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Global Gambling Industry Statistics

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They also analyze the industry statistics for the global online gambling industry along with value analysis and an industry segmentation. A forecast for the global online gambling industry till.

  1. Sports Gambling Statistics
  2. Gambling Statistics In America
  3. Global Gambling Industry Statistics Articles
  4. Online Gambling Statistics

With the passing of time, the gambling and gaming industry have exhibited numerous transformations over the course of the past decades. Now, in the modern world, these changes remain and have evolved to include technological advancements. With the the commencement of crypto currency in casinos lat year, many forecast that this year should be another interesting one that is set with new trends to redefine and transform complete areas of this huge industry. Here under are some of the top gambling and gaming trends for online and real casinos in 2021 and the top statistics which may impact the entire casino industry:

Crypto Set to Dominate Around the Gambling World

Cryptocurrencies will continue to dominate the gambling industry with many online platforms accepting the crytpo this year. From deposits, withdrawals, and gameplay in Bitcoin and other digital currencies, many people enjoy and prefer these transactions because of the security and anonymity. Traditional payments will still remain an option for the biggest gambling sites, but now, cryptocurrencies are slowly replacing these old methods because many just prefer being anonymous an untraceable especially with something as sensitive as gambling. On top of that, the added security of crypto make consumers feel more at ease because identity theft and hacking are minimized. Thus, crypto has grown to to become the prime and preferred choice for many gamers and it will continue to be this way for the forthcoming years.

  • The global online gambling market size was valued at USD 53.7 billion in 2019 and is expected to grow at a compound annual growth rate (CAGR) of 11.5% from 2020 to 2027. The high internet penetration and increasing use of mobile phones among individuals for playing online games from their homes and public places are driving the market.
  • The projected worldwide gross gaming win GGW (player losses) for all included metrics was US$448 billion in 2018 with more than $50b of that occurring in the interactive space. This grand market total includes landbased as well as onshore and offshore interactive: Race and sports betting.
  • GBGC provides practical and insightful consultancy, data and market reports for the global gambling industry. GBGC's consultancy and advice is based on more than 50 years' experience in different areas of the gambling sector. GBGC covers the whole spectrum of gambling activities – sports betting, casino, gaming machines, bingo,.

Access Even in Restricted Areas of Gaming

Because cryptos brought to the gambling world anonymity and it is virtually untraceable because people do not tie in their personal information with this digital currency, this has allowed many players from around the world to access and play in online gambling games in localities that originally restricted and outlawed. Imagine, in places that have banned physical casinos, there has been a rise in online gambling sites because of the protection accorded by cryptocurrency. To illustrate, a country like Taiwan with a strict regulations is now seeing a rapid growth of online gambling sites which take cryptocurrencies as a mode of payment. Sites like Online Casino TW engage Taiwanese players to peruse and enjoy gaming through a variety of online casinos that accept Bitcoin. This growing demand will keep improving over the next couple of years as online casinos grow confident to push for promotion and for expansion in these areas. Tapping this under served market is now given primary concern because of the large volume of possible revenue that can be taken from these markets.

Changing Consumer Habits Quickly

With every person having their mobile device, both mobile and social gaming have a huge impact on the online gambling world. There has been an increase in people choosing to use their phone for gaming. As a result, there have been an increase in F2P (free to play) types of game products world wide. While F2P games do not make direct profits and income, and are seen as more for entertainment, revenue can still be made in other ways. Often players pay a small fee to upgrade their favorite game to access certain features. They also willingly pay a minimal amount when they buy a different kinds of virtual offerings and game products for the improvement of their gaming experience. This shows that people are willing to spend on entertainment, and even something deemed as free, is not totally free at all. Both online and casino operators are hard at work to leverage this data to their advantage because these F2P players are potential clients and they have strength in numbers, which one tapped will boost revenue in massive proportions.

