49 datasets found
  1. Microsoft annual gaming revenue 2017-2024

    • statista.com
    Updated Aug 6, 2024
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    Statista (2024). Microsoft annual gaming revenue 2017-2024 [Dataset]. https://www.statista.com/statistics/963263/microsoft-annual-gaming-revenue/
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    Dataset updated
    Aug 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In Microsoft's fiscal year 2024, which spanned from July 2023 to June 2024, gaming revenue reached 15.47 billion U.S. dollars, down from 21.5 billion U.S. dollars in the previous fiscal period. Microsoft's gaming segment includes revenues from Xbox hardware and Xbox content and services, comprising digital transactions, Xbox Game Pass and other subscriptions, video games, third-party video game royalties, cloud services, and advertising. Microsoft is earning the fruits of its acquisition labor In recent years, Microsoft has made many strategic acquisitions to grow its gaming segment, and these efforts have paid off. Finally closing its purchase of Activision Blizzard after about 20 months of regulatory negotiations across the globe, this success was immediately reflected in the company’s quarterly gaming revenue, which jumped from 3.9 billion U.S. dollars to 7.1 billion U.S. dollars between October and December 2023. Of course, part of this growth is also the Christmas season, which is responsible for the biggest months in gaming sales. However, revenue in the following quarter settled back to 5.4 billion U.S. dollars, which is significantly higher than the corresponding quarter of the previous year. Layoffs at Microsoft despite gaming segment growth Despite Microsoft’s financial success in its gaming segment, the company has announced and performed several rounds of layoffs at many of its owned gaming companies, as well as shuttering some game studios entirely. In January 2024, mere months after closing its record-breaking Activision Blizzard deal, Microsoft laid off 1,900 Activision Blizzard, ZeniMax, and Xbox employees, citing “areas of overlap” and an “alignment of strategy” and growth. These layoffs are on par with the current state of the industry – an early 2024 survey of game developers found that about a third of respondents had experienced layoffs in the last 12 months.

  2. Xbox gaming software sales revenues worldwide 2012-2025

    • statista.com
    Updated May 23, 2025
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    Statista (2025). Xbox gaming software sales revenues worldwide 2012-2025 [Dataset]. https://www.statista.com/statistics/200035/xbox-gaming-software-revenue-global/
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    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2020, gaming software revenue for Microsoft's Xbox console series amounted to 4.79 billion U.S. dollars. However, consumer spending on Xbox gaming software is projected to jump to 6.35 billion U.S. dollars in 2021 as the fourth generation of Xbox consoles, the Xbox Series X and Series S, were released in November 2020, giving gamers more incentive to spend money on games for their new system.

  3. Xbox 360, Xbox One and Xbox XS annual unit sales worldwide 2005-2023

    • statista.com
    • ai-chatbox.pro
    Updated Jun 26, 2025
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    Statista (2025). Xbox 360, Xbox One and Xbox XS annual unit sales worldwide 2005-2023 [Dataset]. https://www.statista.com/statistics/680526/global-xbox-gaming-consoles-unit-sales/
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    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2023, the unit sales of Microsoft’s Xbox Series X and Series S video game consoles amounted to nearly *** million units, decreasing considerably from just above the **** million units sold in the previous year. Xbox X/S’s predecessor, the Xbox One, was put to market in 2013 and sold roughly ** million units in total until the end of its lifespan in 2020. Xbox Designed by Microsoft, Xbox is a series of video game consoles including the original Xbox, Xbox 360 and the newest Xbox One. Respectively belonging to the sixth, seventh, and eighth generations of video game consoles, the Xbox consoles established Microsoft’s standing in the video game industry, with Sony and Nintendo as the other two major competitors. The latest Xbox models Series X and S were released in November 2020, two days before the release of PlayStation 5. They became the first Xbox consoles to offer 4K gaming at up to 120 frames per second and introduced a new wireless controller to the lineup. Console Gaming Since the release of the world’s first gaming console in 1972, the Magnovox Odyssey, the console gaming industry has exploded in popularity and become a massive global industry. Modern consoles regularly sell tens of millions of units throughout their lifespan, as players from around the world compete in everything from virtual sports to medieval fantasies. In 2023, Sony’s Playstation 5, Nintendo’s Switch and the Xbox Series X/S were the highest-selling game consoles worldwide, each selling millions of units annually.

