Gaming is an important part of technology and the gaming market is much larger than many thinks. According to the market research agency, Nielsen, the gaming global market hit $120.1 billion last year. This is an overall increase of 3% and a large part of the revenue stems from the mobile game market. Over the past 12 months, mobile games generated more than $64 billion in revenue. PC games and consoles follows behind with $29.6 billion and $15.4 billion, respectively.
As the game company with the highest revenue, Tencent’s “Honor of Kings” revenue fell 24% to $ 1.6 billion. “League of Legends” rose 7.1% to $ 1.5 billion while the mobile game “Peace Elite” has $ 1.2 billion in revenue, ranking ninth.
As game consoles are about to enter the next update cycle, PC and console production games represented by “Call of Duty” and “The Wilderness” are facing a dull year in 2019, with revenue falling 5% year-on-year to $ 18.9 billion. The highest-grossing big-production game was EA’s “FIFA19”, which reached $ 796 million, followed by “Call of Duty: Modern Warfare” and “Grand Theft Auto V”.
The decline in revenue was mainly due to the lack of masterpieces. Relative to the release of major masterpieces in 2018, such as Wilderness 2, Marvel Spider-Man, and Monster Hunter: World, the number of masterpieces in 2019 is minimal. The last generation of mainframes will be available in 2020, this also contributes to the decline in revenue.
For e-sports and some online games, game events also help games maintain their life cycle. This is the unique value brought by game live broadcasts and has become an important part of the industry. In the report, live streaming and gaming video are collectively classified as gaming video content (GVC).