Dealing with More Live Dealers

Players show preference over online casinos that show a realistic real live casino from their homes. They enjoy an engaging 'real, live' dealer, which is the primary reason they started this gaming habit, while never having to leave the house. Thus, more online casinos are using this information to gain leverage for the benefit of their online sites. On top of that, they beef up the same angle in the brick and mortar casino as well. For instance, the use of dynamic, lively dealers in games like Blackjack and Baccarat are popular with online casinos and many real casinos concentrate their efforts on providing engaging dealers on the casino floor. Ever since the casino industry started, consumers have always been drawn to dealers who possess the quick wit and charm. There is just something about this human interaction that makes it tempting for people to play more and stay longer. With advanced technology, dealers look real and just as engaging online.

VR Based Gaming on the Rise

Virtual Reality or VR is another nifty invention that paves the way for a more immersive casino experience. With more VR accessories readily available to the general public, the push for VR based casinos to evolve is on the horizon and is only a matter of time before everyone has easy access to this virtual reality casinos from the comforts of their own home. Net Entertainment, one of the gambling word's best and most popular software providers, has recently shown and proven that they are ready to upgrade when they showed a demo of their virtual reality version of their in demand Jack and the Beanstalk slot machine game. Now, there is a strong outcry for the release of more VR versions of their other popular games.

Land Based Casinos on a Decline

Land based casinos are feeling the burn from their online versions and are facing a rapid decline with the recent popularity of online gambling sites. There have been a decrease in rates over the past year, especially since people need to make an effort to make their way down to a real casino. These brick and mortar casinos are concentrated in one area, such as Las Vegas or the Jersey Shore. People have to spend a lot of money to get themselves to these brick and mortar casinos. The amount of money and time wasted before a client can play a game is already exorbitant before he or she even gets to the actual casino. Because of this, consumers are opting to save their transport and other incidental costs, and they channel these figures to online gaming where they can use their money for bets, instead. Online casinos have the edge because they offer more privacy and more convenience to their players. On top of that, online casinos also offer a better and more vibrant gaming experience. Some online casinos have numerous games to offer that players are hard pressed to choose. These games even go through routine upgrades, so clients will always enjoy their experience. This is something which land based casinos cannot be at par with because of their limited games.

Upgrade of Slot Machines

As casinos attempt to attract the younger generation, the industry will continue to incorporate slot machines that are equipped have a skill element. After all, younger guests are adept at these types of gaming features found in their many video games and gaming consoles they grew up playing. This proves that people really want to be engaged and entertained at all times. If they are presented with something that is redundant, they will undoubtedly get bored. And as a casino operator, this is something that you do not want to happen to your clients because the moment they begin to feel bored, that's when they entertain thoughts of leaving to find other things to do. Upgrading those slot machines mean continuous gaming that feels new and fresh.

Interactive Gaming Systems Modify Interaction

Many online casinos deliver the best online content to meet and address their numerous guests' expectations. Thanks to technological improvement, users can access entertaining and engaging online games in a more luxurious lounge setting through touch-enabled kiosks, wall panels, and tables. Interactive gaming systems has the power to merge the popularity of online and social gaming to the real casino floor. The name of the game has always been interactive gaming, which is why even when the current casino goers were young, they already enjoyed interactive gaming experiences with their old Atari, Sega, or Nintendo interactive gaming systems.

Introduction of New Table Games

There are games like blackjack and poker that need a level of mastery to play correctly and to increase the odds of winning. Unfortunately, not everyone has this skill, so they are on the look out for games that may be challenging but are easier to learn. As a result, casino operators continue to bring new table games to the floor to see which ones become popular. In addition, as guests become more familiar with online and social games, they are drawn to the same types of games on the casino floor, which is why there has been a rise in interactive gaming systems in brick and mortar casinos.

Smartwatches Bring New iGaming Experience

Placing bets via a smartwatch is now a very really thing. In the past few years, people have been using their cellphones and tablets to connect to online casinos. Now, smartwatches are set to take over as a more convenient and accessible option. Others have predicted that the smart watch industry will reach its global worth of almost $33 billion by 2021, and gambling is slated to be a part of this enormous trend. Wearable technology has always been popular, and it will continue to be so in the coming years with more gaming software developers crafting new games that can be easily integrated in all devices.