  4. Annual revenue of the U.S. video game industry 2016-2024, by segment

    • ai-chatbox.pro
    • statista.com
    Updated Jun 3, 2025
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    Jessica Clement (2025). Annual revenue of the U.S. video game industry 2016-2024, by segment [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstudy%2F21597%2Fmobile-gaming-market-in-the-united-states%2F%23XgboD02vawLKoDs%2BT%2BQLIV8B6B4Q9itA
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    Dataset updated
    Jun 3, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    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 58.66 billion U.S. dollars, down from the 59.29 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 60.52 U.S. dollars, whereas the ARPU of game downloads only came to 35.72 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 19.56 U.S. dollars in 2023, down from 23.87 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 18 million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about 5.6 million units.

  5. Unit sales of Microsoft Xbox Series X/S worldwide 2021-2024

    • ai-chatbox.pro
    • statista.com
    Updated May 15, 2025
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    Statista (2025). Unit sales of Microsoft Xbox Series X/S worldwide 2021-2024 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F1124788%2Funit-sales-xbox-series-x-worldwide%2F%23XgboD02vawLZsmJjSPEePEUG%2FVFd%2Bik%3D
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Since its release in November 2020, the Xbox Series X and Series S has sold well over ** million units worldwide. In 2024, the Xbox X/S sold approximately **** million units. The modern-day console wars While the term “console wars” was originally coined to describe the rivalry between Sega and Nintendo in the video game market during the 1980s and 1990s, the modern usage refers to the battle for supremacy between the PlayStation and Xbox brands. The most recent battle between these console giants has been fought out between their eight-generation consoles, the PlayStation 4 and the Xbox One. However, while the PlayStation 4 has sold over 45 million units in Europe alone, Microsoft’s console is yet to reach 60 million unit sales worldwide. This duel has also turned into a three-way battle thanks to the enormous success of Nintendo’s hybrid video game console, the Nintendo Switch. Despite being released over 3 years later than its rivals, the console has already racked up over *** million unit sales worldwide, approximately a quarter of which were in North America. The future of console gaming This fight for supremacy shows no signs of slowing down, with the next battle of the console wars upon the horizon. Sony continues to have the upper hand, as sales of its PlayStation 5 reached ** million in 2023. In comparison, estimates have Microsoft shipping *** million units of its Xbox Series X in 2023.

  6. Current-gen video game console unit sales worldwide 2017-2024

    • ai-chatbox.pro
    • statista.com
    Updated May 15, 2025
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    Statista (2025). Current-gen video game console unit sales worldwide 2017-2024 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F276768%2Fglobal-unit-sales-of-video-game-consoles%2F%23XgboD02vawLZsmJjSPEePEUG%2FVFd%2Bik%3D
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The Sony PlayStation 5 was the best-selling video game console worldwide in 2024, selling over ***** million units across the globe, having successfully overtaken the Nintendo Switch console in annual unit sales in 2023. The modern-day console wars While the term “console wars” was originally coined to describe the rivalry between Sega and Nintendo in the video game market during the 1980s and 1990s, the modern usage refers to the battle for supremacy between the PlayStation and Xbox brands. The most recent battle between these console giants has been fought out between their eight-generation consoles, the PlayStation 4 and the Xbox One. However, while PlayStation 4 sales in Europe reached more than ** million units alone, Microsoft’s global Xbox One Sales are yet to reach ** million units worldwide. This duel has also turned into a three-way battle thanks to the enormous success of Nintendo’s hybrid video game console, the Nintendo Switch. Despite being released over three years later than its rivals, Switch global sales have already reached over *** million units worldwide, with over a third of the regional console sales occurring in North America. The future of console gaming This fight for supremacy shows no signs of slowing down with the next battle of the console wars upon the horizon. Following years of speculation, both Sony and Microsoft released their next-generation consoles in the lead up to the 2020 holiday season as PlayStation 5 and Xbox S respectively. Sony continues to have the upper hand, as sales of its PlayStation 5 hit over ** million units as of 2022. In comparison, estimates have Microsoft’s Xbox X/S Series sales at around ** million units as of April 2023.

  7. Microsoft Xbox gaming hardware sales revenues worldwide 2012-2025

    • statista.com
    Updated May 23, 2025
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    Statista (2025). Microsoft Xbox gaming hardware sales revenues worldwide 2012-2025 [Dataset]. https://www.statista.com/statistics/1260219/xbox-gaming-hardware-revenue-global/
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    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2022, Microsoft's Xbox consoles 360, One and X's gaming hardware revenue amounted to 4 billion U.S. dollars. The latest Xbox Series X and S were released in November 2020 and are expected to boost sales in the following years.

