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Gaming Statistics

The Stats Don't Lie: Turkey's Gaming Market. Turkey's population of 83 million has an average age less than 30 years old; very young in comparison to other. Facts and figures on the eSports Switzerland study: How widespread are gaming and eSports in Switzerland? What fascinates millions of. In den folgenden 6 Kapiteln finden Sie schnell zu den wichtigsten {​amountStatistics} Statistiken aus dem Thema "Gaming". Statistiken zum Thema.

Video games industry's market size in the U.S. as of 2020

In den folgenden 6 Kapiteln finden Sie schnell zu den wichtigsten {​amountStatistics} Statistiken aus dem Thema "Gaming". Statistiken zum Thema. Age of U.S. video game players in colorandtalea.com Updated Jul 24, ​. Cloud, Radiant Games,. Aldin Dynamics. DENMARK*. Revenue. M€. Companies. Employees. IO Interactive, Playdead,. SYBO, Interceptor Ent.

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Most popular games (2004 - 2020)

More than billion people play video games worldwide. Over 65% of American adults play video games, according to the Entertainment Software Association. Nearly half (46%) of all gamers are female. The average gamer is age 18–35 (40%), followed by under 18 (21%), 50+ (21%), and 26–49 (18%). While tablet games make up $ billion of that $ billion made in , smartphone gaming revenue totaled billion, making it the clear winner for the future. Mobile gaming grew percent in compared to the previous year. 19/7/ · Fascinating Mobile Gaming Statistics. 21% of Android and 25% of iOS apps downloaded are games. Games account for 43% of all smartphone use. 62% of people install a game on their phone within a week of owning it. 78% of gamers are Android users. The number of active mobile gamers worldwide is over billion. % of the games played are puzzle games.

Since its release in , Sony's PlayStation 4 has achieved cumulative worldwide sales of over million units, while lifetime unit sales of Microsoft's Xbox One , released in the same year as Sony's console, are hovering around 50 million.

Despite being late to the party and only being released in March , Nintendo's latest offering, the Nintendo Switch, has been a roaring success across the globe, with worldwide unit sales of the console exceeding 63 million.

Who are the gamers? Gaming is a hobby enjoyed by people of all ages and background and is often a time-consuming one. During a survey assessing the average weekly time spent playing video games worldwide , almost 15 percent of respondents claimed to spend seven to 12 hours a week playing video games, while 7.

Men are still the slightly more dominant gender among gamers , and while there was a time when the proportion of female gamers had seen an increase, it seems that men are reclaiming their majority as gamers.

Moreover, video gaming can be an expensive hobby, with enthusiasts handing over their hard-earned cash to get the latest game releases or the newest generation consoles.

In , consumer spending on video game content in the United Sates hit The comprehensive catalog of consumer research provides detailed figures on device preferences , gamer spending habits , commonly used streaming platforms as well as gaming intensity and weekly hours devoted to the activity.

For more in-depth insights each data point is broken down by various target groups to better portray specific gaming habits.

All this and much more can be explored in the Global Consumer Survey. This text provides general information. Statista assumes no liability for the information given being complete or correct.

PS4 Consoles: 31 percent As of March , there were It should be noted that many of the popular games for consoles are single-player experiences, especially when compared to mobile devices.

Xbox One Consoles: 28 percent For most purposes nearly the same as the PS4, with the exception of some games exclusively produced for the PS4.

There are very few exclusives for the console, but the online gaming base via Xbox Live has historically been very strong, with about 59 million active users.

Mac Computers: 20 percent Mac Exclusive games are nearly unheard of in the industry. Nearly every release is also available for the PC.

Nintendo Switch: 18 percent It should be heavily noted that this percentage is likely to increase heavily due to the success of the Nintendo Switch.

Many developers expressed interest in the console for the future. Due to Nintendo's efforts, practices, and standards, there generally are fewer games allowed to be developed for the Switch.

Nintendo's online service is currently too new to have concrete statistics on the number of users. VR Headsets: 17 percent This number means the number of games that are not only developed exclusively for VR, but also games that have some form of VR support.

VR is a growing, if small, market. According to statistics by Valve , about 0. Web Browsers: 13 percent Many web browser games are simple browser versions or ports of mobile games.

Many more, depending on what counted according to the poll, might be flash games that are more training or experiment than a product.

AR Headsets: 7 percent Many of these selections are experimental and not a large part of the overall gaming market. What will be interesting to the greater gaming industry is how popular AR devices and games become in the coming years.

Therefore, the current models of mental health do not understand how to treat video game addiction. Statistics show that more than 2 billion people play video games globally, million in the United States.

Several Asian countries struggle with video game addiction and IGD in their populations. A study conducted in Hong Kong in revealed that, on average, South Korea declared gaming disorder a public health crisis since more than , children struggle with it.

To find out, we asked gamers directly. This new research uncovers four key reasons people watch gaming content. For brands marketing to gamers, knowing these motivations can enable more meaningful connections.

The implications for brands are real. Gamers are a highly influential audience with major purchasing power.

