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Global games market will reach $70.4 billion in 2013 - Report

Market analyst group Newzoo projects games to reach a $70.4 billion global industry in 2013, with significant growth in Latin American and Asian-Pacific markets.

Kris Ligman, Blogger

June 4, 2013

1 Min Read
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Newsbrief: Market analyst group Newzoo projects global game revenues to reach $70.4 billion in 2013, reflecting a six percent year-on-year increase. Of particular interest, the report highlights Latin American and Asian-Pacific regions as top growth sectors, with each expected to grow by 11 percent this year. While the Latin American market is expected to remain small overall ($3 billion in the coming year), Asia-Pacific is expected to reach 477 million players and total revenues of $25.1 billion in 2013, exceeding projected North American revenues ($22.8 billion).

Market projections for 2013:

  • North America: 192 million players

    • $22.8 billion in revenue

    • 2 percent year-on-year market growth

  • Europe, Middle-East and Africa: 446 million players

    • $19.5 billion in revenue

    • 4 percent year-on-year market growth

  • Asia-Pacific: 477 million players

    • $25.1 billion in revenue

    • 11 percent year-on-year market growth

  • Latin America: 116 million players

    • $3.0 billion in revenue

    • 11 percent year-on-year growth

  • Global: 1.23 billion players

    • $70.4 billion in revenue

    • 6 percent year-on-year growth

Other key takeaways:

  • Mobile games represents the biggest projected growth sector, expected to reach 18 percent of global market share in 2013, becoming a $12.3 billion industry.

  • PC boxed/download and casual/social markets tied at 9 percent of projected global market share. Casual/social games are expected to bring in $6.6 billion, over PC games' $6.0 billion.

  • Consoles are projected to continue to hold onto the lion's share of the global market at 43 percent, a slight decrease (one percent) from 2012.

  • Computer screens are estimated to beat out televisions as the dominant viewing device (39 percent versus 36 percent). Mobile devices come in behind both formats, at 25 percent.

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