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Gaming: Video game turnover for 120 at $ 2019 billion, with Fortnite at the top

Η video game industry combined increased by 4%, reaching 120,1 billion dollars in 2019, with the Fortnite by Epic Games be at the top of the list.


ΣAccording to the report of the company SuperData, the industry is moving in a phase of slower growth, as it is expected to reach 124,8 billion dollars in 2020 with an increase of 4%.

Data includes mobile games, PCs, consoles, as well as eSports revenue, augmented reality (AR) and virtual reality (VR) applications / games.

Overall, revenue of $ 120,1 billion for 2019 increased by 4% from $ 115,5 billion in 2018. Revenue for 2019 was $ 64,4 billion for mobile games, $ 29,6 billion billion for PC games and $ 15,4 billion for console games. The rest includes $ 6,5 billion for video games related to video games and $ 6,3 billion for XR (extended reality - a combination of AR and VR).

It should be noted that total revenue from interactive media is less than the sum of all sectors due to overlapping profits in the conventional gaming and XR divisions. Revenue from Pokémon Go, for example, is included in both mobile games and XR (since the game is played in an AR environment).

SuperData said the industry does not need Fortnite-level games or Red Dead Redemption 2 to continue expanding.
Free-to-play games account for 80% of all digital gaming spending, thanks to the powerful performance of mobile games. Top titles such as Candy Crush Saga and Valor of Kings pushed mobile games to the share of free-to-play games at 74%, a trend that SuperData expects to continue into 2020.

Premium games have had a relatively quiet year, as consoles are nearing the end of their life cycle, with CoD: Modern Warfare to be the most successful of the year

Fortnite topped the list for the second consecutive year, generating $ 1,8 billion in revenue in 2019, compared to $ 2,4 billion in 2018. Epic Games continues to promote promotions such as closing and restarting the game with great success. , but also crossover actions with popular pop culture film productions, such as Avengers, Stranger Things and Star Wars.

SuperData stated that the market for premium games decreased by 5% in 2019 due to a gap created in the market of AAA games. There were fewer mega-hits than in 2018, in which we saw blockbusters, such as Red Dead Redemption 2, Marvel's Spider-Man and Monster Hunter: World. 2020 has the most significant chances for mega-hits, as it is theoretically the last year of the current generation of consoles and the user base is at its zenith numerically.

Platform exclusivity agreements contribute to the revenue of video game content creators (GVCs) on livestreaming platforms. Microsoft Mixer, YouTube and Facebook have contracted with former Twitch streamers to attract a larger share of the GVC audience of 944 million viewers worldwide.

XR revenue increased by 26% to $ 6,3 billion in 2019 thanks to new headsets, such as the Oculus Quest. Standalone VR headsets accounted for 49% of total VR sales and brought VR gaming to a larger audience than existing PC and console peripherals.

SuperData predicts revenue from digital games and interactive entertainment will grow by 4% to $ 124,8 billion in 2020.

That's it The Last Of Us Part II is expected to be one of the most commercial titles of 2020

Premium games are expected to have their best year with $ 19,8 billion in 2020 thanks to significant releases in the first half of the year. Big games like Cyberpunk 2077, The Last of Us Part II and Animal Crossing: New Horizons will be released before the launch of the new generation Microsoft and Sony consoles (Xbox Series X and PlayStation 5 respectively), which will come at the end of 2020.

The battle for the exclusivity of streamers is also expected to intensify in 2020. Last year, Fortnite's top player, Ninja, made history as he left Twitch to sign an exclusive deal with Mixer. In this category (GVC), viewers often pay the same attention to the streamer, but also to the game.

For example, 72% believe that the entertainment value of content creators is important, while 62% of viewers find it important to watch games they play themselves. As competition between GVC platforms grows, smaller ones will continue to look for top streamers to increase their own popularity. Meanwhile, Twitch will "lock in" its own talents with its own exclusivity deals.

That's it Xbox Series X and PlayStation 5 (this is not his final appearance) will be released in late 2020

The new consoles from Microsoft and Sony will open new avenues for the further development of the industry in 2020. The console market remained stable with revenues of $ 15,4 billion in 2019. However, the transition to next generation systems is a great opportunity to expand the industry, as it will bring with it new, more shocking experiences.

The steady improvement in internet speeds (85% of American players have speeds of at least 25 megabits / second) means that players will continue to move away from purchasing physical materials in favor of digital game downloads on these new systems.

Source


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