  8. Connected Game Console Market Analysis by Product Type, Application, and...

    • futuremarketinsights.com
    pdf
    Updated Mar 12, 2025
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    Future Market Insights (2025). Connected Game Console Market Analysis by Product Type, Application, and Region through 2035 [Dataset]. https://www.futuremarketinsights.com/reports/connected-game-console-market
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    pdfAvailable download formats
    Dataset updated
    Mar 12, 2025
    Dataset authored and provided by
    Future Market Insights
    License

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

    Time period covered
    2025 - 2035
    Area covered
    Worldwide
    Description

    The global connected game console market is set to experience USD 25.5 billion in 2025. The industry is poised to register 15.1% CAGR from 2025 to 2035 and reach USD 105.6 billion by 2035.

    MetricsValues
    Industry Size (2025E)USD 25.5 billion
    Industry Value (2035F)USD 105.6 billion
    CAGR (2025 to 2035)15.1%

    Contract & Deal Analysis

    CompanySony Corporation
    Contract/Development DetailsSony announced plans to release a new version of its PlayStation console, featuring enhanced online connectivity and integration with cloud gaming services. This development aims to strengthen Sony's position in the industry.
    DateNovember 2024
    Contract Value (USD Million)Approximately USD 800 - USD 1,200
    Estimated Renewal Period4 - 6 years
    CompanyMicrosoft Corporation
    Contract/Development DetailsMicrosoft secured a partnership with a leading cloud service provider to enhance the online capabilities of its Xbox consoles. This collaboration focuses on improving streaming quality and expanding the range of available online services for Xbox users.
    DateJanuary 2025
    Contract Value (USD Million)Approximately USD 1,000 - USD 1,500
    Estimated Renewal Period5 - 7 years
    CompanyNintendo Co., Ltd.
    Contract/Development DetailsNintendo announced plans to release a new version of its Switch console, featuring enhanced online connectivity and integration with cloud gaming services. This development aims to strengthen Nintendo's position in the industry.
    DateDecember 2024
    Contract Value (USD Million)Approximately USD 600 - USD 900
    Estimated Renewal Period4 - 6 years

    Country-wise Analysis

    CountriesCAGR (%) (2025 to 2035)
    USA9.5%
    China10.1%
    Germany8.9%
    Japan9.2%
    India10.3%
    Australia8.7%

    Competitive Outlook

    Company NameEstimated Market Share (%)
    Sony Interactive Entertainment30-35%
    Microsoft Xbox25-30%
    Nintendo15-20%
    Google Stadia5-10%
    NVIDIA GeForce Now4-8%
    Other Companies (combined)15-20%
  9. Sony PlayStation 5 game console unit sales FY24 Q4

    • ai-chatbox.pro
    • statista.com
    Updated May 15, 2025
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    Statista (2025). Sony PlayStation 5 game console unit sales FY24 Q4 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F1339466%2Fglobal-ps5-console-unit-sales-quarter%2F%23XgboD02vawLOoy1kVeMeNBgR8xI%3D
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the fourth fiscal quarter of 2024, Sony Corporation sold approximately 2.8 million PlayStation 5 gaming consoles. Nonetheless, Sony sold a record number of PS5 units in FY 2023, with 20.8 million units sold. This brings the total of sold PS5 units globally to nearly 78 million units. The PS5 console was launched in November 2020 with the first- and second-year shipments hampered by supply chain delays. PlayStation 5 leading unit sales From the original PlayStation to the PlayStation 5, Sony’s consoles have continuously revolutionized gaming by introducing iconic franchises, pushing technological boundaries, and shaping the industry. The company’s PS2 remains the best-selling game console of all time. In 2023, Sony sold nearly 21.8 million PS5 units globally, overtaking the Nintendo Switch’s position as the top-selling console in previous years by over 5 million units, while selling more than the number of consoles from Xbox. Sony XR Beyond the PlayStation console, Sony released an updated virtual reality (VR) headset in 2023; PlayStation VR2, allowing players a new immersive VR experience in select popular PS games. Impressively, Sony’s VR headset has already carved a strong market share for itself in the global extended reality (XR) market.

  10. Video Games in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Aug 25, 2024
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    IBISWorld (2024). Video Games in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/video-games-industry/
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    Dataset updated
    Aug 25, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.

