly through targeted advertising within metaverse platforms, is fueling user engagement and market expansion. The rise of virtual live entertainment, exemplified by successful platforms like Epic Games and Roblox, is further attracting significant user bases and driving revenue generation. Finally, the expansion of gaming services, offering diverse and interactive experiences within metaverse environments, constitutes a major growth catalyst. The market is segmented across diverse end-user industries, including gaming, media & entertainment, commercial applications (virtual offices, training simulations), retail (virtual showrooms, immersive shopping), and others. Major players like Fortnite, EA Sports, AWS, Qualcomm, Oculus, Vive, Epic Games, Roblox, Facebook (Meta), Unity, Steam, and Itch.io are actively shaping this dynamic landscape, investing heavily in technological advancements and content creation to capture market share. The forecast period from 2025 to 2033 promises even more significant expansion. While precise regional market share data is unavailable, it's reasonable to expect North America and Europe to initially hold the largest shares, given their advanced technological infrastructure and strong adoption rates of related technologies. However, Asia's rapid technological development and immense population present significant growth potential, potentially surpassing other regions in the later years of the forecast period. The continued development of user-friendly interfaces, enhanced graphic capabilities, and broader accessibility will be crucial in driving further market penetration across all regions. Challenges such as addressing concerns regarding data privacy, cybersecurity, and the potential for digital addiction will require proactive solutions to ensure sustainable and responsible market development. Recent developments include: May 2024: Grand Cayman-based Web3 firm Mai Labs unveiled its metaverse platform, 'Mayaaverse', in India. During the launch event held in Delhi, the company also rolled out the Lumyn XR, a virtual reality headset crafted for deep immersion in the digital realm. Through these innovations, Mai Labs is making its mark in Artificial Intelligence, blockchain, and the metaverse., February 2024: The Royal Government of Bhutan has launched a metaverse platform named Bhutanverse. This virtual space provides a computer-generated environment, enabling global users to experience Bhutan digitally. The metaverse will showcase the country's culture, history, and philosophy, accessible from users' homes. It will feature Bhutanese motifs, art, and architecture. Additionally, a creative space has been developed to offer interactive quests, where metaverse avatars can engage in mini-games based on compelling storylines centered around Bhutan’s history and folklore.. Key drivers for this market are: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Potential restraints include: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Notable trends are: Gaming Segment Accounted for the Largest Market Share.

  12. F

    FPS Game Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 2, 2025
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    Data Insights Market (2025). FPS Game Report [Dataset]. https://www.datainsightsmarket.com/reports/fps-game-1394424
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    ppt, pdf, docAvailable download formats
    Dataset updated
    May 2, 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 First-Person Shooter (FPS) game market is a dynamic and lucrative sector within the broader gaming industry. While precise market size figures aren't provided, considering the prominence of major players like Activision Blizzard (Call of Duty), Electronic Arts (Battlefield), and Epic Games (Fortnite), and the consistent popularity of the genre, a reasonable estimate for the 2025 market size could be around $15 billion USD. This is based on the understanding that FPS games consistently represent a significant portion of the overall gaming market, and the inclusion of mobile FPS games significantly broadens this market. A Compound Annual Growth Rate (CAGR) of 8% over the forecast period (2025-2033) seems plausible given ongoing technological advancements (VR/AR integration), increasing accessibility via mobile platforms, and the enduring appeal of competitive gameplay. Key drivers include the continuous release of high-quality titles, the rise of esports, and the expanding reach of gaming into new demographics. Trends point towards increasing focus on immersive experiences through advanced graphics and realistic physics, the growth of battle royale subgenres, and the integration of cross-platform play. However, restraints could include market saturation in certain segments, the challenge of maintaining consistent player engagement, and the need to adapt to evolving player preferences. Segmentation by application (individual/family, competitive, educational) and platform (console, PC, mobile) highlights the diverse avenues for growth. The competitive landscape is highly consolidated, with established players dominating, but independent studios also continue to innovate and carve out niches. Geographic distribution shows strong performance in North America and Europe, but emerging markets in Asia Pacific and other regions offer significant untapped potential. The future of the FPS gaming market hinges on consistent innovation and adapting to changing player demands. The incorporation of new technologies like cloud gaming and advancements in AI to generate more dynamic and challenging gameplay experiences are crucial. Maintaining a balance between established franchises and fostering the growth of fresh IPs will be key to sustainable growth. The continued evolution of esports and the growth of streaming platforms will further propel market expansion. Strong marketing and engagement strategies are crucial to navigate market saturation and retain player loyalty in an increasingly competitive landscape. Geographical expansion into less saturated markets will also provide opportunities for significant growth in the coming years. Understanding the nuanced needs of each market segment, including those seeking casual entertainment and hardcore competitive experiences, is pivotal for success.

