Connect with us

Datastream

How Big is the Global Mobile Gaming Industry?

Published

on

Mobile gaming industry size

Can I share this graphic?
Yes. Visualizations are free to share and post in their original form across the web—even for publishers. Please link back to this page and attribute Visual Capitalist.
When do I need a license?
Licenses are required for some commercial uses, translations, or layout modifications. You can even whitelabel our visualizations. Explore your options.
Interested in this piece?
Click here to license this visualization.

The Briefing

  • Mobile gaming revenue for 2020 is estimated at $85 billion, more than half of the sector’s estimated $165 billion
  • Despite the launch of high-profile consoles, most gaming companies are focusing on platform-agnostic subscription services that can penetrate mobile

The Mobile Gaming Takeover

While the gaming market spotlight is focused on new consoles and games this holiday season, the bigger focus for insiders continues to be the mobile sector.

Over the last 20 years, mobile gaming has gone from the industry’s entertaining afterthought to its largest source of revenue—in 2020, the sector is estimated to have generated around $85 billion.

In light of COVID-19 keeping many consumers at home, gaming companies like Electronic Arts and Activision Blizzard have reported higher year-over-year revenues and greater market penetration than ever before.

Companies Race to Capitalize on Mobile Gaming

The massive industry growth hasn’t gone unnoticed by companies outside of the gaming sector. In fact, it has emboldened many to make billion-dollar entries into the gaming market that failed to pan out in the early 2000s.

In the bid to capture the cloud-service sphere and become the “Netflix” of gaming, major services have been launched by Microsoft, Sony, Nokia, Amazon, and Google.

At the same time, publishers have been racing to consolidate gaming franchises on the path towards building massive recurring revenue streams.

DateAcquirerTarget and SectorDeal Value (US$)
Apr. 2014FacebookOculus - VR$3.0 Billion
Aug. 2014AmazonTwitch - Streaming$1.0 Billion
Nov. 2014MicrosoftMojang - Games$2.5 Billion
Feb. 2016Activision BlizzardKing - Games$5.9 Billion
Jun. 2016TencentSupercell - Games$8.6 Billion
Feb. 2020Embracer GroupSaber Interactive - Games$0.5 Billion
Sep. 2020MicrosoftZeniMax Media - Games$7.5 Billion
Nov. 2020Take-Two InteractiveCodemasters - Games$1.0 Billion

With Sony and Microsoft’s new consoles fresh to market (and constantly sold out), next generation games hitting multiple platforms, and cloud services kicking off in earnest, traditional gaming sectors might finally start catching up to mobile.

But as the global proliferation of smartphones continues to grow, it will be an uphill challenge. With 2.7 billion estimated gamers already and growing, how much higher can the mobile gaming wave rise?

»Want a full breakdown of gaming revenue by sector? Read our full article 50 Years of Gaming History

Where does this data come from?

Source: Pelham Smithers.
Details: Research firm’s annual analysis of reported and estimated sector revenue.
Notes: This data was collected in September of 2020 and includes estimates for end-of-year.

Subscribe to Visual Capitalist

Thank you!
Given email address is already subscribed, thank you!
Please provide a valid email address.
Please complete the CAPTCHA.
Oops. Something went wrong. Please try again later.
Click for Comments

Datastream

Visualizing the World’s Population by Age Group

33% of the world’s population is under 20, making young people the largest demographic worldwide. But this might not be the case forever.

Published

on

Age Composition of World Population

The Briefing

  • According to the United Nations, the global median age has increased by 7 years since 1950, from 24 to 31
  • That said, young people accounted for 33% of the global population in 2020, making them the largest demographic across the globe

Visualizing the World’s Population, By Age Group

An aging population can have far-reaching consequences on a country’s economy.

With this in mind, today’s graphic looks at the age composition of the global population in 2020, based on the latest figures from the United Nations.

The Global Age Composition

Our global population is getting older, largely because of increasing life expectancies and declining birth rates.

In 2020, more than 147 million people around the world were between the ages of 80-99, accounting for 1.9% of the global population.

Age GroupNumber of People (2020)% of Global Population
<20 years2.6 billion33.2%
20-39 years2.3 billion29.9%
40-59 years1.8 billion23.1%
60-79 years918 million11.8%
80-99 years147 million1.9%
100+ years0.6 million0.01%

While that percentage may seem small, that particular demographic accounted for merely 0.05% of the population in 1950, meaning our world has a notably higher percentage of older people than it did 70 years ago.