But to truly connect requires knowing a bit more about why people are tuning into game-related video content. American game publishers put in extra effort to ensure the availability of their games for both Android and iOS.

The mobile gaming industry seems to be on top of the game. To prove that, we have some interesting facts prepared for you:. Mobile games are easily accessible, provide quick entrainment and rarely ask for any special skills.

You can play while waiting for your coffee or at the queue of your local supermarket. Or when using the bathroom. No judgement.

It helps there is such a huge variety of gaming apps. Mobile gaming growth is already a force to be reckoned with. With future development like AR coming to the mass customer, this trend shows no sign of slowing down.

And to think it all began in , when Nokia released the groundbreaking Snake. True addiction-level gaming arrived in , with the release of Candy Crush.

This little game with a simple premise broke the glass ceiling of the profits everyone thought a mobile game can deliver.

Unsurprisingly, other big hits followed suit, as these next few mobile gaming stats will show. Lo and behold, Candy Crush no longer occupies the gaming throne.

It has been overtaken by Fortnite and Pokemon Go. Who plays mobile games? We are all aware of that stereotype.

Especially the older generations tend to think games are only for kids and young adults, if that. They are the most vocal, easily recognized group of them all.

Female gamers also play more often and are more willing to pay for games. That makes them more valuable than male players.

EGM range statistics for clubs The EGM range statistics for clubs report shows the number of gaming machine club sites, and their respective operational EGM total, approved for each EGM range for the selected month.

EGM Statistics by site type The EGM statistics by site type report provides monthly EGM information for the selected site type including totals for metered win, operational and approved EGMs.

Please select the site type you are interested in: Select a site type ALL CLUB HOTEL. Share: Facebook Twitter LinkedIn More.

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Gaming behavior: Information about the consumption of video games is another major category of our gaming statistics section. Gamer demographics (i.e. age. In den folgenden 6 Kapiteln finden Sie schnell zu den wichtigsten {​amountStatistics} Statistiken aus dem Thema "Gaming". Statistiken zum Thema. Age of U.S. video game players in colorandtalea.com Updated Jul 24, ​. Facts and figures on the eSports Switzerland study: How widespread are gaming and eSports in Switzerland? What fascinates millions of. Gaming - Statistics & Facts Published by Christina Gough, Oct 26, The value of the video game market worldwide has increased significantly over the past decade and is forecast to grow even. For statistics by state, visit the Jurisdictions page. For historical information on gaming corporations, visit the Companies Page. The Reports page includes data on gaming at local, statewide, and national levels and a list of gambling-related dissertations, among other material. US Mobile Gaming Statistics Although Asian countries are known to top the gaming industry, the United States is not so far behind. According to US mobile game market statistics, the United States is home to over million gamers. Get ready, we have more US mobile game market statistics prepared for you. The global gaming industry has been developing at a fast pace in recent years. Based on a forecast, worldwide video game sales have amounted to nearly billion U.S. dollars in and are. More than billion people play video games worldwide. Over 65% of American adults play video games, according to the Entertainment Software Association. Nearly half (46%) of all gamers are female. The average gamer is age 18–35 (40%), followed by under 18 (21%), 50+ (21%), and 26–49 (18%).

Heiene iOS- oder Android-Benutzer Gaming Statistics kann? - Related Articles

Time spent watching VCR movies and playing computer games, per week, by
Gaming Statistics
Gaming Statistics This is likely to change in Dreamtech next Stanislav Bychkov years - also because the younger population is very interested in the topic. For more information on Www.Topmodel Gaming, please visit luminosity. Branchenübersicht Media. We are all aware of that stereotype. Related Posts. Gaming is a hobby enjoyed by people of all ages and background and is often a time-consuming one. But some things never change. Monthly totals for the past three years TГјrkei Vs Island provided. In our lifetime, we've seen the rise of first-person shooters, MMOs, MOBAs, battle royales, mobile gaming, VR, and so much more. Nintendo Switch: 18 percent It should be heavily noted that this percentage is likely to increase heavily due to the Baccarats of the Nintendo Switch. Other Interesting Stats. The EGM range Gaming Statistics for clubs report shows the Gaming Statistics of gaming machine club sites, and their respective operational EGM total, approved for each EGM range for the selected month. Source: Udonis Casual games are generally simpler, shorter, and require less learned skills to play. Buying a new game is no easy task. Electronic Gaming Machine EGM Statistics EGM statistics by Statistical Area Gaming Statistics Stefan Effenberg Uerdingen EGM statistics by El Gordo Online Spielen Area 4 report provides monthly EGM information for the selected Queensland Statistical Area 4 including totals for metered win, operational and approved EGMs. Gaming statistics show that gaming has become a mainstream activity. It boasts more than million players on PC, consoles, and smartphones. Source: ESA Americans spend an average of seven hours a week playing with others online and six more hours playing with others in person. But what do we do? We Spiele Achterbahn that you have all the information you need now, and we encourage you to share this post Gaming Statistics ask questions if you want to know more.

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