The 50 Biggest Video Game Franchises by Total Revenue
When the world’s first video game, Tennis for Two, was revealed at a science fair in 1958, people were fascinated—there was clearly something special.
Since these humble beginnings, video games have rode waves of technological advancements to burgeon into a $100+ billion industry. To visualize this success, today’s infographic from TitleMax lists the top 50 highest-grossing video games franchises.
While this feat is impressive on its own, the way many of these franchises generate their revenue may come as a shock.
How Do Video Games Generate Billions?
Video games first saw large-scale commercial success in the 1980s, in what some describe as the “golden age of arcade games”. As arcades popped up across America, renowned classics like Pac-man and Space Invaders raked in large sums of money, one coin at a time.
Today, there are two revenue models generally followed by video game publishers—the traditional pay-to-play (P2P) model, and the newer free-to-play (F2P) model.
For much of the industry’s modern history, P2P models have been the default option. A developer incurs costs to produce its games, so it sells them to consumers to recover costs and make a profit.
Under a F2P model, however, the developer essentially distributes its games for free. Players don’t have to pay anything if they don’t want to, and the developer runs the risk that it may never recoup its costs.
So why would a developer ever choose a F2P model? Let’s look at industry data from 2019:
|Platform||Free-to-play (F2P) Revenue||Pay-to-play (P2P) Revenue|
Those aren’t typos. F2P games accounted for a whopping 82% of industry revenue in 2019. What’s more, is that this gap continues to grow: since the previous year, F2P revenue grew 6%, while P2P revenue fell by 5%.
The Power of Discretionary Spending
There’s a number of F2P franchises listed in today’s graphic which have grossed well over a billion dollars in total revenue.
|#15||League of Legends||Riot Games¹||PC||$8.4B|
|#21||Arena of Valor||Tencent||Mobile||$6.4B|
|#23||Clash of Clans||Supercell²||Mobile||$6.0B|
|#27||Candy Crush Saga||King³||Mobile||$4.9B|
|#46||Fortnite||Epic Games⁴||Console, Mobile, PC||$2.5B|
¹wholly-owned subsidiary of Tencent, ²majority-owned subsidiary of Tencent, ³wholly-owned subsidiary of Activision Blizzard, ⁴Tencent owns a 40% stake.
Because these types of games are often published for PC or mobile phone (most people have at least one of these), their accessibility becomes a key advantage. This is especially true in China, where video game consoles like Xbox have been banned in the past.
Yet, simply amassing a large player base isn’t enough. With no money being paid upfront, developers must create compelling incentives for players to willingly part with their cash.
League of Legends
League of Legends, one of the world’s most popular video games, is widely considered a successful pioneer in this regard.
When developer Riot Games chose a F2P model for its game, it took a gamble. The model was largely unproven for titles of its genre, and it’s main source of revenue was set to be the sale of purely cosmetic items called “character skins”.
Nobody would have tried Legends if we put a price point in front of it because the game is tough to sell
—Marc Merrill, Co-founder of Riot Games
Part of the game’s incentive to spend comes from its longevity—League of Legends has just entered its 11th year. Rather than release a new title, the developer makes continuous improvements to the existing game, with each iteration dubbed as a new “season”.
If a traditional P2P game represents a movie, League of Legends could then be considered a long-running TV show. For example, while there’s been one League of Legends since 2009, there’s been 11 Call of Duty titles over that same time frame.
Joining the Party
Some of the world’s most successful video game franchises, which have historically published games under the P2P model, are also expanding into free games with great success.
For Pokémon (#1 in gross revenue), product diversification is nothing new. While the franchise manages a universe of offerings from physical merchandise to movies, its free mobile augmented reality (AR) game, Pokémon Go, may be one of its most successful endeavors.
The game, which leads players out into the real world to catch virtual monsters, was a massive sensation when it launched in 2016. In fact, it was so popular (and distracting) it’s been estimated to have contributed to more than 100,000 car accidents.
Four years since its release, Pokémon Go is a shining example of what the F2P model can achieve—the game has racked up over 1 billion downloads and generated an incredible $3 billion in revenues.
|Year||Gross Revenue||% Change|
Source: Sensor Tower Store Intelligence
Part of Pokémon Go’s incentive to spend comes from its incredibly unique social experience—it
turns real world landmarks into hubs where players can gather. By simply leveraging the capabilities of existing smartphones, it’s also extremely accessible.
Is Free the New Norm?
As more and more franchises successfully expand into free games, it’s clear that the F2P model will be the primary driver of future growth. The relatively higher accessibility of F2P games is also crucial to tap into the quickly growing esports industry.
However, traditional P2P games, which are now being called “premium games”, still have some merit to them. These games are often associated with a higher level of quality which people are happy to pay for.
