Most Played Video Game Of All Time – It is important that these statistics are completely up-to-date. We will periodically check back and check this page to update all the information on a quarterly basis.
As of 2012, the video game industry has grown in value in eight of the last 10 years. In fact, the gaming space is now triple what it was in 2012 ($31.23 billion).
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Part of this growth can be attributed to the Covid-19 pandemic. In the first week of the outbreak, US gamers spent an average of 45% more time playing video games.
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In the year In 2015, 1.99 billion people were considered “active gamers”. This number is increasing year by year and will reach 2.69 billion in 2020. This represents an increase of about 35 percent in five years. Specifically, 2.5 billion of the 2.69 billion gamers play on mobile.
China’s toy market will generate an estimated $49.25 billion in 2021. The US toy market generated $47.32 billion that year. Together, gaming revenue generated in China and the US exceeds the rest of the top 10 markets combined by some distance.
The third largest global gaming market is Japan at $21.78 billion. This figure is less than half that of China.
However, Japan’s share of gaming revenue is nearly three times that of 4th-ranked South Korea. And more than five European countries (Germany, Great Britain, France, Italy and Spain) combined.
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Three of the top four global gaming markets are located in Asia. Meanwhile, two of the top 10 global gaming markets are in North America.
Video games are thought of as many activities for children and teenagers. But according to the latest data, only one out of five players are children.
Of the five age groups, 18- to 34-year-olds make up the largest percentage of players at 38 percent. On the other hand, the 65+ age group is only 6% of US gamers.
Approximately 64% of American adults play video games regularly. In comparison, this number reaches 70% for people under the age of 18.
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In the year Since 2006, female players have increased from 38 percent to 48 percent, reaching a peak in 2014. Current video game consumption by gender shows that only 41% of gamers are women.
Men are more likely to purchase video games and in-game content. In the year A 2018 study found that men are more likely to buy toys in four out of six categories. However, female players are more likely to purchase power generators and time savers.
In the year In 2012, mobile games accounted for only 18% of the total gaming industry revenue. This number is increasing year by year and has exceeded the 50% mark in 2018.
PlayerUnknown’s Battlegrounds, also known as PUBG, has collected $2.01 billion by 2021. Even after its launch in March 2017, the app is still very popular.
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On the 7th is Candy Crush Saga. The pie-themed puzzle game will be 10 years old this year, but in 2021 it will earn a total of $856.57.
Home consoles made by companies such as Sony, Microsoft and Nintendo and their games, accessories and merchandise were responsible for about 28 percent of total gaming revenue last year.
That said, all game types have seen a significant increase in in-app purchases during the Covid-19 pandemic.
Xbox Live is required for online multiplayer access to Xbox games. Although Xbox Live is a free service, many of its most desirable features (including online gaming) are locked behind a paid system.
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Between Q1 2016 and Q4 2020, the number of Xbox Live users more than doubled.
In the year In 2016, Xbox Live users grew from 39 million in the first quarter to 49 million in the fourth quarter. This trend continued in the following years and increased by 6 million in 2017, 4 million in 2018 and 8 million in 2019.
As of Q4 2019, users grew from 65 million to 90 million in April 2020 and 100 million in December 2020.
Sony in 2010 In 2013, a paywall to restrict online access for PlayStation Plus members followed Microsoft’s model for Xbox. Since then, PlayStation Plus users have grown steadily.
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In the year As of March 2022, there are reportedly 47.4 million PlayStation Plus subscribers. This is an increase of 5.9 million since March 2020 and an increase of 11 million since March 2019.
Since its launch in March 2017, the Nintendo Switch has sold 107.6 million units. This is a significant increase compared to Nintendo’s previous release, the Wii U, which sold 3.9 million units in 2014.
Behind the console’s success were first-party titles. Popular franchises such as The Legend of Zelda, Pokémon and Super Mario are exclusive Nintendo properties.
