The modern game industry in (serious) numbers
Growing revenue and audience

For many people, playing games is just fun entertainment. There are so many such people around the globe, that this industry has become the most profitable type of entertainment nowadays. We have some numbers to prove this statement.

Movies? Music? Games!

How do you prefer spending your spare time? Listening to music and watching movies give quite a range of emotions - and still, they offer rather passive experience. In games, players become active participants of the stories, they live through various adventures, and they develop their real skills to become better in virtual missions.

Games conquer the world, and the following statistics give proof. If at the beginning of the 2000s the revenues from music, films, and games were averagely equal, then in 2019 we see a huge, really huge difference. 

Comparison of revenue in the entertainment industries: music, movies, and video games

The numbers for individual products in 2018 are the following.

For free-to-play games:

  1. Fortnite was the most profitable game in 2018. Its developer Epic Games earned $2.4 billion;
  2. Dungeon Fighter Online - $1.5 billion;
  3. League of Legends - $1.4 billion;
  4. Pokemon GO - $1.3 billion;
  5. Crossfire, Neowiz Games - $1.3 billion;
  6. Honour of Kings - $1.3 billion;
  7. Fate/Grand Order - $1.2 billion;
  8. Candy Crush Saga - $1.1 billion;
  9. Monster Strike - $1.0 billion;
  10. Clash Royale - $0.9 billion.

For paid games:

  1. PlayerUnknown's Battlegrounds earned $1.028 billion in 2018;
  2. FIFA 18 - $790 million;
  3. Grand Theft Auto V - $628 million;
  4. Call of Duty: Black Ops IIII - $612 million;
  5. Red Dead Redemption 2 - $516 million;
  6. Call of Duty: WWII - $506 million;
  7. FIFA 19 - $482 million;
  8. Monster Hunter: World - $467 million;
  9. Tom Clancy's Rainbow Six Siege - $440 million;
  10. Overwatch - $429 million;

For movies:

  1. Avengers: Infinity War won this competition among films, it earned $2.05 billion;
  2. Black Panther - $1.35 billion;
  3. Jurassic World: Fallen Kingdom - $1.31 billion;
  4. Incredibles 2 - $1.31 billion;
  5. Aquaman - $1.12 billion;
  6. Venom - $855 million;
  7. Bohemian Rhapsody - $844.7 million;
  8. Mission: Impossible - Fallout - $791.1 million;
  9. Deadpool 2 - $778.7 million;
  10. Fantastic Beasts 2 - $652.8 million.

The difference for particular games/movies is not so impressive, but the game industry has much more successful products, especially in the area of free-to-play mobile titles.

We talk about the mobile segment of the game industry in the article “Mobile Game Market: monetization during casual growth.”


Monetization and regions

Let’s have a look at some statistics for free-to-play and paid games in different regions.

Comparison of free-to-play game market by regions

 

Comparison of paid game market by regions

The choice of monetization scheme is quite significant. We discussed it in the article “Game monetization in harmony with playing experience.”

The forecast for 2019 is the following:

Global games market statistics - regions


Devices

People play on PCs, consoles, and mobile devices - and it seems like we are going to play (and pay) more, regardless of the device type. The following forecast is all about this topic.

Global games market statistics - devices

For the look in the future, check out the following charts:

Growth of the game market - segments of different platforms

The mobile game market continues its fast growth. That’s why we plan to publish Post Scriptum CTG and Altar: the War of Gods on these platforms too.

Esports and streaming

People definitely like to play games - and they like to watch others playing games. Streaming service, such as Twitch, Mixer, and YouTube Gaming, are very popular nowadays. This phenomenon is unique for the game industry.

To have some numbers here, let’s have a look at the most popular streamers on Twitch:

  • Ninja - 14.7 million followers;
  • shroud - 6.9 million followers;
  • Tfue — 6.95 million followers;
  • TSM| Myth - 5.3 million followers;
  • Summit1g - 3.95 million followers.

Another aspect of gaming is also growing tremendously - esports events gather millions of viewers and millions of sponsor money. It would be interesting to highlight some numbers in prize pools of the biggest esports competitions:

  • Dota 2, The International 2019 - $34,330,068;
  • Fortnite, World Cup 2019 - $15,100,000;
  • League of Legends, 2018 World Championship - $6,450,000;
  • CS:GO, StarLadder Major: Berlin 2019 - $1,000,000;
  • StarCraft II, 2019 WCS Global Finals - $500,000.

The following charts give information on the audience of esports:

Global statistics on the esports audience

The growth of the game industry is based on its constant internal evolution. We witness releases of super-powerful hardware, experiments with gameplay mechanics, and new technologies behind game titles. One of the recent trends in the industry is the use of distributed registry. It opens many amazing possibilities for players and game developers.

Caer Sidi Isn't only follows this trend but, in fact, we power it up, bringing the Tangle-based ecosystem into the game industry. Some aspects of Caer Sidi have been described in the article “Do you really own your virtual assets?.”

Playing games also means to be part of the gaming community. We have created our Discord server, where you can communicate with like-minded people (including creators of Caer Sidi). Join us!

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