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  1. In 2022, the revenue from the worldwide gaming market was estimated at almost 347 billion U.S. dollars, with the mobile gaming market generating an estimated 248 billion U.S. dollars of the...

    • Gaming

      Video gaming market revenue growth worldwide 2020-2029, by...

  2. The gaming industry is tipped to maintain its recent rapid growth, and could be worth $321 billion by 2026, a new PwC report says. Millions of new players splashed out on games and consoles during COVID-19 lockdowns.

    • The global gaming market. While the continuously declining physical game sales received a bump during the pandemic, digital sales account for the vast majority of video gaming revenues worldwide.
    • A profile of the global gaming audience. In 2022, the number of gamers worldwidewas estimated at three billion, down from the 3.2 billion global gamers during the height of COVID-19 in 2021.
    • Spotlight: mobile games – on every platform? With the nearly universal availability of mobile devices and connectivity worldwide, mobile gaming is arguably the easiest way to get into gaming.
    • Streaming and video as a part of gaming. Playing video games is not the only way to engage with the medium – gaming video streams produced by professional video content creators are also a popular way to engage with video games.
    • 50 Years of Gaming History, by Revenue Stream
    • 1970–1983: The Pre-Crash Era
    • 1985–2000: The Tech Advancement Race
    • 2001–Present: The Online Boom

    View a more detailed version of the above by clicking here Every year it feels like the gaming industry sees the same stories—record sales, unfathomable market reach, and questions of how much higher the market can go. We’re already far past the point of gaming being the biggest earningmedia sector, with an estimated $165 billion revenue generated ...

    At first, there was Atari. Early prototypes of video games were developed in labs in the 1960s, but it was Atari’s release of Pongin 1972 that helped to kickstart the industry. The arcade table-tennis game was a sensation, drawing in consumers eager to play and companies that started to produce their own knock-off versions. Likewise, it was Atari t...

    Unfortunately, the gaming industry grew too quickly to maintain. Eager to capitalize on a growing home console market, Atari licensed extremely high budget ports of Pac-Man and a game adaptation of E.T. the Extra Terrestrial. They were rushed to market, released in poor quality, and cost the company millions in returns and more in brand damage. As ...

    It was the rise of the internet and mobile, however, that grew the gaming industryfrom tens of billions to hundreds of billions in revenue. A primer was the viability of subscription and freemium services. In 2001, Microsoft launched the Xbox Live online gaming platform for a monthly subscription fee, giving players access to multiplayer matchmakin...

    • Omri Wallach
  3. Jan 23, 2022 · This report summarises PC games trends from 2017-21. It is using public data from Steam API as well as proprietary data gathered by Video Game Insights. Occasionally, references are made to other reports summarising 2021 games landscape.

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  5. Dec 31, 2023 · We visualize the video game industry’s inflation-adjusted revenues every year, from its humble beginnings in 1970 to the media juggernaut it is now, worth more than $180 billion of revenue in 2022. All data presented in the chart and in this article was provided by UK-based market intelligence firm Pelham Smithers. Year.

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