Why is this significant? An aging population typically means a declining workforce and an increase of people looking to cash in their pensions. This can put pressure on the working class if taxes are raised.

Of course, an aging population can have positive impacts on society as well. For instance, elderly citizens tend to volunteer more than other age groups. And research has shown that older communities have lower crime rates. By 2050, the crime rate in Australia expected to drop by 16% as the country’s population gets older.

To mitigate some of the risks associated with a rapidly aging population, certain countries are working towards more sustainable pension systems, to support aging citizens while taking the stress off the working population.

» Like this? Then you might like this article on The World’s Youngest and Oldest Countries

Where does this data come from?

Source: United Nations World Population Prospects 2019 (accessed Feb 12, 2021)

Continue Reading

Datastream

Euro 2020: Qualified Nations and Past Winners

After a year-long delay, the 2020 UEFA European Championship is back with new rules, reduced spectators, and fierce competition.

Published

on

Euro 2020 past winners

The Briefing

  • The 2020 UEFA European Football Championship will kick off Friday, June 11th 2021 after a year-long delay due to COVID-19
  • The tournament will take place across 11 host cities and feature new rules, reduced spectators, and fierce competition

The 2020 European Championship Returns with New Rules

After a year-long delay, the 2020 UEFA European Championship is set to kick off what will be the largest international sports tournament to take place since the pandemic.

While the final stage of the tournament typically takes place in one or two nations, this year’s will be played across 11 different countries.

Running from June 11th to July 11th 2021, the opening game between Italy and Turkey will kick off at the Stadio Olimpico in Rome, and the final will take place at London’s Wembley Stadium.

COVID-19’s Impact on Teams and Spectators

Aside from the initial year-long delay, COVID-19 has changed how teams and spectators will participate in the tournament.

Squads have been expanded from 23 to 26 players, and coaches will be permitted to call up more players if COVID-19 infections force players into isolation.

For spectators, individual stadiums within host cities have announced varying capacities ranging from 20-100%, with strict stadium entry requirements across the board. Since these capacities are pre-tournament estimates, we’ll have to wait until matchday to see how many ticket-holders are comfortable attending the fixtures in person.

Host Stadium and CitySpectator Capacity
Johann Cruijff ArenA, Amsterdam25-45%
Baku Olympic Stadium, Baku50%
Arena Națională, Bucharest25-45%
Puskás Aréna, BudapestAiming for 100%
Parken Stadium, Copenhagen25-45%
Hampden Park, Glasgow25-45%
Wembley Stadium, LondonMinimum of 25%
Football Arena Munich (Allianz Arena), MunichMinimum of 14,500 spectators (~22%)
Stadio Olimpico, Rome25-45%
Estadio La Cartuja, Seville25-45%
Krestovsky Stadium (Gazprom Arena), Saint Petersburg50%

Source: UEFA

More Substitutions and the Video Assistant Referee System

This edition of the tournament will also feature two new rule changes to the action on the field.

Coaches will now be able to make up to five substitutions (six if the match goes to extra time), a change first introduced in domestic leagues to allow players more rest as match calendars became congested.

Another key change which was already in play at the 2018 FIFA World Cup is the Video Assistant Referee (VAR) system. This system appoints a match official who reviews the head referee’s decisions with video footage, and allows the head referee to conduct an on-field video review and potentially change decisions.

Strong Competition Among Euro 2020’s Favorites

Despite current world champions France remaining as undeniable favorites, bookies are putting England to win the tournament (despite a fairly young squad) partially due to the home field advantage in the semi-finals and final.

Spain, Germany, and Italy remain formidable competitors, and Belgium’s golden generation will have one final shot at silverware after their third place finish at the 2018 FIFA World Cup.

European champions Portugal are another obvious threat, as Cristiano Ronaldo will be looking to become the tournament’s top goalscorer of all time (currently tied with Michel Platini at 9 goals).

While the 2020 edition of UEFA’s European Championship features a variety of on-field and off-the-field changes, the trophy truly feels up for grabs and is a welcome return to international football for fans around the world.

»Like this? Then you might enjoy this article, The Top 10 Football Clubs by Market Value

Where does this data come from?

Source: UEFA

Continue Reading

Subscribe

Join the 240,000+ subscribers who receive our daily email

Thank you!
Given email address is already subscribed, thank you!
Please provide a valid email address.
Please complete the CAPTCHA.
Oops. Something went wrong. Please try again later.

Popular