  13. Monthly Fortnite app revenue in the Netherlands 2018-2019

    • statista.com
    Updated Sep 15, 2019
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    Statista (2019). Monthly Fortnite app revenue in the Netherlands 2018-2019 [Dataset]. https://www.statista.com/statistics/972959/monthly-fortnite-app-revenue-in-the-netherlands/
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    Dataset updated
    Sep 15, 2019
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 1, 2018 - Aug 31, 2019
    Area covered
    Netherlands
    Description

    According to figures provided by Airnow, the net revenue made on Fortnite in the Netherlands was highest in July and December 2018. The source defines net revenue as the revenue made with in-app purchases after the stores (Apple App Store and Google Play Store) received their share. As Fortnite is not available on the Google Play Store, the numbers provided here only concern the Apple App Store. Fortnite is a free-to-play Battle Royale video game, where up to 100 players are pitted against each other in a fight for survival until only one player is left standing. Both Fortnite and PlayerUnknown's Battlegrounds (commonly referred to as PUBG) have received much media attention in 2018 due to their high popularity. Early 2019, another game in this genre started to get attention: Apex Legends.

  14. PUBG peak concurrent player number on Steam 2025

    • ai-chatbox.pro
    • statista.com
    Updated May 5, 2025
    + more versions
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    Statista (2025). PUBG peak concurrent player number on Steam 2025 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F755111%2Fpubg-number-players%2F%23XgboD02vawLYpGJjSPEePEUG%2FVFd%2Bik%3D
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    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2017 - Apr 2025
    Area covered
    Worldwide
    Description

    First released at the start of 2017, PUBG: Battlegrounds (previously known as PlayerUnknown's Battlegrounds) is one of the most popular games on Steam and had 861,598 peak concurrent players in the last recorded month, April 2025. The highest number of concurrent players was recorded in January 2018 at 3.24 million. One of the biggest games on Steam PUBG gained a devoted legion of fans in a short space of time after its release, and cumulative unit sales of the game hit 75 million in December 2021. The game has also been critically acclaimed — it won the Best Multiplayer Game at The Game Awards in 2017 and its free-to-play mobile version for Android and iOS, released in 2018, was nominated for Best Mobile Game at The 2018 Game Awards. This critical success has also translated into commercial success, as the game generated millions of U.S. dollars of revenue, most successfully in the United States. On January 12, 2022, the game has become free to play. Battle of the Battle Royale games PlayerUnknown’s Battlegrounds is an online battle royale game in which up to 100 hundred players battle it out until there is only one player or one team left standing. This format of game has become very popular in recent years. While PUBG has a strong following, especially on Steam, it has come under pressure from rival battle royale game, Fortnite. First released just several months after PUBG, Fortnite has since become a cultural phenomenon, amassing 500 million registered users in just six years. As of 2025, both PUB and Fortnite are still going strong with their loyal audiences.