Whether online or real casino, the operators goal would be to always give the clients what they want. Aside from providing a high level of customer service, fine dining, rewards programs, and incentives, the primary motivation is to give the best gaming entertainment. Now, the trend is mix the best of interactive online gaming systems and technologies with the traditional charm of the older live based casino.

How many active video gamers were there in 2019?
There were 2.47 billion video game players worldwide in 2019. The figure will rise to 2.6 billion in 2020 based on a 5.22% year-on-year growth forecast. The global games market had $148.8 billion in revenues for 2019, 48% of which came from the Asia Pacific market.

Source: Newzoo; Statista

Gamers are not the minority TV and film paint them out to be. Newzoo reports there were 2.47 billion gamers in the world by the end of 2019. Growth has been steady with an average of 5.9% Year-on-Year (YoY) increase. 2020 figures are forecasted to reach 2.6 billion gamers that will earn the global games market an estimated $165 billion.

Games revenues for 2019 reached over $148 billion with 48% of market earnings generated by the Asia Pacific region. Growth in APAC was driven by demand from its 1.3 billion gamers.

The rise of subscription gaming services and cloud gaming has opened income opportunities beyond the sales of game titles and gear. Independent game developers can develop and launch their games without the need for a game publishing company. Gamers, on the other hand, can earn from tournaments and streams from their social media channels.

This article explores the number of video gamers, the biggest gaming markets, and other aspects of the gaming industry by digging deep into the categories below:

Number of Gamers Worldwide Table of Contents

Gamers' Geographical Breakdown

Gamers make up a third of the world population and they are found everywhere. Leading the market in number of gamers and revenue is China.

China was a late starter in the gaming space with a small market compared to other mature gaming markets. The Chinese government actually enforced a 14-year ban on game console imports and sales amidst fears of the youth developing gaming addictions. The PC games market, not included in the ban, flourished.

PC-based gameplay soon gave way to microtransactions, and then social network games like the once overly popular Farmville, and eventually, mobile games in the vein of League of Legends.

Global gambling industry statistics articles

Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth.

Source: Statista; FinancesOnline market projection

Top 10 Countries By Gaming Revenue

The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in the top five. Combined revenues for the three countries surpass the revenues of the remaining countries put together.

Source: Newzoo

The Biggest Gaming Market

As of October 2019, China has 640 million gamers, the biggest number of gamers in the APAC region and the world. This translated to $36.5 billion in revenue for 2019. The license freeze in October 2018 slowed down the rate to 5.3% YoY growth compared to the 23% increase in 2017.

The US trails China with over 211 million gamers. The figures vary depending on the source and demographics counted but it is estimated that 67% of Americans play video games on various consoles with more than half playing on mobile phones.

Latin America and Southeast Asia are the fastest-growing gaming markets, with 253 million and 227 million gamers, respectively. Other important markets are the UK with $4.7 billion in market revenue and over 37 million gamers, and India with a gaming market value of $1.5 billion and a gamer count of 300 million.

Source: Newzoo; FinancesOnline market projections

China and the US are head to head in Newzoo's Global Games report for 2019, with each country's gaming markets worth $36.5 billion and $35.5 billion, respectively.

Source: Newzoo

The Southeast Asian region saw an enormous expansion in its mobile games segment. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam are leading the way with $4.3 billion in revenues for the mobile segment alone.

Source: Newzoo

The biggest gaming markets per region include Mexico for Latin America with $1.8 billion in revenue, Turkey with $826 million for the Middle East, Germany for Western Europe with $6 billion, and Russia generating revenue of $1.8 billion for Eastern Europe.

Gaming Devices and Platforms

The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games. Smartphone games have the biggest slice of the pie with a 37% market share, followed by console games with 30%.

A contraction in the number of console hardware, peripherals, and titles sold worldwide led to adjustments in market projections for 2019 revenue — from $47.9 billion down to $45.3 billion.

The longer release cycle for new console models is a contributing factor to lower hardware sales. Gamers would rather wait for new console models instead of spending on current generation games.

