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Global video game market is worth more than 300 billion dollars

With more than 300 billion dollars in revenue worldwide (according to a study published by the consulting firm Accenture), the video game industry now weighs more heavily than those of cinema and music combined. The reasons for this growth are multiple: 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, more than a third of the world’s population. It is important to note that the number of players has increased by 500 million over the last 3 years, and that forecasts indicate an increase of another 400 million by the end of 2023, thus predicting 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 among 4,000 players in 4 of the most important world markets (China, Japan, United Kingdom, United States), the estimated value of the video game industry has reached the symbolic level of 300 billion dollars (i.e. 248 billion euros).


To better understand where these 300 billion dollars come from, it is necessary to divide them into two distinct parts. On the one hand, 200 billion dollars come from direct sales of consoles, video games and subscriptions, but also from purchases included in games, and from mobile advertising revenues. On the other side, we find 100 billion dollars from adjacent industries, such as mobile devices, PC gaming, as well as peripheral sales related to video games or income from eSports.

According to Seth Schuler, head of software and platform industry at Accenture, this figure can be explained by several factors: “The emergence of new gaming platforms and changing demographics mean that gaming companies video 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 like P168  has benefited from a surge in sales during periods of confinement around the world. Many new players have discovered this virtual universe during this complicated health period.

Seth Schuler also analyzes that “the industry must find a balance between the needs of its newcomers, 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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