  15. e

    esports Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated May 1, 2025
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    Market Report Analytics (2025). esports Market Report [Dataset]. https://www.marketreportanalytics.com/reports/esports-market-90305
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    pdf, ppt, docAvailable download formats
    Dataset updated
    May 1, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The esports market is experiencing explosive growth, projected to reach $2.11 billion in 2025 and maintain a robust Compound Annual Growth Rate (CAGR) of 20.05% from 2025 to 2033. This expansion is fueled by several key drivers. Increased viewership and engagement across platforms like Twitch and YouTube are creating a larger audience for professional gaming competitions. Simultaneously, the rise of mobile gaming and the accessibility of esports through mobile devices are broadening participation and viewership demographics. Strategic investments from major players like Tencent Holdings Ltd (through Riot Games), Activision Blizzard, and Electronic Arts are further propelling market development through improved game production, enhanced tournament infrastructure, and strategic marketing initiatives. The diversification of revenue streams, encompassing media rights, advertising and sponsorships, merchandise and ticket sales, and other revenue models, adds to the market's resilience and growth potential. Geographic expansion, particularly within rapidly developing esports markets in Asia-Pacific, is another crucial factor contributing to the market's expansion. However, challenges such as the need for standardized regulations and addressing concerns related to player health and well-being, especially concerning burnout and mental health, need to be addressed to ensure sustainable growth. The competitive landscape is dynamic, with established companies and emerging startups vying for market share. The segmentation of the esports market, categorized by revenue model and streaming platform, offers valuable insights into current market dynamics. The Media Rights segment is likely the largest contributor, followed by Advertising and Sponsorships, reflecting the significant value placed on broadcasting rights and brand association within the esports ecosystem. The dominance of Twitch and YouTube as streaming platforms underlines their importance in delivering content to the global esports audience. However, the emergence of other platforms such as DouYu and Hayu suggests increasing competition and innovation in content delivery. Regional analysis reveals that North America and Europe currently hold the largest market shares, but rapid growth in Asia-Pacific markets presents significant future opportunities. This region's high mobile penetration and burgeoning gaming culture are expected to fuel substantial expansion in the coming years. Furthermore, effective brand partnerships and the development of new, engaging game titles will play a pivotal role in sustaining the esports market's impressive growth trajectory. Recent developments include: January 2022 - A new category of 1440p NVIDIA G-SYNC esports screens and seven new games benefit from low latency thanks to NVIDIA Reflex. Since reducing system latency is recognized by gamers and game developers as essential to a quality gaming experience, the NVIDIA Reflex low latency ecosystem has grown significantly over the past year. Eight top-ten competitive shooters, including Apex Legends, Valorant, and Fortnite, support Reflex. Each month, more than 20 million GeForce gamers battle with Reflex ON. More than 50 mouse and screens support their Reflex Analyzer, enabling players to assess system latency quickly. Such developments are expected to flourish the esports market in the forecast period., February 2022 - Nintendo delivered its first Direct event of 2022 in a 40-minute presentation that featured several brand-new games and remakes. Highlights from Nintendo Direct 2022: Switch Sports, Mario Strikers, and announcements of other games. The market is expected to expand due to the release of multiple games.. Key drivers for this market are: Increasing Popularity of Video Games, Growing Awareness about eSports. Potential restraints include: Increasing Popularity of Video Games, Growing Awareness about eSports. Notable trends are: Advertising to be the Largest Sources of eSports Revenue.

  16. Global live music industry revenue 2022-2030

    • ai-chatbox.pro
    • statista.com
    Updated Dec 18, 2024
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    Statista Research Department (2024). Global live music industry revenue 2022-2030 [Dataset]. https://www.ai-chatbox.pro/?_=%2Ftopics%2F13074%2Fmusic-industry-worldwide%2F%23XgboD02vawLYpGJjSPEePEUG%2FVFd%2Bik%3D
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    Dataset updated
    Dec 18, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A recent study exploring the global music industry found that revenues from live music events grew by 25 percent in 2023, reaching over 33 billion U.S dollars that year. The market estimates are showing promising growth to pre-pandemic levels and revenue figures surpassing 50 billion dollars by the end of 2030.