Market Share per Gaming Platform

Mobile gaming makes up almost half of the total market with a combined smartphone and tablet gaming revenue of $68.2 billion. All segments have positive growth except browser PC games which dropped -15.1%.

Source: Newzoo

Source: Newzoo

Global

Number of Gaming Consoles Sold

2018 saw gaming consoles sold limited to five models from three major console manufacturers – PlayStation, Nintendo, and Xbox. Limelight Networks' online gaming report found that video gamers aged 26-35 preferred using gaming consoles over computers and mobile phones.

Source: Statista

2019 gaming console sales grew 7.3% from the previous year but is forecast to be static at 31% from 2020 to 2022. Market analysts predict 2020 will be a slow year for console sales; the lowest since 2015.

Source: Newzoo

Cloud gaming is also forecast to put a dent on future gaming console market share despite the lukewarm reception to Google Stadia. The concept of gaming with no expensive hardware may give gamers pause to upgrade their current consoles and switch to a cloud gaming service instead. There is also the much anticipated Microsoft xCloud, still under development but will see release sometime in 2020.

Gamers' User Profile

The real-world gamer demographic is more complex than the stereotypical gamer persona of a 30-something man-child living in their mother's basement. The Entertainment Software Association released a study about the background and demographics of the American gamer with the following surprising insights: they're civically involved, exercise more compared to non-gamers, and get the same amount of sleep as their non-gaming counterparts.

The average adult gamer prefers to play casual games on a smartphone. Close to 80% do so as they believe games provide mental stimulation and are a way to relax. Gamers are also educated; 52% have a degree.

Income does not have much bearing with gamers consistently purchasing hardware and titles across a range of incomes from less than $49,000 to $89,000 a year.

Source: Earnest

Sports Gambling Statistics

Gamers' Age Range and Gender Split

Gamers range in age from children under 18 to post-Boomers 70 and up. 65% of American adults are gamers with an average age of 33 years old. The age range is split into four segments with Millennials as the biggest group.

Gamers' Age Distribution (2019)

Gambling Statistics In America

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Source: Statista; Entertainment Software Association

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Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth.

Source: Statista; FinancesOnline market projection

Top 10 Countries By Gaming Revenue

The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in the top five. Combined revenues for the three countries surpass the revenues of the remaining countries put together.

Source: Newzoo

The Biggest Gaming Market

As of October 2019, China has 640 million gamers, the biggest number of gamers in the APAC region and the world. This translated to $36.5 billion in revenue for 2019. The license freeze in October 2018 slowed down the rate to 5.3% YoY growth compared to the 23% increase in 2017.

The US trails China with over 211 million gamers. The figures vary depending on the source and demographics counted but it is estimated that 67% of Americans play video games on various consoles with more than half playing on mobile phones.

Latin America and Southeast Asia are the fastest-growing gaming markets, with 253 million and 227 million gamers, respectively. Other important markets are the UK with $4.7 billion in market revenue and over 37 million gamers, and India with a gaming market value of $1.5 billion and a gamer count of 300 million.

Source: Newzoo; FinancesOnline market projections

China and the US are head to head in Newzoo's Global Games report for 2019, with each country's gaming markets worth $36.5 billion and $35.5 billion, respectively.

Source: Newzoo

The Southeast Asian region saw an enormous expansion in its mobile games segment. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam are leading the way with $4.3 billion in revenues for the mobile segment alone.

Source: Newzoo

The biggest gaming markets per region include Mexico for Latin America with $1.8 billion in revenue, Turkey with $826 million for the Middle East, Germany for Western Europe with $6 billion, and Russia generating revenue of $1.8 billion for Eastern Europe.

Gaming Devices and Platforms

The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games. Smartphone games have the biggest slice of the pie with a 37% market share, followed by console games with 30%.

A contraction in the number of console hardware, peripherals, and titles sold worldwide led to adjustments in market projections for 2019 revenue — from $47.9 billion down to $45.3 billion.

The longer release cycle for new console models is a contributing factor to lower hardware sales. Gamers would rather wait for new console models instead of spending on current generation games.