  11. Nintendo revenue FY 2008-2025

    • statista.com
    • ai-chatbox.pro
    Updated May 16, 2025
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    Statista (2025). Nintendo revenue FY 2008-2025 [Dataset]. https://www.statista.com/statistics/216622/net-sales-of-nintendo-since-2008/
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    Dataset updated
    May 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan, Worldwide
    Description

    In its fiscal year 2025, Nintendo's net sales amounted to just over *** trillion Japanese yen (approximately **** billion U.S. dollars), down from over **** trillion yen a year earlier (**** billion U.S. dollars). Nintendo is a multinational consumer electronics and software company headquartered in Kyoto, Japan. Nintendo history Founded in September 1889 as a small Japanese firm producing handmade playing cards, Nintendo has evolved into one of the largest video game manufacturing companies. Operating as a single business segment, Nintendo’s operations are categorized by product type such as video game platforms, mobile, and playing cards. Most of Nintendo’s revenue is generated through sales of video game platforms. Nintendo, PlayStation, and Xbox Of the all-time sales of video game consoles, Nintendo registers three devices in the top five – Nintendo DS, Game Boy, and Nintendo Switch. PlayStation devices complete the top five list with the PlayStation 2 and PlayStation 4 featured, while the Xbox 360 is the only device under the Xbox brand that makes its way into the top ten rankings. Of the leading current-generation game consoles, the PlayStation 5 has recorded notably more sales compared to the Nintendo Switch and Xbox Series X/S.

  12. Microsoft gaming revenue as of FY Q3 2025

    • statista.com
    Updated May 6, 2025
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    Statista (2025). Microsoft gaming revenue as of FY Q3 2025 [Dataset]. https://www.statista.com/statistics/831590/microsoft-quarterly-gaming-revenue/
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    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the most recently reported fiscal quarter ending March 2025 (FY 2025 Q3), Microsoft generated approximately 5.7 billion U.S. dollars through its gaming segment. The tech company's gaming segment includes Xbox hardware and Xbox content and services, comprising Xbox Live (transactions, subscriptions, cloud services, and advertising), video games, and third-party video game royalties, as well as gaming revenues from its recently closed acquisition of gaming company Activision Blizzard.

  13. Sony PlayStation game console unit sales as of FY24 Q4

    • statista.com
    • ai-chatbox.pro
    Updated May 15, 2025
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    Statista (2025). Sony PlayStation game console unit sales as of FY24 Q4 [Dataset]. https://www.statista.com/statistics/222403/unit-sales-of-sonys-gaming-hardware-by-category/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Sony sold a total of 2.8 million PlayStation 5 gaming consoles in the fourth quarter of the fiscal year 2024. Sales of PlayStation consoles generally tend to peak in the company’s third fiscal quarter, which is the fourth calendar quarter, as people begin to prepare for the holiday season. PlayStation Sony’s PlayStation line of gaming consoles ranks as one of the most successful console brands of all time – five of its products ranking among the top ten highest selling consoles in history. The PlayStation 2 ranks at the top of this list with over 157 million units sold, while the more recent PS4 ranks fourth, generating an additional 113 million unit sales throughout its lifetime. The online entertainment network associated with the consoles is called the PlayStation Network, and as of March 2024, had around 118 million active users. Gaming Consoles The console gaming industry is dominated by three major brands: Sony, Nintendo, and Microsoft. Sony’s PlayStation 5 sold about 21.8 million units in 2023 and ranks as one of the market’s most popular products alongside the Nintendo Switch. Microsoft’s Xbox X/S Series was released in the same year, when it sold over three million units.

  14. GTA 5 cumulative unit sales worldwide 2015-2025

    • statista.com
    • ai-chatbox.pro
    Updated May 21, 2025
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    Statista (2025). GTA 5 cumulative unit sales worldwide 2015-2025 [Dataset]. https://www.statista.com/statistics/1247955/gta-v-unit-sales-worldwide-total/
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    Dataset updated
    May 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2015 - May 2025
    Area covered
    Worldwide
    Description

    As of May 2025, Grand Theft Auto V has sold over 215 million units worldwide. Published and developed by Rockstar Games and first released in 2013, GTA V is one of the best-selling video games of all time. Of the millions of units sold around the world and across all platforms, some 20 million copies were sold in 2020 alone, marking the game's best-selling year since its initial release. The enduring popularity of GTA 5 Despite being released over a decade ago, GTA 5 is still one of the most popular video games worldwide, as evidenced by the thousands of viewers of the title regularly drawn on the video streaming platform Twitch. In January 2025, Grand Theft Auto V streams on Twitch were watched by an average of 138 thousand concurrent viewers. The monthly time spent GTA V streaming content watched on Twitch amounted to approximately 101 million hours. GTA VI is looming on the horizon After over a decade on the market, millions of U.S. dollars in revenues, and regularly topping download rankings and sales charts, it is hard to argue that Grand Theft Auto 5 is Rockstar’s golden goose. However, even the best-performing cash cow eventually gets put out to pasture. In November 2023, Rockstar's president Sam Houser said the first trailer for GTA 5’s sequel, GTA 6, would come out in the beginning of December to celebrate the company's 25th anniversary. Following years of speculation, social media leaks, and gaming journalism hints, Grand Theft Auto 6 was finally and formally revealed in December 2023.Rockstar’s GTA VI Twitter posts and YouTube trailers immediately broke records in terms of likes and user engagement – on social media platform X, Houser’s pre-announcement of the official announcement gained over 1 million likes alone. Grand Theft Auto Six is scheduled to be released in 2026 for the PlayStation 5 and Xbox Series X/S.

