Economic Impact of COVID-19 on the Global Online Gaming Industry Size, Industry Trends, Share and Forecast 2019-2025


Posted June 13, 2020 by Larebomrglobal123

Economic Impact of COVID-19 on the Global Online Gaming Industry, Deviation & Trends Analysis Report, By Device Type and Forecast 2019-2025
 
The global online gaming industry has been witnessing potential growth coupled with the increasing spending on online gaming and the rising penetration of mobile devices, including smartphones and tablets. In UK, the combined physical and digital games sales generated revenue of nearly $4.9 billion in 2018, exhibit growth of 9.1% over 2017. The sales of digital games sales have reported considerable growth, with the rise of 9.1% to nearly $3.8 billion, while sales of the physical game have shown a decline by 2.1% to $980 million (according to the Association for UK Interactive Entertainment).

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The spending on games by UK consumers was valued nearly $7.3 billion in 2018, up 10% from 2017. In 2016, FIFA 17 by Electronic Arts was the best-selling entertainment product in UK, with a sale of 2.5 million units, nearly 9% over Star Wars: The Force Awakens, generated a sale of 2.3 million units. Rising internet and smartphone penetration has led to the adoption of online gaming services in the country. 78% of UK adults own a smartphone, increased from 27% in 2011, as per the Office of Communications (Ofcom). This, in turn, is contributing to increasing adoption of mobile gaming in the country, as it allows smartphone owners to download games on their phones for playing games. Likewise, the inclination towards online gaming has further witnessed across several countries, including the US, Japan, Germany, China, India, and Australia.
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Currently, internet providers reported unprecedented gaming traffic amid COVID-19 outbreak. They have struggled to bolster their networks owing to the surging demand. On Verizon’s network, gaming traffic has raised by 75% in one week, as per the Telco. COVID-19 epidemic has led to lockdown among several countries to limit the spread of the virus. This results in the increasing demand for gaming services among adults and children. They are showing interest in playing online battle games, such as Fortnite Battle Royale (Epic Games) and Call of Duty: Warzone (Activision Blizzard, Inc.). Additionally, they are purchasing games, including Nintendo's new Animal Crossing: New Horizons, released on 20th March 2020, which has set a record of nearly 1.9 million physical copies sale over its first three days in Japan.

Market Segmentation

By Device Type

• Console
• Computer
• Mobile Devices
• Others

Regional Analysis

North America

• United States
• Canada

Europe

• UK
• Germany
• Italy
• Spain
• France
• Rest of Europe

Asia-Pacific

• China
• India
• Japan
• Rest of Asia-Pacific

Rest of the World

• Middle East & Africa
• Latin America

Company Profile

• Activision Blizzard, Inc.
• Apple Inc.
• Electronic Arts Inc.
• Epic Games, Inc.
• Google LLC
• Microsoft Corp.
• NetEase, Inc.
• Nintendo Co., Ltd.
• Rockstar Games, Inc.
• Sony Corp.
• Take-Two Interactive Software, Inc.
• Tencent Holdings Ltd.
• Valve Corp.
• Warner Bros. Entertainment Inc.

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Last Updated June 13, 2020