SuperData Research now offers a
games data and
market research 2019 year in review, recapping their findings for last year.
This is a free download for anyone who hands over their email information and
agrees to receive their mailings. Besides some marketing for their research
services, this includes breakdowns on digital games, free-to-play games, premium
games, gaming video content, esports sponsorships, virtual reality games, and
trends to watch in 2020. They report games and interactive earned over $120
billion¹ last year, offering the following breakdown of the digital and
interactive games market:
The games and interactive media industry
grew 4% in a year with few market movers. Gaming did not need new titles on
the level of Fortnite or Red Dead Redemption 2 to continue
expanding in 2019.
Free-to-play games accounted for 4 out of every 5 dollars spent on digital
games in 2019 thanks to strong performances from mobile games. Perennial
chart-toppers like Candy Crush Saga and Honour of Kings pushed
mobile’s share of free-to-play revenue to 74%, a trend that is expected to
persist in 2020.
In an impressive feat, Fortnite clinched the top spot for a second
year in a row, generating $1.8B in 2019. The enduring popularity of
Fortnite is partially attributable to crossover promotions with pop culture
blockbusters like Avengers, Stranger Things and Star Wars.
The premium games market dipped 5% in 2019 due to a gap year in AAA game
launches. There were fewer mega hits than in 2018, which saw multiple big
releases like Red Dead Redemption 2, Marvel’s Spider-Man and
Monster Hunter: World.
Platform exclusivity deals distributed top gaming video content (GVC)
creators across livestreaming platforms. Mixer, YouTube and Facebook have
all signed contracts with former Twitch streamers to attract a larger share of
the GVC audience, which totals 944M viewers worldwide.
XR² revenue climbed 26% to $6.3B in 2019 thanks to new headsets like the
Oculus Quest. Standalone headsets accounted for 49%³ of VR shipments and
brought VR gaming to a more mainstream audience than existing PC and console
devices.
- Total interactive media revenue is less than the sum of all segments due
to overlapping earnings in games and XR segments (e.g., Pokémon GO
revenue is included in both the mobile games and XR segments).
- XR includes virtual, augmented and mixed reality.
- Not including Google Cardboard and similar headsets.