Yet, as the legitimacy and success of the F2P model continues to develop, this quality gap could also shrink in the future.
Editor’s note: The revenue figures in today’s infographic include merchandise and other related products.
Ranked: The Most Popular Paid Subscription News Websites
Many consumers are reluctant to pay for their news, but those that do turn to trusted sources. Here’s a look at the most subscribed to news websites.
Ranked: The Most Popular Subscription News Websites
While paywalls are becoming increasingly more popular among news websites, most consumers still aren’t willing to pay for their online news.
In fact, a recent survey by the Reuters Institute for the Study of Journalism reveals that only 20% of Americans pay for digital news, and of those that do, the majority subscribe to only one brand.
This begs the question—which news outlets are audiences willing to pay for?
Using data from FIPP and CeleraOne, this graphic looks at the most popular news websites across the globe, based on their total number of paid subscriptions.
*Note: This report relies on publicly available data, and should not be considered an exhaustive list.
The Full Breakdown
With 7.5 million subscriptions, The New York Times (NYT) takes the top spot on the list. 2020 was an exceptionally strong year for the outlet—by Q3 2020, the NYT had generated the same amount of revenue from digital subscriptions as it had for the entire year of 2019.
|1||🇺🇸 The New York Times||7,500,000|
|2||🇺🇸 The Washington Post||3,000,000|
|3||🇺🇸 The Wall Street Journal||2,400,000|
|4||🇺🇸 Game Informer||2,100,000|
|5||🇬🇧 Financial Times||1,100,000|
|6||🇺🇸 The Athletic||1,000,000|
|7||🇬🇧 The Guardian||790,000|
|9||🇬🇧 The Economist||516,000|
|12||🇬🇧 The Sunday Times||337,000|
|13||🇬🇧 The Telegraph||320,000|
|14||🇺🇸 The Atlantic||300,000|
|15||🇮🇹 Corriere Della Sera||300,000|
|16||🇫🇷 Le Monde||300,000|
|17||🇺🇸 The Boston Globe||270,000|
|18||🇦🇷 La Nacion||260,000|
|21||🇺🇸 Los Angeles Times||253,000|
|23||🇺🇸 The New Yorker||240,000|
|25||🇧🇷 Folha de S.Paulo||236,000|
|26||🇸🇪 Dagens Nyheter||208,000|
|27||🇺🇸 Business Insider||200,000|
|31||🇨🇦 The Globe and Mail||139,000|
|34||🇫🇷 Le Figaro||110,000|
|35||🇺🇸 Chicago Tribune||100,000|
|36||🇺🇸 Star Tribune||100,000|
|38||🇫🇮 Helsingin Sanomat||100,000|
The Times is the most popular by a landslide—it has over double the number of subscriptions than the second outlet on the list, The Washington Post. Yet, while WaPo is no match for NYT, it still boasts a strong following, with approximately 3 million paid subscriptions as of Q4 2020.
Japanese outlet Nikkei ranks number one among the non-English news websites. It’s the largest business newspaper in Japan, mainly focusing on markets and finance, but also covering politics, sports, and health.
Legacy Papers: Which Websites Come From Traditional Media?
Most of the websites on this list stem from traditional media. Because of this, they’ve had years to establish themselves as trusted sources, and win over loyal readers.
Interestingly, more than half of the outlets included in this ranking are at least 100 years old.
|Publication||Year Launched||Age (Years)|
|🇬🇧 The Guardian||1821||200|
|🇬🇧 The Sunday Times||1821||200|
|🇫🇷 Le Figaro||1826||195|
|🇬🇧 The Economist||1843||178|
|🇺🇸 Chicago Tribune||1847||173|
|🇬🇧 The Telegraph||1855||166|
|🇺🇸 The Atlantic||1857||164|
|🇸🇪 Dagens Nyheter||1864||157|
|🇺🇸 Star Tribune||1867||154|
|🇦🇷 La Nacion||1870||151|
|🇺🇸 The Boston Globe||1872||149|
|🇮🇹 Corriere Della Sera||1876||145|
|🇺🇸 Washington Post||1877||144|
|🇺🇸 LA Times||1881||140|
|🇬🇧 Financial Times||1888||133|
|🇺🇸 Wall Street Journal||1889||132|
|🇫🇮 Helsingin Sanomat||1889||132|
|🇧🇷 Folha de S.Paulo||1921||100|
|🇺🇸 The New Yorker||1925||96|
|🇨🇦 The Globe and Mail||1936||85|
|🇫🇷 Le Monde||1944||77|
|🇺🇸 Game Informer||1991||30|
|🇺🇸 Business Insider||2007||14|
|🇺🇸 The Athletic||2016||5|
Yet, undeterred by these well-established outlets, a few scrappy websites made the cut despite a shorter history. Four out of the 38 websites are less than 20 years old.