  15. Computer Game Publishing in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Oct 15, 2024
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    IBISWorld (2024). Computer Game Publishing in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/computer-game-publishing-industry/
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    Dataset updated
    Oct 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Games published for the major game consoles are the biggest source of revenue in the Computer Game Publishing industry. However, social games played online and on mobile phones are becoming more significant. Video games are played by all age groups and demographics, offering publishers a wide potential market. Mobile phone gaming has made games more accessible for people who would otherwise not be inclined to buy console or PC games. User-friendly devices are encouraging older generations to play games. Industry revenue is estimated to climb at a compound annual rate of 1.9% over the five years through 2024-25 to reach £1.1 billion. Each new generation of consoles typically results in cyclical sales growth as consumers upgrade to the newest machines and games. The industry was unaffected by the pandemic and was supported by the release of the next generation of consoles, the PlayStation 5 and the Xbox Series X, launched in November 2020. The ninth generation of consoles has boosted the industry tremendously, with regular successful games published each year since its launch. Another development that emerged was the innovative gaming model introduced by the free-to-play game Fortnite, which reaped substantial returns through in-game purchases. Publishers also capitalised on selling additional content like maps and missions to gamers for a fee, further expanding their revenue streams. Revenue is forecast to jump by 0.9% in 2024-25. The average industry profit margin is expected to remain unchanged. Game sales are likely to flourish as consumers respond to games released on the latest generation of consoles and users continue to make the move to the latest consoles. Industry revenue is expected to grow at a compound annual rate of 1.9% to reach £1.2 billion in 2029-30. The industry is likely to rely more on microtransactions and freemium models to drive revenue, while also exploring the potential of the burgeoning mobile game market. Some publishers may pivot to iconic titles to gain a competitive edge, indicating that the industry may become more comparable to the film sector and have greater cross-franchising and product licensing.

  16. N

    North America Gaming Headsets Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 12, 2025
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    Data Insights Market (2025). North America Gaming Headsets Market Report [Dataset]. https://www.datainsightsmarket.com/reports/north-america-gaming-headsets-market-20682
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 12, 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
    North America, Global
    Variables measured
    Market Size
    Description

    The North America gaming headset market, valued at approximately $1.03 billion in 2025, is projected to experience robust growth, driven by several key factors. The increasing popularity of esports, coupled with the rising adoption of high-performance gaming PCs and consoles, fuels demand for immersive audio experiences. Technological advancements, such as the integration of advanced spatial audio and noise-cancellation technologies, are further enhancing the appeal of premium gaming headsets. The market is segmented by compatibility (console and PC headsets), connectivity (wired and wireless), and sales channels (retail and online), with online sales exhibiting strong growth due to e-commerce expansion and convenient online purchasing options. The wireless segment is experiencing a particularly rapid growth trajectory, driven by the enhanced convenience and freedom of movement it offers gamers. Key players like Logitech, Razer, Corsair, and Sony are leveraging technological innovation and aggressive marketing strategies to maintain their market share in this highly competitive landscape. Competition is fierce, with established brands and newer entrants vying for consumer attention through product differentiation and marketing campaigns targeting specific gamer demographics. Despite the strong growth outlook, certain challenges remain. Price sensitivity among budget-conscious gamers and the rapid evolution of technology, requiring frequent product upgrades, could pose constraints. However, the ongoing expansion of the gaming market and the increasing integration of advanced audio features in new game titles are expected to offset these limitations. The United States, as the largest market within North America, is anticipated to contribute significantly to overall market revenue growth. Canada, while smaller in size, is also projected to exhibit substantial growth in line with the broader North American trend, reflecting its increasing participation in the global gaming community. The forecast period (2025-2033) anticipates sustained market expansion, with a compounded annual growth rate (CAGR) of 9.57%, signifying a vibrant and lucrative market for gaming headset manufacturers and retailers. Recent developments include: July 2024: Chinese electronics firm OXS unveiled its latest gaming headset, the OXS Storm G2 Wireless, targeting budget-conscious gamers in the USA. The headset is up for grabs on both Amazon and the official OXS website. It boasts a suite of gaming-centric features., May 2024: SteelSeries expanded its Arctis Nova range with the launch of the Arctis Nova 5 series headsets, complemented by the cutting-edge Nova 5 Companion App. This expansion aims to elevate the gaming audio experience for Xbox and PlayStation users. It achieves this by enhancing audio quality, introducing a wireless gaming headset that balances premium features with affordability, and facilitating extended gaming sessions.. Key drivers for this market are: Growing Popularity of Virtual Reality, Rise in E-Sports Gaming to Fuel the Demand for Gaming Accessory Equipment. Potential restraints include: Growing Popularity of Virtual Reality, Rise in E-Sports Gaming to Fuel the Demand for Gaming Accessory Equipment. Notable trends are: Console Headset Segment Holds Significant Market Share.

