79 datasets found
  1. Annual revenue of the U.S. video game industry 2016-2024, by segment

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

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

  2. Browser game revenue China H1 2016 - H1 2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Browser game revenue China H1 2016 - H1 2025 [Dataset]. https://www.statista.com/statistics/445396/browser-game-revenue-in-china/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    During the first half of 2025, the total revenue of browser games in China was slightly down to about *** billion yuan, accounting for around *** percent of the market sales revenue in the gaming industry in China. Back in 2015 and 2016, the sector reported to have over ten billion yuan in sales revenue.

  3. Growth rate of mobile game revenues China H1 2016 - H1 2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Growth rate of mobile game revenues China H1 2016 - H1 2025 [Dataset]. https://www.statista.com/statistics/445423/mobile-game-industry-revenue-growth-china/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    The revenue growth of the mobile gaming industry has slowed down after peaking in 2014. During the first half of 2025, revenues of mobile games in China ratchet up by approximately *****percent compared to the same period of the previous year.

  4. Client game revenue in China H1 2016 - H1 2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Client game revenue in China H1 2016 - H1 2025 [Dataset]. https://www.statista.com/statistics/445391/client-network-game-revenue-in-china/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    During the first half of 2025, the total revenue of client games in China reached approximately **** billion yuan, increasing by **** percent from the year prior. The sector contributed about one-fifth of China's video game market revenue.

  5. Revenue of the gaming industry in Denmark 2016-2022

    • statista.com
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    Statista, Revenue of the gaming industry in Denmark 2016-2022 [Dataset]. https://www.statista.com/statistics/669461/revenue-of-the-gaming-industry-in-denmark/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Denmark
    Description

    In 2022, video gaming companies in Denmark generated revenues of close to 3.65 billion Danish kroner, a 18 percent increase the 3.07 billion Danish kroner in the previous year. As of the most recently measured period, there were 164 gaming companies in Denmark.

  6. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 26, 2016
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    GregorySmith (2016). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/gregorut/videogamesales
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    zip(390286 bytes)Available download formats
    Dataset updated
    Oct 26, 2016
    Authors
    GregorySmith
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    Fields include

    • Rank - Ranking of overall sales

    • Name - The games name

    • Platform - Platform of the games release (i.e. PC,PS4, etc.)

    • Year - Year of the game's release

    • Genre - Genre of the game

    • Publisher - Publisher of the game

    • NA_Sales - Sales in North America (in millions)

    • EU_Sales - Sales in Europe (in millions)

    • JP_Sales - Sales in Japan (in millions)

    • Other_Sales - Sales in the rest of the world (in millions)

    • Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

  7. i

    Which Country Exports the Most Video Games in the World? - News and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
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    IndexBox Inc. (2025). Which Country Exports the Most Video Games in the World? - News and Statistics - IndexBox [Dataset]. https://www.indexbox.io/blog/which-country-exports-the-most-video-games-in-the-world/
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    doc, pdf, docx, xls, xlsxAvailable download formats
    Dataset updated
    Dec 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Dec 1, 2025
    Area covered
    World
    Variables measured
    Market Size, Market Share, Tariff Rates, Average Price, Export Volume, Import Volume, Demand Elasticity, Market Growth Rate, Market Segmentation, Volume of Production, and 4 more
    Description

    In 2016, the global video game imports amounted to 565K tons, ascending by 4% against the previous year figure. In general, video game imports continue to indicate a pronounced setback. The most pro...

  8. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jul 2025
    Area covered
    United States
    Description

    In July 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a five percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  9. i

    Iraq's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Nov 1, 2025
    + more versions
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    IndexBox Inc. (2025). Iraq's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/iraq-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xlsx, pdf, docx, doc, xlsAvailable download formats
    Dataset updated
    Nov 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Nov 25, 2025
    Area covered
    Iraq
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    In 2022, after two years of growth, there was significant decline in overseas shipments of video game consoles, when their volume decreased by -47.6% to X units. Overall, exports, however, enjoyed significant growth. The pace of growth was the most pronounced in 2021 when exports increased by 600%. Over the period under review, the exports hit record highs at X units in 2015; however, from 2016 to 2022, the exports failed to regain momentum.

  10. i

    China's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
    + more versions
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    IndexBox Inc. (2025). China's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/china-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    doc, pdf, xls, xlsx, docxAvailable download formats
    Dataset updated
    Dec 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Dec 3, 2025
    Area covered
    China
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Chinese video game console market stood at $X in 2022, with an increase of X% against the previous year. Overall, consumption, however, continues to indicate a perceptible curtailment. As a result, consumption attained the peak level of $X. From 2016 to 2022, the growth of the market remained at a lower figure.

