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LevelingUpfortheNewReality
TheGamingReport
DECEMBER2024
Thegamingindustrywasenjoyingrapidgrowth—thenapostpandemiccorrectionhit
REVENUEBYTYPE($BILLIONS)
GLOBALGAMING
+1%
211
17
36
214
204
197
13
33
+13%
24
1
20
1
1
37
163
150
36
11
9
131
44
6
32
43
43
33
41
33
34
34
29
114
107
108
107
85
75
64
CAGR,2017-2023(%)
Adsinmobilegames
CloudandVR1
PC2
Console2
Mobile
26
120
2
7
9
2017201820192020202120222023
Sources:AmpereAnalysis;IDC;BCGanalysis.
Note:VR=virtualreality.Becauseofrounding,thenumbersmaynotadduptothetotalsshown.
1VRincludesonlyMetaQuestgamesales;otherVRgamesalesareincludedinthePCorconsolecategories.2Includeshandhelddevices,dependingontheiroperatingsystem.(Forexample,SteamDeckfallsintothePCcategory,andNintendoSwitchfallsintotheconsolecategory.)
1VRincludesonlyMetaQuestgamesales;otherVRgamesalesareincludedinthePCorconsolecategories.2Includeshandhelddevices,dependingontheiroperatingsystem.(Forexample,SteamDeckfallsintothePCcategory,andNintendoSwitchfallsintotheconsolecategory.)
Futuregrowthwillbemoremodest,asdouble-digitratesareunlikelytoreturn
GLOBALGAMINGREVENUEBYTYPE($BILLIONS)
Adsinnonmobilegames56
CAGR,2023-2028E(%)
214
24
37
43
108
2023
1
221
26
37
43
113
2024E
0
2
232
28
39
45
118
2025E
0
2
243
31
39
47
124
2026E
1
2
+5%
254
32
40
48
130
2027E
2
3
266
34
41
50
137
2028E
2
3
Adsinmobilegames
CloudandVR1
PC2
Console2
Mobile
7
16
2
3
4
Sources:AmpereAnalysis;IDC;BCGanalysis.
Note:VR=virtualreality.Becauseofrounding,thenumbersmaynotadduptothetotalsshown.
Emergingplatformsaregainingmomentum,buttheywillremainnichemarketswhilethetechnologiesandeconomicsimprove
Cloud
MARKETSIZE($MILLIONS)
ARandVR1
MARKETSIZE($MILLIONS)
UGC
DEVELOPER
110
PAYOUTS($MILLIONS)2
2,700
19
2019
464
2024
939
2028E
112
2019
1,183
2024
1,750
2028E
1,750
Q22020Q22022Q22024
Maturity
Feasibilityfor
Infrastructure(suchasdata
centers)andnetworkspeedsare
Hardwareexpenseandcontentselectionarecurrentlylimiting
Thereishighpotentialforwideradoption,muchasshort-form
massadoption
currentlylimitingthetypesof
gamesthatrunwellinthecloud
thepaceofadoption
videoandsocialmediachangedvideodistribution
Sources:AmpereAnalysis;Statista;annualreports;BCGanalysis.
Note:AR=augmentedreality;VR=virtualreality;UGC=user-generatedcontent.1Excludeshardware.2Basedoncompanies’estimatesofdeveloperpayouts.
ThecostsofAAAgamedevelopmenthaveincreasedsharplyinrecentyears,ashavesalesandmarketingexpenses,butfewergameshavebeenreleased
AAAbusiness
Publisher1Publisher2
DEVELOPMENTCOSTS($MILLIONS)1
+360%
316
197
69
201220172021–2023(average)3
+449%
144
2655
201220172021–2023(average)3
SALESANDMARKETINGCOSTS($MILLIONS)1
+220%
107
3434
201220172021–2023(average)3
+323%
28
45
11
201220172021–2023(average)3
NUMBEROFGAMESRELEASED2
–73%26
8
7
2012
2017
2021–2023(average)3
–63%
19
12
7
2012
2017
2021–2023(average)3
Sources:Companies’publicfilingsandstatements.
1Thecostswereadjustedbasedonthe2023USdollarforeignexchangerate.Costsincludefull-gameandmajorexpansionsbutnotgeneralreleasesofdownloadablecontent.Thegamesincludethosethecompanydirectlydeveloped(asopposedtothegamesitpublishedbutdidnotdirectlydevelop).2Includesgamesthatweredirectlydevelopedbythecompanyaswellasgamesthatthecompanypublishedbutdidnotdevelopdirectly.3Anaveragewasusedtomitigatepandemic-relatedeffects.
Sources:Companies’publicfilingsandstatements.
1Thecostswereadjustedbasedonthe2023USdollarforeignexchangerate.Costsincludefull-gameandmajorexpansionsbutnotgeneralreleasesofdownloadablecontent.Thegamesincludethosethecompanydirectlydeveloped(asopposedtothegamesitpublishedbutdidnotdirectlydevelop).2Includesgamesthatweredirectlydevelopedbythecompanyaswellasgamesthatthecompanypublishedbutdidnotdevelopdirectly.
