Premium
Premium statistics

Industry-specific and extensively researched technical data (partially from exclusive partnerships).

A paid subscription is required for full access.

Gaming revenue of leading public companies worldwide from 2014 to 2018
(in billion U.S. dollars)
Game revenues of global companies 2014-2018
The graph shows game revenues of the leading public companies worldwide from 2014 to 2018. According to the source, Tencent, a Chinese entertainment company, generated 19.73 billion U.S. dollars in gaming revenues, which was the highest result in the 2018 ranking.

Gaming market – additional information

Notably, the owner of the Chinese QQ instant messenger and WeChat service, Tencent, was the year’s winner in the revenue race. All in all, the majority of companies experienced a growth in gaming revenues between 2014 and 2015, with the exception of King's 12-percent decrease and Electronic Arts' four percent drop. Globally, owing to the leading 25 public companies (based on game revenue) the industry gained 61.6 billion U.S. dollars that year.

The dollar results are a reflection of an evolving gaming market. According to forecasts, the total value of the video game market worldwide will have reached 89 billion U.S. dollars by the end of 2018. Studies show that gaming is a growing pastime, and other leisure activities lose in favor of gaming. It was found that more than 17 percent of gamers admitted they would reduce their internet surfing time and devote it to playing games instead. Not surprisingly, sleeping was not a priority either, with 12.5 percent of respondents saying they would sleep less in exchange for more gaming time. What is more, in a 2014 survey, 14 percent of devoted gamers admitted they played their favorite game five times or more within the previous 24 hours, and 21 percent did it twice in the same time.

Those who play, do so mostly on a gaming console – nearly a quarter of those surveyed. And the “next best thing” in terms of devices are smartphones, while tablets were chosen by 11 percent of gamers. In fact, heavy mobile gamers who spend 10 hours or more per week playing those games, dedicated a little over 15 U.S. dollars per month to purchasing mobile games in 2014. An average player spent approximately 5 dollars in the same measured period.

Gaming revenue of leading public companies worldwide from 2014 to 2018
(in billion U.S. dollars)
Fiscal year 2014Fiscal year 2015Fiscal year 2016Fiscal year 2017Fiscal year 2018
------
------
------
------
------
------
------
------
------
------
Exclusive Premium statistic

You need a Premium Account for unlimited access.

  • Full access to 1m statistics

  • Incl. source references

  • Available to download in PNG, PDF, XLS format

Premium Account

only $59 / month *
*Duration: 12 months, billed annually, single license

Access to this and all other statistics on 80,000 topics from

$708 / Year

Show detailed source information?
Register for free
Already a member?
Log in
Source

Release date

September 2019

Region

Worldwide

Survey time period

2014 to 2018

Supplementary notes

*Includes King revenues as of February 2016 when it officially became Activision's subsidiary.
**Figures for Microsoft, Apple and Google are estimates of game revenues based on quarterly earning reports.
Figures for periods prior to 2016 come from previous reporting.

Game revenues of global companies 2014-2018
The graph shows game revenues of the leading public companies worldwide from 2014 to 2018. According to the source, Tencent, a Chinese entertainment company, generated 19.73 billion U.S. dollars in gaming revenues, which was the highest result in the 2018 ranking.

Gaming market – additional information

Notably, the owner of the Chinese QQ instant messenger and WeChat service, Tencent, was the year’s winner in the revenue race. All in all, the majority of companies experienced a growth in gaming revenues between 2014 and 2015, with the exception of King's 12-percent decrease and Electronic Arts' four percent drop. Globally, owing to the leading 25 public companies (based on game revenue) the industry gained 61.6 billion U.S. dollars that year.

The dollar results are a reflection of an evolving gaming market. According to forecasts, the total value of the video game market worldwide will have reached 89 billion U.S. dollars by the end of 2018. Studies show that gaming is a growing pastime, and other leisure activities lose in favor of gaming. It was found that more than 17 percent of gamers admitted they would reduce their internet surfing time and devote it to playing games instead. Not surprisingly, sleeping was not a priority either, with 12.5 percent of respondents saying they would sleep less in exchange for more gaming time. What is more, in a 2014 survey, 14 percent of devoted gamers admitted they played their favorite game five times or more within the previous 24 hours, and 21 percent did it twice in the same time.

Those who play, do so mostly on a gaming console – nearly a quarter of those surveyed. And the “next best thing” in terms of devices are smartphones, while tablets were chosen by 11 percent of gamers. In fact, heavy mobile gamers who spend 10 hours or more per week playing those games, dedicated a little over 15 U.S. dollars per month to purchasing mobile games in 2014. An average player spent approximately 5 dollars in the same measured period.

Statista Accounts: Access All Statistics. Starting from $708 / Year
Basic Account
Get to know the platform

You only have access to basic statistics.
This statistic is not included in your account!

Premium Account
Your perfect start with Statista
  • Instant access to 1m statistics
  • Download in XLS, PDF & PNG format
  • Detailed references

$59 / Month *

Corporate Account
Full access

Corporate solution including all features.

* All products require an annual contract.
   Prices do not include sales tax.
Statistics on "Video gaming market leaders "
  • Global market overview
  • North American market leaders
  • Asian market leaders
  • European market leaders
Statista Accounts: Access All Statistics. Starting from $708 / Year
Learn more about how Statista can support your business.