As the gaming industry continues to grow, the number of gamers around the world has significantly increased in recent years. According to recent studies, the global gaming market is expected to reach $159.3 billion in 2020, a 9.3% increase from 2019. This growth is due to the increasing popularity of online and mobile gaming, as well as the expansion of the gaming market into new regions such as Asia.
Table 1: Global Gaming Market Revenue (2015-2020)
Year | Revenue (in billions) |
---|
2015 | $91.8 |
2016 | $99.6 |
2017 | $108.9 |
2018 | $134.9 |
2019 | $146.0 |
2020 | $159.3 |
Table 2: Number of Gamers Worldwide (2015-2020)
Year | Number of Gamers (in millions) |
---|
2015 | 2,214 |
2016 | 2,459 |
2017 | 2,735 |
2018 | 3,062 |
2019 | 3,377 |
2020 | 3,715 |
Table 3: Gaming Market Revenue in China (2015-2020)
Year | Revenue (in billions) |
---|
2015 | $12.7 |
2016 | $15.3 |
2017 | $19.3 |
2018 | $24.1 |
2019 | $26.7 |
2020 | $30.2 |
Table 4: Gaming Market Revenue in the US (2015-2020)
Year | Revenue (in billions) |
---|
2015 | $23.6 |
2016 | $24.8 |
2017 | $27.2 |
2018 | $31.9 |
2019 | $36.9 |
2020 | $41.0 |
Table 5: Number of Gamers in China vs the US (2015-2020)
Year | Number of Gamers in China (in millions) | Number of Gamers in the US (in millions) |
---|
2015 | 571 | 214 |
2016 | 649 | 228 |
2017 | 734 | 251 |
2018 | 844 | 276 |
2019 | 943 | 300 |
2020 | 1,062 | 333 |
From the data above, we can see that the gaming market has experienced significant growth in recent years, with the global gaming market revenue increasing from $91.8 billion in 2015 to $159.3 billion in 2020. The number of gamers worldwide has also increased, reaching 3,715 million in 2020.
When comparing the gaming market in China versus the US, we can see that China has a larger gaming market, with revenue reaching $30.2 billion in 2020 compared to $41.0 billion in the US. China also has a larger number of gamers, with 1,062 million in 2020 compared to 333 million in the US.
In conclusion, the gaming industry continues to experience significant growth, driven by the increasing popularity of online and mobile gaming and the