SuperData, a market research firm, recently released its 2019 Global Game Industry Report, which aims to show the size of the global gaming industry and analyze its development characteristics and trends. Global video game revenue, including emerging interactive media (game live, VR, AR games), grew by 3% last year to $120.1 billion, according to the report.
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Much of the $120.1 billion came from the Mobile game market. Mobile Game earned more than $64 billion in revenue in the past 12 months, followed by pcs and game consoles at $29.6 billion and $15.4 billion, respectively.
“Fornite” topped the list of free-to-air games, generating $1.8 billion in revenue in 2019, compared with $2.4 billion a year earlier. SuperData attributes “Fornite” to the top of the list in part because of its connection with popular films such as “The Avengers” and “Star Wars.” But overall, revenue for the Game of Thrones fell slightly in 2019.
Tencent’s “honor of kings,” the highest-earning gaming company, fell 24 percent to $1.6 billion, “League of legends” rose 7.1 percent to $1.5 billion, and Mobile Game, launched last May, ranked ninth with $1.2 billion. SuperData expects free games to grow about 1.8 percent this year to $88.7 billion. It is worth mentioning that “Fornite” development company Epic is also owned by Tencent.
As the game console is about to enter the next update cycle, the PC and host big-budget game, represented by Call of Duty, is facing a dismal 2019, with revenue down 5 percent year-on-year to $18.9 billion. The highest-grossing big-production game was EA’s FIFA19, which grossed $796 million, followed by Call of Duty: Modern Warfare and Grand Theft Auto 5.
The decline in revenue is largely due to a lack of big-money productions, which have led to a drop in revenue compared to the release of more than 2018 big-selling hits such as Wilderness 2, Marvel Spider-Man’s Monster Hunter: The World, and the next-generation console’s release in 2020. SuperData believes such big-production games are expected to grow by 4 per cent to $19.8 bn this year with the launch of new generation consoles.
In VR, AR Games (known as XR), new headsets such as OculusQuest will be available in 2019, boosting revenue from such games by 26% to $6.3 billion in 2019, with standalone headsets accounting for 49% of total VR device shipments. And vr games to a more mainstream audience than existing PC and game console devices.
As for AR Games, Pokemon Go, launched in 2016, still dominates the market, generating $1.4 billion in revenue, or 82% of the total title market share. Several AR mobile games, such as “Harry Potter: The Wizarding Alliance” and “My World: Earth,” will be available in 2019, and their impact on the market remains to be seen.
For the e-competition and some online games, game events also help the game maintain the life cycle, live broadcast series helps to gather users, this is the unique value of the game live, become an important part of the industry. In the report, live streams and game videos are classified as game video content (GVC).
SuperData counts revenue generated by online streaming and live streaming platforms such as Twitch, YouTube and Tiger Tooth, showing that GVC’s overall value is $6.5 billion in 2019.
The most interesting phenomenon is that, despite its small audience, Twitch earns more and more focused than YouTube, and Twitch’s subscription fees account for 8% of its total revenue. However, the major platforms are accelerating the popular GVC creators. Microsoft’s Mixer, YouTube and Facebook are all big anchors of Twitch before signing up, but Twitch remains the world’s largest live gaming platform with more than 944 million users.
SuperData expects the industry to grow another 4 per cent to $124.8 billion by 2020.
The gaming industry is entering a slow growth phase, with gaming expected to grow 4 percent to $124.8 billion by 2020, including revenue from Mobile games, PC and console games, VR and e-game games.