Economic Impact of COVID-19 on the Global Online Gaming Industry Size, Share, Analysis, Industry Report 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.
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.
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The
study on the impact of COVID-19 on the global online gaming industry is
segmented into device type, which includes the console, computer, mobile
devices, and others. The increasing trend towards mobile gaming owing to the
increasing smartphone penetration and availability of mobile gaming apps is
encouraging individuals to use mobile devices (smartphones and tablets) to play
online games. Today, iTunes store and Google Play Store has a comprehensive
range of exciting mobile gaming apps. In addition, the companies are
significantly focusing on the production of quality mobile games, such as
Google LLC, Tencent, and NetEase. As mobile devices are largely owned by
individuals, it is being significantly adopted by the consumers for gaming
purpose.
Geographically,
the global online gaming industry is classified into four major regions,
including North America, Europe, Asia-Pacific, and Rest of the world.
Asia-Pacific online gaming industry has potential impact amid COVID-19
pandemic. Rising demand for mobile gaming amid COVID-19 effect coupled with the
presence of some crucial mobile gaming companies, including Tencent, Lingxi
Games, NetEase, FunPlus, and Lilith have pushed industrial growth in the
country. Due to the spread of coronavirus, people across China faced a
challenge of staying indoors, which increased the need for entertainment
platforms and thereby led the adoption of online gaming services in the
country. In addition, the COVID-19 pandemic has led to a lockdown in India and
as a result, the adoption of online gaming is expected to emerge in the
country.
Economic Impact of
COVID-19 on the Global Online Gaming Industry 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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