Console games that are Free-to-play made 458% revenue in 2018 compared to the previous year. Percentage of gamers who belong to the LGBT+ community in the U.S. Share of players who experienced harassment in selected prominent video games- April 2019, Percentage of US teens ethnicity who play video games, Percentage of video game adult gamers in selected countries – August 2019, Share of parents/teens who have witnessed/experienced the following on Fortnite, Most gamers feel computer and video games provide more value for their money, Monthly Spending – Full Game vs.

Source. And 61% of them likes racing games, Stat #2: 47 percent of developers use steam when selling their games. (Newzoo, 2017), In 2017, mobile social casino generated 3.2 billion U.S. dollars and is expected to grow by 21% in 2020. It is an online gaming streaming, which means no more downloads and gamers will not be needing expensive devices to play top games.

(eSports Ad Bureau, 2017), 32% of the eSports fans as of May 2017 said that they would definitely try products shown during eSports games while 31% said they would somewhat agree with the statement. (NewZoo, 2018), Smartphones and tablets are expected to still take over the global games market in 2020, with an increase of 17% from 2015. (Activate, 2016), The total bets of eSportsbook betting were expected to cover 92.6% of the estimated total amount wagered on eSports on cash gambling sites around the world in 2016. (Medium , 2018), Steam had a peak of 18.5 million users in January 2018, that's 23% more concurrent users from January 2017. The worth of the global PC online game market in 2018 is expected to reach 32.6 billion U.S. dollars. Dollars by region (2016), Top 10 free to play digital games by worldwide revenue in 2018, Sony’s revenue worldwide by segment fiscal years 2012 to 2018 (in billion U.S. dollars), Unit sales of Sony’s PlayStation consoles worldwide from 2011 to 2019 (in millions), by quarter, Installed base of video game systems in the U.S. in 2017, by platform (in millions), Worldwide Estimated Installed Base of Microsoft Game Consoles in million Units – 2018, Xbox 360 and Xbox One gaming consoles unit sales worldwide from 2005 to 2018 (in millions), Unit sales of Nintendo’s home consoles from 1997 to 2019 (in millions), Cumulative lifetime unit sales of Nintendo’s latest video game consoles March 2018, Nintendo’s net sales from fiscal 2008 to 2019 (in million U.S. (StartApp, 2017), 79% of ad format from January to November 2017 are banners, making them the highest share of in-app impressions from around the world. (Bureau of Labor Statistics, 2017), White shows the most minutes spend gaming or leisure on a computer during weekdays, with an average use of 24 minutes. (Nintendo, 2017), 26.5% of Nintendo's revenue in fiscal 2017 was from Japan. Apart from all that technical stuff, Pavan loves listening to rock music, reading and travelling. Source. Through its high investment in gaming companies like Activision, Riot, and Blizzard.

(Streamlabs, 2018), In December 2017, the number of monthly active streamers grew by 56% from 498.4 thousand monthly active streamers in the previous year. (Statista, 2017), 70.7% of Android gaming apps and 80.38% of iOS gaming apps contain ads, making it the most popular mobile gaming app monetization method used by mobile gaming apps worldwide as of September 2017.

That’s more than the total of male players not up to 18 years. United States covers 32% of the worldwide gaming market revenue as of October 2017.

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(Nintendo, 2018), Nintendo Switch sold 4.8 million units in the first 10 months on the market in the U.S. alone. (e27; ValuePenguin, 2017), CS:GO reached the second place among the most distribution of annual prize pool in eSports, covering 17.35% of the share. The company’s job specs, too, are pored over to ensure their language is as inclusive as possible in the hopes of attracting a greater range of applicants. And over 15 million people visit Twitch every day. (gamesindustry.biz, 2016), 76.6% of the generated revenue in North America goes to F2P MMO games and only 23.3% goes to P2P MMO games. (Bureau of Labor Statistics, 2017), Asia consumers spend the most minutes gaming or leisure on a computer during weekeneds and holidays, with an average use of 32 minutes. (NewZoo, 2017). (Statista, 2017), 24% of gamers in the U.S. said they own 3 to 5 paid home console games. (Streamlabs, 2018), In Q4 of 2017, YouTube Gaming Live only had 7 thousand concurrent streamers, down from 8.2 thousand in Q3 of 2017. But new data from the University of Sheffield, shows that things are changing. (Applause , 2016), Smartphones and tablets are taking over the global games market, taking up 34% of the global games market share in 2015. (GameHunters.Club, 2018), 31% of social casino gamers in the United States play slots. (Medium , 2018), Taking the second place among the leading paid game titles on Steam is CS:GO, with an estimated 12.54 million units sold. (Various sources, 2018), Dungeon Fighter Online generated a revenue of 1.6 billion U.S. dollars in 2017, placing second among the list of the leading F2P MMO games that made the most revenue globally in 2017. (SuperData Research, 2016), 43% of gaming ad revenues were generated through IAP & m-commerce, covering the largest share of gaming ad revenues. And it currently ranks third behind Europe and North America. From simple one-time purchases and single player experiences to full-priced and free-to-play games, the gaming industry has been completely reshaped throughout the last decade.

Video games are becoming increasingly popular among parents around the world. Legacy of the Duelist: Link Evolution for PS4, Xbox One, and PC launches March 24 alongside free update for Switch [Update]", "Nintendo releases action puzzle game Good Job! (Statista, 2017), 40.1% of gamers choose Paypal as their top choice of payment method for console gaming content in 2017. In 2018, the Overwatch tournament prize budget reached $ 6.59 million. He’s a computer science graduate passionate about technology. In 2019, the total sales of the gaming industry were $151.9 billion. (Statista, 2017), 32% of U.S. gamers stated that they own 6 to 10 paid home console games. Stat #2: More than 72% of households in the US play video games. Total worlwide hardware sales per platform- Hardware. They are imagined to be white and beardy, with glasses and a probable fondness for sci-fi and fantasy, and this is hardly unjustified. That’s gamers utilize a lot of time playing these games, mostly weekends, when they are free.



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