    Concerts amid COVID-19

    The outbreak of the coronavirus (COVID-19) pandemic dealt a heavy blow to the live music sector as concert venues closed, tours were halted, and festivals rescheduled. But while some events were canceled or postponed indefinitely, others were merely moved online to let music lovers enjoy performances by their favorite artists in a socially distant manner. In Europe, for example, the share of festivalgoers who watched a live music stream during coronavirus lockdowns stood at 60 percent, with a similar share of survey respondents stating they would happily pay to do so. Live stream concerts have become popular alternatives to in-person shows in recent years, and while some artists uploaded pre-recorded concert films to video streaming platforms, others took the virtual stage in gaming apps Fortnite or Roblox.

    Most successful live music tours

    The live music sector awoke from a deep slumber in 2021 as social distancing measures were loosened and travel bans lifted in many parts of the world. Two years later, looking at the top-grossing concert tours that year, Taylor Swift was taking over the concert market, with her tour's earnings reaching over one billion U.S. dollars. Beyonce's tour ranked second that year, however, the grosses trailed behind at the level of 500 billion dollars.

  17. c

    Global E sports Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Feb 5, 2025
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    Cognitive Market Research (2025). Global E sports Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/e-sports-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Feb 5, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to cognitive market research-"Global Esports market size 2023 was XX Million. Esports Industry compound annual growth rate (CAGR) will be XX% from 2024 till 2031."

      By 2030, the Advertising & Sponsorships category is expected to have the biggest market share, growing at a compound annual growth rate of XX%.
     By 2030, the Twitch segment is expected to grow at a compound annual growth rate (CAGR) of XX% and have the highest market share.
     With a CAGR of XX%, Asia-Pacific is expected to hold the highest market share over the projection period.
     By 2030, North America is expected to grow at a CAGR of x% and generate USD XX million.
    

    Current scenario of the E sports market

    Key drivers of the Esportsvmarket

    Esports' Increasing Popularity Strengthens Market Growth Prospects
    

    The amount of time spent watching video content related to games has significantly expanded since the introduction of live game streaming and various open-source technologies for broadcasting and interception. This is particularly true for games that foster inventive competition and generate unique gameplay experiences that millions of players actively share and watch. Up until recently, esports' popularity had grown most significantly in Asian countries. At the present, North America and Europe are seeing a faster acceleration of the trend. According to Verizon figures from the start of 2020, daily video game traffic has more than doubled since Americans began seeking refuge indoors. Traffic from video games increased more than traffic from videos and web browsing. Later that year, Verizon data showed weekly growth in their gaming traffic. Furthermore, prize pools for tournaments in popular online games like Dota and Fortnite have previously exceeded USD 35 million. The growing popularity of gaming tournaments, lucrative international prize pools, streaming income, individual sponsorships, and the emergence of electronic sports as a professional career are all driving the market's advancement. Additionally, businesses are concentrating on improving the products they offer athletes and giving fans a better streaming experience. As a result, the market is expanding since video games are becoming more and more popular. https://mytour.vn/vi/blog/bai-viet/the-hottest-esports-games-right-now.html

    Rise in consumer awareness driving the market growth
    

    The audience for esports is still less than for popular traditional sports like football, but it has one distinct advantage: it has a lot of room to develop. Only about 15% of gamers these days keep up with esports.

    For example , The main goals of World Esports Day are to raise money for charity worldwide and to raise awareness of the benefits of esports.The date of the upcoming World Esports Day is Saturday, October 21, 2023. Every October, it will happen on the Saturday that comes in second from the last. https://worldesportsday.com/ Thus with awareness programs like these the market of esports will get a significant drive in the near future.

    Constraints for the global Esports market

    Health and Addiction Issues Could Stunt the Growth of the ESports Market
    

    Gamers may suffer from psychological issues related to gambling addiction and social behaviour disorders, as well as metabolic ailments brought on by light-emitting diode computer monitors. According to a recent study by Zwiebel on the health implications of electronic sports, players are more likely to sustain musculoskeletal injuries to their upper extremities, back, and neck. Moreover, prolonged exposure to a "Computer monitor" can result in metabolic diseases. Poor posture and a sedentary lifestyle, which are common among these athletes, are the main causes of these problems. Additionally, the establishment of college scholarships for electronic sports is a cause for concern because young people can now justify their excessive game-play as the next electronic sports stars.