  17. G

    Gaming Console & Accessories Market in the United States Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated May 1, 2025
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    Market Report Analytics (2025). Gaming Console & Accessories Market in the United States Report [Dataset]. https://www.marketreportanalytics.com/reports/gaming-console-accessories-market-in-the-united-states-91235
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    ppt, pdf, 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, United States
    Variables measured
    Market Size
    Description

    The US gaming console and accessories market is a dynamic and rapidly expanding sector, projected to witness significant growth throughout the forecast period (2025-2033). Driven by increasing disposable incomes, the rising popularity of esports, and continuous technological advancements leading to enhanced gaming experiences (higher resolution graphics, faster processing speeds, and immersive VR/AR integrations), the market is poised for substantial expansion. The prevalence of high-speed internet access and the increasing affordability of gaming consoles are also key contributing factors. Within the US market, the gaming console segment dominates, fueled by major players like Sony, Microsoft, and Nintendo releasing new consoles with enhanced features regularly. This fuels demand for accessories like high-performance headsets, controllers, and specialized peripherals that enhance gameplay. However, the market faces potential constraints such as the cyclical nature of console releases (new consoles generally trigger a surge followed by a period of slower growth until the next generation) and the rising prices of both consoles and high-end accessories, potentially impacting affordability for some consumers. Competition amongst established players and new entrants is intense, demanding continuous innovation and marketing efforts to maintain market share. The accessories market is a significant portion of the overall market, benefiting from the expanding console market as players seek to personalize and optimize their gaming setups. Specific accessories categories like high-end headsets and gaming chairs are experiencing especially strong growth due to the increasing emphasis on competitive and immersive gaming experiences. The regional concentration of the US market within North America is expected to continue its dominance. However, the market’s growth will be further influenced by the release schedules of new console generations and technological innovations that redefine the gaming landscape. While the overall market exhibits significant growth potential, understanding the cyclical nature of the industry and effectively targeting key consumer segments will be crucial for sustained success within this competitive landscape. The growing interest in cloud gaming services presents another significant factor influencing market dynamics, offering new avenues for access and potentially impacting traditional console sales in the long term. Therefore, understanding the evolving consumer preferences and adapting to new technologies will be critical for companies operating in this space. Recent developments include: October 2023: Japanese electronics manufacturer Sony launched a new PlayStation 5 (PS5) gaming console. The new PS5 has a sleek form factor with 30 percent less occupied volume than the previous model. The slimmer PS5 offers up to 1TB onboard storage, compared to 825GB on the predecessor. The new Sony PS5 is initially available in the United States only, and a global launch is expected in the coming months., August 2023: Nintendo announced the launch of its next-generation console in the second half of 2024. The gaming console will have a portable form factor like the Switch, a hybrid device. Nintendo's upcoming console may have an LCD screen and dedicated cartridge slot for loading physical copies of games.. Key drivers for this market are: Launch Of New Gaming Content With High Graphic Requirements, Integration Of Newer Technologies Like 3D and AR/VR Gaming. Potential restraints include: Launch Of New Gaming Content With High Graphic Requirements, Integration Of Newer Technologies Like 3D and AR/VR Gaming. Notable trends are: Launch Of New Gaming Content With High Graphic Requirements Drives the Market Growth.

  18. c

    Shooting games market will Grow at a CAGR of 9.00% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, Shooting games market will Grow at a CAGR of 9.00% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/shooting-games-market-report
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    pdf,excel,csv,pptAvailable download formats
    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, the global shooting games market size is USD 100621.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 9.00% from 2024 to 2031.

    North America held the major market of around 40% of the global revenue with a market size of USD 40248.48 million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.2% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 30186.36 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 23142.88 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.4% from 2024 to 2031.
    Latin America market of around 5% of the global revenue with a market size of USD 5031.06 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.4% from 2024 to 2031.
    Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD 2012.42 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.7% from 2024 to 2031.
    The offline held the highest growth rate in shooting games market in 2024.
    