  11. Revenue of the U.S. video game industry 2017-2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Revenue of the U.S. video game industry 2017-2025 [Dataset]. https://www.statista.com/statistics/201093/revenue-of-the-us-video-game-industry/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jul 2025
    Area covered
    United States
    Description

    In July 2025, the retail gaming revenue in the United States amounted to **** billion U.S. dollars. When examining specific segment revenues, accessories were the lowest-performing segment at retail overall, while video gaming content accounted for the majority of consumer spending. Video game spending habits in the United States More than four in ten U.S. gamers across all platforms were willing to spend a maximum of ** to ** U.S. dollars on a video game. A November 2022 survey found that more than four in ten PC and console gamers stated so, while over three in ten mobile-only gamers said they only played free games. Console gamers were most comfortable spending money on their hobby at this price point. In 2023, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a one percent increase from **** billion U.S. dollars in the preceding year. Game releases are planned around the holiday season What is very specific to the industry at large is that the highest monthly revenues occur around the holiday season in November and December of each year. The entire market revolves around maximizing sales during the season, and most new game releases of high-budget, high-profile titles (so-called AAA games) are planned shortly before the winter holidays. Many of these annual blockbuster releases see releases from late Q3 onwards: EA Sports FC usually releases in late September, and new games in Activision Blizzard’s Call of Duty series are launched between late October and early November.For the holiday season 2023, blockbusters Baldur’s Gate 3 and Starfield had already started the season of major video game releases. Other AAA titles that are also taking advantage of the Christmas shopping release window are the Cyberpunk 2077: Phantom Liberty DLC, Assassin’s Creed Mirage, Marvel's Spider-Man 2 as well as the Nintendo Switch release of Hogwarts Legacy and the PS5 port of mobile gaming title Honkai Star Rail by Genshin Impact publisher MiHoYo.

  12. i

    EU's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Nov 1, 2025
    + more versions
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    IndexBox Inc. (2025). EU's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/eu-video-games-market-report-analysis-and-forecast-to-2020/
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    pdf, xls, xlsx, doc, docxAvailable download formats
    Dataset updated
    Nov 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Nov 15, 2025
    Area covered
    European Union
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The EU video game console market reduced modestly to $X in 2022, waning by X% against the previous year. In general, consumption showed a abrupt curtailment. As a result, consumption reached the peak level of $X. From 2016 to 2022, the growth of the market remained at a lower figure.

  13. Creative Industries Statistics July 2016

    • gov.uk
    Updated Jul 20, 2016
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    HM Revenue & Customs (2016). Creative Industries Statistics July 2016 [Dataset]. https://www.gov.uk/government/statistics/creative-industries-statistics-july-2016
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    Dataset updated
    Jul 20, 2016
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    HM Revenue & Customs
    Description

    This release provides information on the number of productions made in the UK claiming tax relief and the amounts of UK and total expenditure for film, high-end television (HETV), animation, and video games tax relief for years up to the 31st March 2016. This release represents the first published statistics for video game tax relief. Statistics are also presented on the number of qualifying productions, certification types, number of tax relief claims and amounts claimed. These statistics are produced annually with this publication based on data available at the end of June 2016.

  14. i

    Romania's Video Game Console Market Report 2025 - Prices, Size, Forecast,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Oct 1, 2025
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    IndexBox Inc. (2025). Romania's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/romania-video-game-consoles-not-operated-by-means-of-payments-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xlsx, xls, pdf, doc, docxAvailable download formats
    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Oct 6, 2025
    Area covered
    Romania
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    After seven years of growth, the Romanian video game console market decreased by -3.7% to $291M in 2024. Over the period under review, the total consumption indicated a temperate expansion from 2012 to 2024: its value increased at an average annual rate of +2.1% over the last twelve years. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. Based on 2024 figures, consumption increased by +95.0% against 2016 indices.

