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Statistics on Online Gaming (General one)

Statistics on Online Gaming (General one)

Statistics on Online Gaming (General one) 07.05.2018

The global Gaming and entertainment market has been consistently moving up on an elevated curve for many years now and is expected to rise even further up. The projection of growth in this sector is estimated to be 2.2 trillion US dollars by the year 2021 from 1.72 trillion U.S. dollars in 2015. Gaming is a major contributor in this market which is developing at a very fast rate. Asia Pacific and North America are the two largest gaming regions in the world. Online gaming can be of different types such as mobile gaming, social gaming, multi-player online games played over internet with or without money involved. The addition of money in the game makes the game more interesting for the players. In 2016 alone, the online gaming over internet generated roughly 19.9 billion US$ in revenue. Analysing only the data volume of global online gaming traffic, it is being predicted that it will grow from 126 petabytes in 2016 to 568 petabytes in 2020. All these statistics indicate that online gaming is here to stay. 


It has been forecasted that by the year 2020, the number of online console gamers is expected to grow to be over 57 million while the market for PC online games is projected to reach close to 33.6 billion U.S. dollars by 2019.

In a survey conducted in 2016, 25 percent of the participants claimed to have spent on average between 41 to 60 percent of their time online playing multiple player   games using a handheld console. Crossfire, League of Legends, World of Warcraft, Dungeon, World of Tanks, Fighter Online and DOTA 2 were some of the world’s leading F2P and P2P multiple player online games that year with DOTA 2 leading the lot in terms of number of players in an hour.

 
The average age of the gamers is found to be 35 while the average age of game purchasers is 38. 48% of the gamers play social games and 40% of them play with friends. There are more male gamers than female gamers, 59% of males and 41% of female gamers. With the emergence of eSports, almost half of the regular gamers are found to be familiar with eSports, with a significant increase in the viewership from 204 to 292 million in mere two years from 2014 to 2016.There were 49.1 million online console gamers in the US as of 2015 which is expected to grow to 57.4 million by 2020.  

As of October, 2017, in term of the gaming revenue, China came on the top of the list, closely followed by the US. Japan, Germany and UK came following US. Chinese video game market was 32.54 billion USD while global video market was 78.61 billion USD worldwide.