    Safety Concerns and Lies Concerning Gaming Transactions to Obstruct Market Expansion
    

    Issues, such as rules and laws pertaining to data protection, pose a risk to the eSports industry. The data privacy and security laws are complex and often contradictory, making management of them difficult for the esports industry. This setting may present unique regulatory challenges for the esports industry...

  18. Epic Games global workforce 2018-2026

    • statista.com
    Updated Nov 13, 2024
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    Statista (2024). Epic Games global workforce 2018-2026 [Dataset]. https://www.statista.com/statistics/1234218/epic-games-employees/
    Explore at:
    Dataset updated
    Nov 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2024, Epic Games had an estimated 4,358 employees worldwide, which represents a significant reduction from 2022 after a round of layoffs in September 2023. These layoffs affected 830 employees, which translated to about 16 percent of Epic’s workforce. How many people work on Fortnite? While it is hard to say how many of Epic Games’ employees work on the battle royale hit, it is safe to say that it is a significant number of employees. Most of the video game publisher and software developer's employees were working in the gaming segment, accounting for nearly 900 employees in 2019 when the company last revealed the figures publicly. For scale, these figures pale compared to Ubisoft, the gaming industry leader based on workforce. The French-headquartered company currently employs about 20,000 people. Video game industry layoffs The gaming company has also been affected by the wider tech industry layoffs that started rolling in at the beginning of 2023. Although the exact figures remain unclear, it is estimated that more than 11,000 video game industry workers were laid off in 2023. Additionally, 2024 is not shaping up to be much kinder, as already nearly 6,000 game developers lost their jobs during industry layoffs until the end of January.

    Epic Games’ layoff of 830 employees is one of the largest of the 2023-24 industry shakeup , ranking fourth behind Unity Technologies (2,900 employees laid off in 3 rounds so far), Microsoft Gaming (close to 2,000 layoffs), Electronic Arts, and Sony Interactive Entertainment (both other 1,000 game devs laid off).

  19. Epic Games annual gross income 2018-2026

    • statista.com
    Updated Nov 13, 2024
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    Statista (2024). Epic Games annual gross income 2018-2026 [Dataset]. https://www.statista.com/statistics/1234193/epic-games-annual-income/
    Explore at:
    Dataset updated
    Nov 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2024, video game publisher and software developer Epic Games is projected to generate approximately 907 million U.S. dollars in gross income, down from 1.83 billion U.S. dollars in 2019. In the most recently ended year, the company's gross revenue was estimated to be5.6 billion U.S. dollars.

  20. Fortnite Mobile player spending worldwide 2020

    • statista.com
    Updated May 27, 2021
    + more versions
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    Statista (2021). Fortnite Mobile player spending worldwide 2020 [Dataset]. https://www.statista.com/statistics/1118517/fortnite-mobile-player-spending/
    Explore at:
    Dataset updated
    May 27, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2019 - Apr 2020
    Area covered
    Worldwide
    Description

    First released in 2017 and developed by Epic Games, Fortnite is an online battle royal video game with the objective of being the last survivor and eliminating other opposing players. Following the success of the game, a mobile version was released for Android and iOS the following year. Thanks to in-app purchases and micro-transactions, the app generated revenue of 44.3 million U.S. dollars through player spending worldwide in April 2020. This sharp growth in players is no doubt in part due to the coronavirus pandemic, which spread across the world at the beginning of 2020 and led to many people turning to gaming and other forms of indoor entertainment during periods of lockdown.

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Statista (2024). Fortnite annual revenue 2018-2022 [Dataset]. https://www.statista.com/statistics/1440682/fortnite-revenue/
Organization logo

Fortnite annual revenue 2018-2022

Explore at:
Dataset updated
Dec 3, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

In 2022, the multi-platform free-to-play (F2P) gaming title Fortnite generated an estimated 4.4 billion U.S. dollars in annual revenues. This figure decreased from the previous year when the battle royale title made about 4.8 billion U.S. dollars in revenues.

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