Get 40% Off
👀 👁 🧿 All eyes on Biogen, up +4,56% after posting earnings. Our AI picked it in March 2024.
Which stocks will surge next?
Unlock AI-picked Stocks

World electronic gaming revenues to grow 9.6% to $152.1 billion in 2019: report

Published 06/18/2019, 11:14 AM
Updated 06/18/2019, 11:15 AM
© Reuters. FILE PHOTO: Fans watch a multi-player video game competition during The International Dota 2 Championships at Key Arena in Seattle, Washington

By Hilary Russ

NEW YORK (Reuters) - The global video and electronic games market will generate $152.1 billion in 2019, up 9.6% over last year as gaming morphs into content and communication, according to a report by gaming analytics firm Newzoo on Tuesday.

It is "the complete convergence of different forms of digital entertainment all coming together," Peter Warman, chief executive of the Netherlands-based firm, told Reuters in a phone interview.

As games become seemingly ubiquitous, they are turning into tools for connectivity, allowing players to chat with friends and meet new people. Fortnite publisher Epic Games Inc, in particular, believes in gaming as a communication platform, Warman said.

Facebook Inc (NASDAQ:FB) is launching its own games through its Facebook, WhatsApp Inc and Messenger apps, as is Tencent Holding Ltd's WeChat in China.

On June 5, Words With Friends developer Zynga Inc launched a new battle royale game exclusively on the new gaming platform of Snap Inc (NYSE:SNAP), home of messaging app Snapchat.

This year, the United States will overtake China for the largest gaming market by revenues - $36.9 billion versus $36.5 billion - due to growth in console games and the influence of Fortnite in America and the echo of a previous governmental freeze on new games in China.

"I believe it's a temporary glitch," said Warman of the Chinese market, because there are so many games in the pipeline awaiting approval.

Japanese companies are also making a comeback, in part because of nostalgia for retro games.

3rd party Ad. Not an offer or recommendation by Investing.com. See disclosure here or remove ads .

A revamp of Final Fantasy VII, originally released in 1997 by Japan's Square (NYSE:SQ) Enix Holdings Co Ltd, is expected to be released next year, for example.

Nintendo Co Ltd (T:7974) and Bandai Namco Holdings Inc, developer of the classic Pac-Man games, are ranked 9th and 10th on Newzoo's list of top public gaming companies by revenue.

"It's taken a long time but they're back," Warman said, after some Japanese developers were slow to embrace mobile gaming and shift business models from paid games to free-to-play.

Mobile gaming on smartphones and tablets, versus PC and console games, remains the largest platform, producing $68.5 billion, or 45% of the global market, the report said.

Newzoo surveyed more than 62,500 invite-only respondents from February to March across 30 markets, among other data sources. It is the firm's 9th such annual report.

The report excludes revenue from esports, or formalized professional video game competitions. Newzoo reported in February that global esports revenue would hit $1.1 billion this year.

Latest comments

Risk Disclosure: Trading in financial instruments and/or cryptocurrencies involves high risks including the risk of losing some, or all, of your investment amount, and may not be suitable for all investors. Prices of cryptocurrencies are extremely volatile and may be affected by external factors such as financial, regulatory or political events. Trading on margin increases the financial risks.
Before deciding to trade in financial instrument or cryptocurrencies you should be fully informed of the risks and costs associated with trading the financial markets, carefully consider your investment objectives, level of experience, and risk appetite, and seek professional advice where needed.
Fusion Media would like to remind you that the data contained in this website is not necessarily real-time nor accurate. The data and prices on the website are not necessarily provided by any market or exchange, but may be provided by market makers, and so prices may not be accurate and may differ from the actual price at any given market, meaning prices are indicative and not appropriate for trading purposes. Fusion Media and any provider of the data contained in this website will not accept liability for any loss or damage as a result of your trading, or your reliance on the information contained within this website.
It is prohibited to use, store, reproduce, display, modify, transmit or distribute the data contained in this website without the explicit prior written permission of Fusion Media and/or the data provider. All intellectual property rights are reserved by the providers and/or the exchange providing the data contained in this website.
Fusion Media may be compensated by the advertisers that appear on the website, based on your interaction with the advertisements or advertisers.
© 2007-2024 - Fusion Media Limited. All Rights Reserved.