The Athletic is the newest outlet to make the ranking. Established in 2016, the outlet’s target demographic is die-hard sports fans who miss the days of in-depth, quality sports writing.
The Need For Trusted Sources
Amidst the global pandemic, issues involving misinformation and fake news have helped reaffirm the important role that trusted news sources play in the dissemination of public information.
With this in mind, it’ll be interesting to see what the future holds for digital media consumption. With paywalls becoming increasingly more common, will consumers jump on board and eventually be more willing to pay for their news?
Visualizing the Power Consumption of Bitcoin Mining
Bitcoin mining requires significant amounts of energy, but what does this consumption look like when compared to countries and companies?
Visualizing the Power Consumption of Bitcoin Mining
Cryptocurrencies have been some of the most talked-about assets in recent months, with bitcoin and ether prices reaching record highs. These gains were driven by a flurry of announcements, including increased adoption by businesses and institutions.
Lesser known, however, is just how much electricity is required to power the Bitcoin network. To put this into perspective, we’ve used data from the University of Cambridge’s Bitcoin Electricity Consumption Index (CBECI) to compare Bitcoin’s power consumption with a variety of countries and companies.
Why Does Bitcoin Mining Require So Much Power?
When people mine bitcoins, what they’re really doing is updating the ledger of Bitcoin transactions, also known as the blockchain. This requires them to solve numerical puzzles which have a 64-digit hexadecimal solution known as a hash.
Miners may be rewarded with bitcoins, but only if they arrive at the solution before others. It is for this reason that Bitcoin mining facilities—warehouses filled with computers—have been popping up around the world.
These facilities enable miners to scale up their hashrate, also known as the number of hashes produced each second. A higher hashrate requires greater amounts of electricity, and in some cases can even overload local infrastructure.
Putting Bitcoin’s Power Consumption Into Perspective
On March 18, 2021, the annual power consumption of the Bitcoin network was estimated to be 129 terawatt-hours (TWh). Here’s how this number compares to a selection of countries, companies, and more.
|Name||Population||Annual Electricity Consumption (TWh)|
|All of the world’s data centers||-||205|
|State of New York||19.3M||161|
|Walt Disney World Resort (Florida)||-||1|
Note: A terawatt hour (TWh) is a measure of electricity that represents 1 trillion watts sustained for one hour.
Source: Cambridge Centre for Alternative Finance, Science Mag, New York ISO, Forbes, Facebook, Reedy Creek Improvement District, Worldometer
If Bitcoin were a country, it would rank 29th out of a theoretical 196, narrowly exceeding Norway’s consumption of 124 TWh. When compared to larger countries like the U.S. (3,989 TWh) and China (6,543 TWh), the cryptocurrency’s energy consumption is relatively light.
For further comparison, the Bitcoin network consumes 1,708% more electricity than Google, but 39% less than all of the world’s data centers—together, these represent over 2 trillion gigabytes of storage.
Where Does This Energy Come From?
In a 2020 report by the University of Cambridge, researchers found that 76% of cryptominers rely on some degree of renewable energy to power their operations. There’s still room for improvement, though, as renewables account for just 39% of cryptomining’s total energy consumption.
Here’s how the share of cryptominers that use each energy type vary across four global regions.
|Energy Source||Asia-Pacific||Europe||Latin America|
and the Caribbean
Source: University of Cambridge
Editor’s note: Numbers in each column are not meant to add to 100%
Hydroelectric energy is the most common source globally, and it gets used by at least 60% of cryptominers across all four regions. Other types of clean energy such as wind and solar appear to be less popular.
Coal energy plays a significant role in the Asia-Pacific region, and was the only source to match hydroelectricity in terms of usage. This can be largely attributed to China, which is currently the world’s largest consumer of coal.
Researchers from the University of Cambridge noted that they weren’t surprised by these findings, as the Chinese government’s strategy to ensure energy self-sufficiency has led to an oversupply of both hydroelectric and coal power plants.
Towards a Greener Crypto Future
As cryptocurrencies move further into the mainstream, it’s likely that governments and other regulators will turn their attention to the industry’s carbon footprint. This isn’t necessarily a bad thing, however.
Mike Colyer, CEO of Foundry, a blockchain financing provider, believes that cryptomining can support the global transition to renewable energy. More specifically, he believes that clustering cryptomining facilities near renewable energy projects can mitigate a common issue: an oversupply of electricity.
“It allows for a faster payback on solar projects or wind projects… because they would [otherwise] produce too much energy for the grid in that area”
– Mike Colyer, CEO, Foundry
This type of thinking appears to be taking hold in China as well. In April 2020, Ya’an, a city located in China’s Sichuan province, issued a public guidance encouraging blockchain firms to take advantage of its excess hydroelectricity.
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