  15. Global virtual reality video gaming revenue 2016, by region

    • statista.com
    Updated Jan 5, 2016
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    Statista (2016). Global virtual reality video gaming revenue 2016, by region [Dataset]. https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/
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    Dataset updated
    Jan 5, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2016
    Area covered
    Worldwide
    Description

    The graph presents data on the virtual reality video gaming sales revenue worldwide in 2016, broken down by region. The source estimates that the VR gaming market size in North America will reach *** billion U.S. dollars that year. All in all, the global market is projected to be worth *** billion U.S. dollars. VR gaming worldwide– additional information The world’s two biggest markets for virtual reality video gaming, as of early 2016, are Europe and North America. The European market was estimated to be worth *** billion U.S. dollars, while the North American market was valued at *** billion U.S. dollars. In 2015, when the hype around virtual reality - fueled by announcements of new hardware releases - exploded, gaming was found to have been the second most popular theme among virtual reality content categories according to American consumers – about a third of those consumers showed interest in virtual reality gaming capabilities. The entire global virtual reality software market, including all categories in addition to gaming, is expected to be worth *** billion U.S. dollars in 2018, up from just *** million in 2016. Further estimates suggest that gaming will hold a ** percent share of worldwide VR software revenues that year. Together, the PC and mobile segments are expected to account for the majority of virtual reality gaming sales between 2016 and 2020. Nevertheless, console VR gaming revenues are projected to grow from *** billion U.S. dollars to *** billion in that same period. All in all, sources predict that there will be ** million 'hardcore' gamers and ** million 'light' gamers actively using virtual reality software and equipment by the end of 2018.

  16. i

    Czech Republic's Video Game Console Market Report 2025 - Prices, Size,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Nov 1, 2025
    + more versions
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    IndexBox Inc. (2025). Czech Republic's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/czech-republic-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xlsx, pdf, docx, doc, xlsAvailable download formats
    Dataset updated
    Nov 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Nov 24, 2025
    Area covered
    Czechia
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    In 2022, after two years of growth, there was decline in the Czech video game console market, when its value decreased by X% to $X. In general, consumption recorded a abrupt slump. As a result, consumption reached the peak level of $X. From 2016 to 2022, the growth of the market remained at a somewhat lower figure.

  17. i

    Canada's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Nov 1, 2025
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    IndexBox Inc. (2025). Canada's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/canada-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    docx, xls, xlsx, pdf, docAvailable download formats
    Dataset updated
    Nov 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Nov 18, 2025
    Area covered
    Canada
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Canadian video game console market declined modestly to $X in 2022, shrinking by X% against the previous year. In general, consumption continues to indicate a abrupt setback. As a result, consumption attained the peak level of $X. From 2016 to 2022, the growth of the market remained at a lower figure.

  18. PC game market growth South Korea 2016-2023

    • statista.com
    Updated Nov 26, 2025
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    Statista (2025). PC game market growth South Korea 2016-2023 [Dataset]. https://www.statista.com/statistics/827811/south-korea-pc-gaming-market-growth-rate/
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    Dataset updated
    Nov 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    South Korea
    Description

    In 2023, the PC gaming market in South Korea increased by around ***** percent. That year, the PC gaming market was the second biggest sector in the South Korean gaming market.

  19. i

    Latin America and the Caribbean's Video Game Console Market Report 2025 -...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
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    IndexBox Inc. (2025). Latin America and the Caribbean's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/latin-america-and-the-caribbean-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    pdf, docx, doc, xlsx, xlsAvailable download formats
    Dataset updated
    Dec 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Dec 1, 2025
    Area covered
    Latin America, Americas, Caribbean
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Latin American video game console market shrank modestly to $X in 2022, declining by X% against the previous year. In general, consumption showed a abrupt setback. As a result, consumption attained the peak level of $X. From 2016 to 2022, the growth of the market remained at a lower figure.

  20. Gaming revenue of eSports in China 2016-2024

    • statista.com
    Updated Dec 13, 2024
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    Statista (2024). Gaming revenue of eSports in China 2016-2024 [Dataset]. https://www.statista.com/statistics/1087541/china-esports-game-market-revenue/
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    Dataset updated
    Dec 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    Home to over *** million eSports users, China reported a total game sales revenue of *** billion yuan in its eSports market in 2024. A supply of new high-quality games resulted in a *** percent revenue growth compared to the previous year. Since November 2019, the Chinese government has imposed stricter video game time limits on players under the age of 18. The current regulation prohibits play time over three hours per week, which makes it difficult for eSports clubs to recruit teenage gamers in a fiercely competitive field where most pro players retire in their mid-twenties.

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Cite
Statista (2025). Annual revenue of the U.S. video game industry 2016-2024, by segment [Dataset]. https://www.statista.com/statistics/249996/annual-revenue-of-the-us-video-game-industry-by-segment/
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Annual revenue of the U.S. video game industry 2016-2024, by segment

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6 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 2, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United States
Description

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

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