ThemobilegamespacehasseentrendssimilartothoseinAAAgamedevelopment
Mobilegames
Publisher1Publisher2Publisher3
DEVELOPMENTCOSTS($MILLIONS)1
–19%
169137
20192021
+92%
406
211
20192023
+36%
5270
20202023
SALESANDMARKETINGCOSTS($MILLIONS)1
+54%
155
239
2019
2021
+42%
586
414
20192023
+30%
74
57
2020
2023
NUMBEROFGAMESRELEASED2
3
2019
4
2021
11
20192023
4
2020
3
2023
Gamedevelopmentbudgetsaregrowingfasterthangamerevenuesare,andthegapwillonlyincrease
AAADEVELOPMENTBUDGETVS.CONSOLEGAMEREVENUES,2017-2028(CAGR,%)
15
10
5
0
+8%
+3%
+6%
+5%
201720222028E
Consolegamerevenues(historical)Consolegamerevenues(estimated)
Developmentbudget(historical)Developmentbudget(estimated)
Sources:AmpereAnalysis;IDC;expertinterviews;BCGanalysis.
Fewpublishersexpectdevelopmentbudgetstodecrease,suggestingthatGenAIsavingswillhelpfundbigger,bettergames
Question:DoesyourcompanyplantoadjustitsgamedevelopmentbudgetstobetterleverageGenAIandtheincreasedproductivity?RESPONDENTS(%)
AAA
5565101033
AA
5575105
Indie
5557141055
Decreaseby>10%Decreaseby6%–10%Decreaseby1%–5%KeepunchangedIncreaseby1%–5%
Increaseby6%–10%Increaseby11%–15%Increaseby16%–20%Increaseby>20%
Sources:BCG’sgamingindustrysurvey,December2023;BCGanalysis.
Note:n=40(AAA);n=20(AA);n=21(indie).Becauseofrounding,thepercentagesmaynottotal100.
Tobreakeveninthefirstyear,a$50millionconsolegamemustcrackthetop20,buttypically,two-thirdsoftheslotsaretakenbyrecurringtitles
First-yearsales
UNITS
(MILLIONS)
25
20
15
10
5
0
REVENUE
($MILLIONS)
1,250
>$400M
1,000
$300M–$400M
750
$100M–$300M
$50M–$100M
500
250
0
15101520
US2023gameranking1
Breakevenbydevelopmentbudgetsize(atgames’currentpricepoints)
GamesthatareregularlyintheUStop20
20192020202120222023
CallofDuty
MaddenNFL
EASportsFC2
NBA2K
Annual
release
MLB:TheShow
MarioKart
SuperSmashBros.MortalKombat
SuperMario
Franchise
Minecraft
Pokémon
Spider-Man
ResidentEvil
release
AssassinsCreed
EldenRing
HogwartsLegacy
Notable
exceptions3
Sources:Circana;CompetitionandMarketsAuthority;BCGanalysis.
1Theanalysislookedatthetop20AAAandAAgamesreleasedin2023.Itassumeseachunitsoldat$70,witha30%platformfee,resultinginapproximately$50netrevenueperunit.2ThisgamereplacedFIFAin2024.3Thesearenotablebecausetheyarenewgamesthatbrokeintothetop20.
Anincreasingshareofrevenuesformobilegamesisfromin-appads,whilesubscriptionsanddigitalsaleshavegrownmostinconsole
SHAREOFREVENUESBYMONETIZATIONMODEL(%)
11
87
2019
$96B
Mobile
0
19
79
1
2024
$139B
11
0
8
72
18
2019
$32B
PC
2
9
69
22
2024
$37B
0
Console2
13
24
31
30
22
28
33
18
2024
2019
$42B
$34B
In-appadvertising
Third-partyadvertisementspublishedinfree-to-playgames
Subscriptions
Recurringspendingonsinglegamesorgameservices(suchasXboxGamePassandAppleArcade)
In-gamepurchases
Microtransactionsandsalesofvirtualgoodsanddownloadablecontent
Digitalfull-gamesales
Digitalcopiesdistributedviaaconsole
gamingmarketplace(suchasPlayStationandXboxstores)
Physicalfull-gamesales
Physicalgamessoldthroughtraditional
brick-and-mortarstoresoronlineretailers
Sources:AmpereAnalysis;IDC;BCGanalysis.
Note:Becauseofrounding,thepercentagesmaynottotal100.
1Subscriptionservicesonly.In-gamesubscriptionspendingisincludedunderin-gamepurchases.2RemainingphysicalshareislargelydrivenbyNintendoSwitchsoftware.
Monetizationmodelshiftsareexpectedtobemoredramaticforconsolesthanfortheoverallmarket
SHAREOFREVENUEINCONSOLEMARKET(%)SHAREOFREVENUEINOVERALLGAMINGMARKET(%)
11
21
49
19
20
29
22
30
27
36
7
30
2
3
10
12
73
1
6
12
5
76
1
7
12
1
78
2017
2023
2028
2017
2023
2028
Subscriptiontoagame
Subscriptiontoaservice
Premiumdigitalfullgames
Premiumphysicalfullgames1In-gamepurchasesandDLC
Sources:AmpereAnalysis;IDC;BCGanalysis.