    Market Dynamics of Shooting Games Market

    Key Drivers of Shooting Games Market

    Growing eSports and Competitive Gaming to Increase the Sales
    

    Growing eSports and competitive gaming represent a significant driver in the shooting games market, profoundly impacting sales. The rise of eSports tournaments, such as the Over watch League and Call of Duty League, attracts massive audiences worldwide. These events showcase professional gamers competing at the highest levels, elevating the status of shooting games as a spectator sport. As eSports gain mainstream recognition, more players are inspired to hone their skills and engage with these titles, leading to increased sales. Furthermore, developers often support eSports scenes by releasing updates, organizing tournaments, and offering in-game rewards, fostering a loyal player base. The competitive nature of eSports encourages players to invest in premium gaming equipment and titles, further stimulating sales growth. Overall, the synergistic relationship between eSports and shooting games continues to drive market expansion and innovation.

    Accessibility across Various Platforms to Expand the Market Reach
    

    Accessibility across various platforms plays a pivotal role in expanding the reach of the shooting games market. With games available on platforms such as PC, consoles like PlayStation and Xbox, as well as mobile devices, developers tap into diverse audiences with differing preferences and budgets. This broad accessibility ensures that individuals from various demographics and regions can engage with shooting games, driving market growth. Furthermore, the proliferation of digital distribution channels like Steam, Epic Games Store, and console marketplaces makes it easier for players to access and purchase titles, eliminating physical barriers. Cross-platform compatibility and cloud gaming services further democratize access, allowing players to enjoy their favourite shooting games seamlessly across different devices. As accessibility increases, the potential customer base expands, fuelling the demand for shooting games and fostering a vibrant gaming ecosystem.

    Technological Advancement in Gaming Fuels the Market Growth
    

    Restraint Factors of Shooting Games Market

    Piracy and Copyright Infringement to Limit the Sales
    

    Piracy and copyright infringement pose significant challenges to the shooting games market, potentially limiting sales and revenue streams. Illegally distributed copies of games circumvent the need for legitimate purchases, resulting in lost sales for developers and publishers. Moreover, widespread piracy undermines the incentives for investment in game development and innovation, ultimately stifling the growth of the industry. Copyright infringement not only affects the financial viability of individual titles but also erodes trust within the gaming community and discourages future investments. Developers often implement anti-piracy measures, but determined pirates find workarounds, perpetuating the problem. Addressing piracy requires a multi-faceted approach, including robust legal frameworks, enforcement measures, and initiatives to educate consumers about the importance of supporting legitimate game purchases.

    Impact of Covid-19 on ...

  19. Triple-A Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
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    Dataintelo (2024). Triple-A Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-triple-a-games-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Sep 23, 2024
    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

    Triple-A Games Market Outlook


    The global Triple-A games market size was valued at approximately USD 23.5 billion in 2023 and is projected to reach USD 47.2 billion by 2032, growing at a CAGR of 8.1% during the forecast period. One of the primary growth factors driving this market is the rapid advancement in gaming technology and increasing consumer demand for high-quality, immersive gaming experiences.



    The expansion of the Triple-A games market can be significantly attributed to the rapid technological advancements in the gaming industry. The development of more powerful gaming consoles and high-performance PCs has enabled game developers to create more complex, detailed, and realistic gaming environments. Innovations such as ray tracing, advanced physics engines, and AI-driven non-player characters (NPCs) contribute to more immersive and engaging gaming experiences, further driving market growth. Additionally, the increasing incorporation of virtual reality (VR) and augmented reality (AR) technologies in Triple-A games is expected to attract a broader audience, boosting market expansion.



    Another critical factor contributing to the growth of the Triple-A games market is the rising disposable income and spending power of consumers worldwide. As more individuals are willing to invest in high-quality gaming experiences, the demand for Triple-A titles has surged. Furthermore, the increasing popularity of esports and competitive gaming has drawn significant attention to Triple-A games, as these titles often serve as the foundation for professional gaming tournaments. This surge in interest has led to higher game sales and in-game purchases, supporting market growth.



    The growing trend of online gaming and social connectivity has also played a crucial role in the market's expansion. Modern Triple-A games often come with extensive multiplayer modes, allowing players to engage with others around the world. These online features not only enhance the gaming experience but also encourage players to spend more time in-game, leading to increased sales of in-game items and subscriptions. Moreover, the rise of streaming platforms like Twitch and YouTube Gaming has provided additional revenue streams for both developers and players, further propelling the market.



