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Gaming Industry Unfiltered

THE GAME IS STILL PLAYING STRONG FOR THE GAMING INDUSTRY.

I love to game. You love to game (or have no fun in your life). But what about the gaming industry? Let’s discuss it.

In the industry, video games generated $119.6 billion in revenue in 2018, according to SuperData. There are more than two billion players in the world, and the global community is growing very quickly.

Video games generate more revenue than the film and music industries, and they are changing the way we interact with the world around us. Video games are not only a booming entertainment business, they are also an important part of our daily lives. It’s a fact, even if you’re not into gaming.

The Asia-Pacific region (APAC) generated $72.2 billion in gaming revenue in 2016, 47% of the global total, according to Business Insider.

The fastest-growing markets are emerging markets such as South Korea and Japan, where Western and Eastern publishers vie for players’ time and dolla. South Korean and Japanese publishers are affected by China’s licensing freeze, and many are increasingly dependent on Chinese players for revenue growth.

According to Newzoo, China alone is expected to receive the lion’s share of the world’s total gaming revenue, equivalent to 28%, and the second-largest gambling market. Isn’t that cheeky?

Games like GTA V and Cyberpunk 2077 are expected to expand their market share even further.

Gaming in emerging markets such as China, India and South Korea, combined with significant upgrades to dedicated gaming hardware, accounts for more than half of what is spent on gaming content worldwide.

TV video market, which reached a total volume of 290 billion dollars this year and is expected to grow over the next five years music has a market value of around 24 billion dollars. Gaming, however, is the entertainment industry’s shooting star and is projected to grow 36 percent by 2023, faster than the entertainment market average. Globally, the market is expected to grow by 40 percent, with the potential to reach $200 billion by 2024.

Over the decades, we have seen players grow up carrying their passion with them as they live out what is unfolding around them, whether in the form of games, movies, television shows or other forms of entertainment.

GAME OVER.

By Callum L Grady

Callum L Grady (born 4 February 2001) is a British entrepreneur, mentor, and consultant. His business interests have included web hosting, AI, talent management, investment support, business services, and financial technology. He is best known for co-founding GradyWalton, alongside politician Morgan Walton. He has written for several blogs.

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