Note:DLC=downloadablecontent.Becauseofrounding,thepercentagesmaynottotal100.1RemainingphysicalshareislargelydrivenbyNintendoSwitchsoftware.
Morethanhalfofcoregamers—thosewhoplayatleastsixhoursperweek—areopentoseeingadvertisinginsidepremiumgames
Statement:Idon’tmindadsinmyPCorconsolegames.Statement:Idon’tmindadsinmymobilegames.
RESPONDENTS(%)RESPONDENTS(%)
8
15
36
14
27
10
23
29
20
18
14
29
26
17
14
20
29
18
16
17
16
30
24
15
14
25
26
23
10
16
8
14
34
15
28
9
26
27
20
18
13
31
26
16
15
17
31
23
15
14
21
28
19
19
12
30
20
21
15
15
Hoursperweek
<1
1–5
6–10
11–2021–50
Receptivetoads
>50
<1
1–5
6–1011–20
Resistanttoads
21–50
>50
StronglyagreeSomewhatagreeNeutralSomewhatdisagreeStronglydisagree
Sources:BCG’sgamingsurvey,2024;BCGanalysis.
Note:n=5,199.
GamersinChinashowthehighestwillingnesstopay—bothforsingle-playerandliveservicesgames
Country
Singleplayer
Liveservices
Pricerange
Optimal
Pricerange
Optimal
UK
$45–$62
$51
$42–$62
$53
US
$40–$58
$41
$41–$58
$49
Germany
$46–$66
$58
$42–$66
$53
China
$60–$93
$82
$61–$93
$81
Japan
$43–$59
$45
$41–$59
$44
India
$48–$74
$59
$46–$74
$57
Brazil
$40–$57
$42
$40–$57
$45
Mexico
$42–$67
$48
$44–$67
$56
Overallaverage1
$46–$67
$53
$44–$67
$54
Sources:BCG’sgamingsurvey,2024;BCGanalysis.
Note:Forsingle-playergames,therespondentsarefromtheUK(120),theUS(124),Germany(95),China(135),Japan(113),India(64),Brazil(124),andMexico(104).Forliveservices,therespondentsarefromtheUK(145),theUS(146),Germany(107),China(130),Japan(148),India(73),Brazil(138),andMexico(139).
1Aweightedaverage.
Playersinemergingeconomiesplaymore—andplantoplaymoreinthefuture—thandoplayersindevelopedeconomies
Question:Howmuchtimedoyouspendplayinggamesperweek?
RESPONDENTS(%)
Emergingeconomies
3232828153
Developedeconomies
425
28
2715
1
<1hour
1–5hours
6–10hours
11–20hours
21–50hours
>50hours
Question:Howdoyouexpecttheamountoftimeyouspendplayinggamestochangeinthefuture?
RESPONDENTS(%)
Emergingeconomies
43534
Developedeconomies
19738
IncreaseStaythesameDecrease
Source:BCG’sgamingsurvey,2024.
Note:n=2,029.EmergingeconomiesareBrazil,China,India,andMexico.DevelopedeconomiesareGermany,Japan,theUK,andtheUS.
Genrepreferencesvarybyage,likelydrivenbylifestyleandgenerationaldifferences
Question:Inthelastsixmonths,whattypesofgameshaveyouplayedmostfrequently?
TYPEOFGAME
ActionoradventureRoleplaying
First-personshootersSportsandracing
SimulationStrategy
PuzzleandcasualFighting
Horror
EducationalMMORPG
MOBA
Battleroyale
Worldbuilding,sandboxSurvival
CollectablecardCasino
RESPONDENTSBYAGE(%)
18–2122–2526–3031–3536–4041–5051–65>65
1
2
3
4
1
2
3
4
Youngergenerationsstronglypreferactionoradventuregamesandmaycontinuetodosoastheyage
Adultsolderthan51preferpuzzles
(possiblybecausetheyarebrain
exercises)andcasualgames(possiblybecausetheyareclosertotheclassicarcadetitleswithwhichtheygrewup)
Fortheeducationalgamemarket,playersolderthan51presentanopportunityforgrowth
Interestinworldbuildingamongoldergamersislikelybecauseparentsand
grandparentsplaygamessuchas
Minecraftwiththeirkidsandgrandkids
0%60%
Source:BCG’sgamingsurvey,2024.
Note:n=2,029.MMORPG=massivelymultiplayeronlinerole-playinggame;MOBA=multiplayeronlinebattlearena.
Thenextgenerationofretireesexpectstoplaygamesmorethancurrentretireesdo
Question:Howmanyhoursdoyouplaygamesperweekcurrently?
RESPONDENTS(%)
Question:Howdoyouexpecttheamountoftimeyouspendplayinggamestochangeinthefuture?
RESPONDENTS(%)
Student
EstablishingindependenceStartingacareer
Advancingincareer
Formingalong-termrelationshipStartingafamily
2
6
4
26
12
20
22
30
30
16
29
2
3
25
40
64
53
11
7
3
4
1328
26244
37
54
9
3
17
20
29
37
31
31
17
4
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