The global video game market weighs over $ 300 billion – BDM

The video game industry has experienced a real leap forward: 500 million additional players and a market of more than 300 billion dollars.

The explosion of the video game market can be explained by several factors. © ekkaphan –

With more than $ 300 billion in revenue worldwide (according to a study published by the consulting firm Accenture), the video game industry now weighs more than those of film and music combined. There are many reasons for this growth: impact of the pandemic, boom in mobile games, increase in the number of players, etc.

2.7 billion players worldwide

The estimated number of gamers worldwide in 2021 is 2.7 billion people, or more than a third of the world’s population. It is important to point out that the number of players has increased by 500 million over the past 3 years, and that forecasts point to a further increase of 400 million by the end of 2023, thus forecasting to reach 3.1 billion. players around the world.

An estimate of more than 300 billion dollars

According to the study carried out by Accenture with 4,000 players in 4 of the world’s largest markets (China, Japan, United Kingdom, United States), the estimated value of the video game industry has reached the symbolic level of 300 billion dollars (248 billion euros).

To better understand where this $ 300 billion comes from, we have to divide it into two distinct parts. On the one hand, $ 200 billion comes from direct sales of consoles, video games and subscriptions, but also purchases included in games, and mobile advertising revenue. On the other hand, there are $ 100 billion from adjacent industries, such as mobile devices, PC gaming, as well as peripheral sales related to video games or even eSport revenues.

Income can be broken down into two: direct and indirect. © Accenture

According to Seth Schuler, Head of Software and Platforms Industry at Accenture, this number can be explained by several factors: “The emergence of new gaming platforms and the changing demographics mean that video game companies are less and less product-centric and more and more experience-centric. “

The pandemic, a key factor in this explosion

Boosted by the global pandemic, the world of video games has benefited from a surge in sales during periods of containment around the world. Many new players have discovered this virtual world during this complicated health period.

Seth Schuler also analyzes that “The industry must strike a balance between the needs of its new followers, who care deeply about their online interactions, and the expectations of their most loyal players who remain the most lucrative customers. “

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