Digital game revenue accounted for 91% of the market, which is US$125.3 billion; mobile game revenue grew 25.5% to US$70.3 billion, accounting for more than half of the total market; revenue from video game machines and PC game revenue reached US$34.6 billion, respectively And 32.9 billion US dollars.
The report also contains some predictions for 2021, which all indicate that the industry will have amazing growth:
In the overall market, the compound annual growth rate from 2017 to 2021 is 10.3%, and the total revenue will reach 180.1 billion U.S. dollars; by 2021, mobile games will bring 106.4 billion U.S. dollars of revenue, accounting for 59% of the market; the PC game market will Accompanied by the growth of download/boxed PC games, maintaining a stable 1.8% compound annual growth rate, browser-based games will shift to the mobile platform; streaming media and e-sports will boost the CAGR of consoles To reach 4.1%, total revenue reached $3.9 billion.
Newzoo also compiled data on expenditures in various countries and pointed out that China is still the top consumer in more than a quarter of the game market. Among them, the mobile game market exceeds 60%, and by 2021 it will increase to 70%. North America ranks first. Second place, the European market followed.
The most interesting is Japan's game market, which is currently ranked second only to North America and ranked third. Japan’s game market revenue increased by 15.1% year-on-year, mainly due to the success of the country’s mobile gaming market.
'(Japan)'s mobile game market is almost the same as in North America, and about one-third of players are mobile gamers. In fact, Japanese players spend most of their money on mobile games, which is unique in their view of the world. Players spend 1.5 times more on North America than on North America, 2.5 times more than Western Europe.
Newzoo's forecast remained optimistic and at the same time, there were expectations. So far this year, the game market has experienced rapid development. Some of these large companies, including Blizzard Entertainment's 'watch pioneer', and Tencent have sought to create "The Night of the Fortress" and so on are the fruits of their efforts in the game field. The recognition of the game by the mainstream media is also a key theme this year. Among them, the overseas player Tyler 'Ninja' Blevins of Fortress Night is particularly concerned about. The threats faced by the industry include regulatory initiatives. For example, the last time, in the three matches in Belgium last week, booties were strictly banned. As people’s income increases, we expect these threats to increase. Of course, many are Relieved by appropriate planning and policy transparency.