F2P games have become increasingly popular in recent years. Recently, FIFA’s main rival, PES, announced the launch of a F2P format called eFootball.
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Between February and March 2018, gamers spent an average of $36.31 on game downloads and $38.09 per game on streaming support. Combined, this works out to an average of $49.14 for each full game release.
According to popular video game statistics, Wii Sports is the best selling game of all time by the highest margin (VGChartz).
As of January 2021, Wii Sports has sold 82.65 million copies worldwide, surpassing its closest competitor, the original Super Mario Bros. NES (40.24 million copies sold). Wii Sports’ sales figures have benefited from being sold as part of a bundle with the popular Wii console.
Mario Kart Wii and Wii Sports Resort accounted for the remaining four major divisions, with 69.88 million units sold between them. In total, seven different Wii games made the top 20.
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Notable trends in the top 20 are the presence of six Super Mario titles, two Pokémon titles, and two Grand Theft Autos.
As of March 2022, Mario Kart 8 Deluxe is the best-selling Switch game with 45.33 million copies.
Streaming trends show that Grand Theft Auto V is the most streamed game on Twitch in November 2021, with more than 20% of streams compared to second-ranked League of Legends. Although it was released in early September 2013, GTA V has been an ongoing success with 128.8 million viewing hours per month.
Online role-playing game (MMORPG) League of Legends has an impressive 102.3 million hours, while Counter-Strike: Global Offensive has clocked 79.8 million hours.
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Only three of the ten most released games (Valorant, Apex Legends, and Teamfight Tactics) were released after 2017.
EA Sports FIFA 21 is the most streamed sports game on Twitch in April 2021 with 32 million streams. There are no sports game statistics in November 2021.
In the year A 2021 survey found that casual single-player games were played by 87.9% of respondents, more than any other game type.
Popular games in this space include Candy Crush Saga and Clash of Clans, both of which are mobile apps.
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Single-player casual games were the top genre in all countries. India (93.8%), China (93.6%) and Vietnam (92.6%) have the highest acceptance of this type of game.
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In the year In 2013, annual digital sales surpassed physical sales. In 2018, a total of 83% of all video games were sold digitally in the US, a record at the time.
As a result, an annual growth of 13.5% is predicted this year. A small growth of 4.5% is predicted in 2022, followed by 9.4% the following year.
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This growth rate is likely to increase further and reach 13.7 percent by 2023. Accelerated growth is forecast to continue for the fourth consecutive year with an estimated industry growth rate of 14.7%.
The recent increase is due in part to an increase in overall spending on home entertainment due to the pandemic.
In the year As of 2017, VR games have shown steady year-over-year growth in global revenue. In 2017, the industry generated 0.4 billion dollars.
In fact, VR gaming revenue is expected to grow at a CAGR of 31.4% between 2021 and 2028.
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This number is expected to increase. The esports industry is estimated to generate around $1.62 billion by 2024.
The International has offered the largest prize pool in the esports space since 2015. The prize pool has grown year-over-year from $18.43 million in 2015 to $34.33 million in 2019.
In the year After being canceled in 2020 due to the Covid pandemic, the International will return in 2021 with a prize pool of more than $40 million.
After The International, the 2019 Fortnite World Cup Finals will feature the largest prize pool in esports. The singles and doubles events combined for a prize pool of $30.39 million.
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In the year It was recorded that 397.8 million people attended esports events in 2019. Although the events were canceled due to the pandemic, this number increased to 435.9 million in 2020.
This year, 474 million viewers attended esports events. In 2024, this number is expected to increase by more than 100 million to 577.2 million viewers.
Three other esports organizations are worth more than $300 million: Cloud9 ($350 million), Team Liquid ($310 million) and FaZe Clan ($305 million).
It’s clear that the video game industry is going from strength to strength. And it shows no signs of slowing down.
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Considering how big the industry used to be, it’s hard to imagine it growing. But with new platforms coming out (like PS5) and new gaming technologies (like AR/VR).