    Regionally, North America and Europe have traditionally been the dominant markets for Triple-A games, owing to the high penetration of advanced gaming hardware and a large base of dedicated gamers. However, the Asia Pacific region is rapidly emerging as a lucrative market due to the growing popularity of gaming in countries like China, Japan, and South Korea. The increasing availability of high-speed internet and the proliferation of smartphones have further fueled the demand for Triple-A games in this region. Additionally, favorable government policies and investments in the gaming industry are expected to drive market growth in the Asia Pacific.



    Platform Analysis


    The Triple-A games market can be segmented based on platforms into PC, console, and mobile. The PC segment has traditionally been a stronghold for Triple-A games, owing to the superior hardware capabilities and flexibility offered by gaming PCs. High-performance graphics cards, powerful processors, and customizable configurations make PCs an ideal platform for delivering visually stunning and complex games. Additionally, the modding community and the availability of platforms like Steam provide an extensive library of Triple-A titles, further driving the popularity of PC gaming.



    Consoles represent another significant segment in the Triple-A games market. Major gaming consoles such as PlayStation, Xbox, and Nintendo Switch have consistently been at the forefront of the market, offering exclusive titles and optimized gaming experiences. The launch of next-generation consoles like the PlayStation 5 and Xbox Series X has further invigorated the market, as these systems boast enhanced graphical capabilities, faster load times, and advanced features like haptic feedback and ray tracing. The strong brand loyalty and extensive ecosystems associated with these consoles continue to drive consumer interest and sales.



    Mobile gaming has emerged as a rapidly growing segment within the Triple-A games market. Advances in smartphone hardware and the increasing popularity of mobile gaming among a broader demographic have opened new avenues for Triple-A game developers. High-end smartphones are now capable of running graphically intensive games that were once exclusive to PCs and consoles. Moreover, the convenience and accessibility of mobile gaming have ma

  20. Annual sales of Xbox One worldwide 2013-2022

    • statista.com
    Updated Jul 1, 2025
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    Statista (2025). Annual sales of Xbox One worldwide 2013-2022 [Dataset]. https://www.statista.com/statistics/1085604/annual-unit-sales-xbox-one-worldwide/
    Explore at:
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The Xbox One is the eighth-generation video console developed by Microsoft. It was first released in November 2013 as a successor to the Xbox 360. Xbox One sales peaked in 2016 with over *** million units sold. About nine years later and following the release of the Xbox Series X/S in 2020, sales of the console has dropped to just ***** units sold worldwide in 2022. Microsoft announced they had discontinued the production of Xbox One in 2020. This brings the lifetime sales of Microsoft's latest console to nearly ** million units.

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Statista (2024). Microsoft annual gaming revenue 2017-2024 [Dataset]. https://www.statista.com/statistics/963263/microsoft-annual-gaming-revenue/
Organization logo

Microsoft annual gaming revenue 2017-2024

Explore at:
Dataset updated
Aug 6, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

In Microsoft's fiscal year 2024, which spanned from July 2023 to June 2024, gaming revenue reached 15.47 billion U.S. dollars, down from 21.5 billion U.S. dollars in the previous fiscal period. Microsoft's gaming segment includes revenues from Xbox hardware and Xbox content and services, comprising digital transactions, Xbox Game Pass and other subscriptions, video games, third-party video game royalties, cloud services, and advertising. Microsoft is earning the fruits of its acquisition labor In recent years, Microsoft has made many strategic acquisitions to grow its gaming segment, and these efforts have paid off. Finally closing its purchase of Activision Blizzard after about 20 months of regulatory negotiations across the globe, this success was immediately reflected in the company’s quarterly gaming revenue, which jumped from 3.9 billion U.S. dollars to 7.1 billion U.S. dollars between October and December 2023. Of course, part of this growth is also the Christmas season, which is responsible for the biggest months in gaming sales. However, revenue in the following quarter settled back to 5.4 billion U.S. dollars, which is significantly higher than the corresponding quarter of the previous year. Layoffs at Microsoft despite gaming segment growth Despite Microsoft’s financial success in its gaming segment, the company has announced and performed several rounds of layoffs at many of its owned gaming companies, as well as shuttering some game studios entirely. In January 2024, mere months after closing its record-breaking Activision Blizzard deal, Microsoft laid off 1,900 Activision Blizzard, ZeniMax, and Xbox employees, citing “areas of overlap” and an “alignment of strategy” and growth. These layoffs are on par with the current state of the industry – an early 2024 survey of game developers found that about a third of respondents had experienced layoffs in the last 12 months.

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