Market Share per Gaming Platform

Mobile gaming makes up almost half of the total market with a combined smartphone and tablet gaming revenue of $68.2 billion. All segments have positive growth except browser PC games which dropped -15.1%.

Source: Newzoo

Source: Newzoo

Number of Gaming Consoles Sold

2018 saw gaming consoles sold limited to five models from three major console manufacturers – PlayStation, Nintendo, and Xbox. Limelight Networks' online gaming report found that video gamers aged 26-35 preferred using gaming consoles over computers and mobile phones.

Source: Statista

2019 gaming console sales grew 7.3% from the previous year but is forecast to be static at 31% from 2020 to 2022. Market analysts predict 2020 will be a slow year for console sales; the lowest since 2015.

Source: Newzoo

Cloud gaming is also forecast to put a dent on future gaming console market share despite the lukewarm reception to Google Stadia. The concept of gaming with no expensive hardware may give gamers pause to upgrade their current consoles and switch to a cloud gaming service instead. There is also the much anticipated Microsoft xCloud, still under development but will see release sometime in 2020.

Gamers' User Profile

The real-world gamer demographic is more complex than the stereotypical gamer persona of a 30-something man-child living in their mother's basement. The Entertainment Software Association released a study about the background and demographics of the American gamer with the following surprising insights: they're civically involved, exercise more compared to non-gamers, and get the same amount of sleep as their non-gaming counterparts.

The average adult gamer prefers to play casual games on a smartphone. Close to 80% do so as they believe games provide mental stimulation and are a way to relax. Gamers are also educated; 52% have a degree.

Income does not have much bearing with gamers consistently purchasing hardware and titles across a range of incomes from less than $49,000 to $89,000 a year.

Source: Earnest

Sports Gambling Statistics

Gamers' Age Range and Gender Split

Gamers range in age from children under 18 to post-Boomers 70 and up. 65% of American adults are gamers with an average age of 33 years old. The age range is split into four segments with Millennials as the biggest group.

Gamers' Age Distribution (2019)

Gambling Statistics In America

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Source: Statista; Entertainment Software Association

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Global Gambling Industry Statistics Articles

Three out of four American households have a gamer and 64% of American households own a gaming device. Over 70% of parents believe playing video games are educational. Nearly 60% of parents play video games with their children at least once a week.

The gender split has a slight skew in favor of male gamers at a 54% to 46% ratio in the US. The average gamer age is 32 years for men and 34 years for women. The highest percentage of female gamers in the world belong to Japan, where 2 out of 3 gamers are female.

Source: Entertainment Software Association

Male millennial gamers are the biggest market for gaming consoles while male Baby Boomers have a preference for playing games using a computer. The remaining favor using mobile devices for their gameplay. Among adult gamers, 60% prefer using a smartphone device, 52% a personal computer, and 49% use a gaming console.

Male

FemaleMaleFemaleMale

Female

MillennialsAction, Shooters & Sports GamesCasual & Action GamesGod of War, Madden NFL and

Fortnite

Candy Crush, Assassin's Creed,

Tomb Raider

Consoles (69%)Smartphones (69%)
Gen-XersSports, Racing & ShootersCasual Games, including Puzzle

and Classic Arcades

Forza, NBA 2K, Call of DutyTetris & Pac-ManSmartphones (62%) Smartphones (70%)
Baby BoomersCard, Puzzle and Virtual Board GamesCard, Puzzle & Virtual Board Games Solitaire & ScrabbleMahjong & Monopoly PC (66%)Smartphone (58%)

Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.

Types of Gamers

Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.

Source: Limelight Networks

Gamers over the age of 45 are more likely to consider themselves casual players — gaming after work, during a commute, or while waiting for appointments. A combined 12.2% from the segments of 18-25 and 26-35 year old segment dream of making a career out of gaming. Professional video game players can earn anywhere between $5,000 to $20,000 monthly and hundreds of thousands to a cool million in prize money for tournaments.

Time Spent Playing Video Games

Dropping in an hour to two a day, gamers spent an average of 7.11 hours a week playing video games in 2019; a marked increase of 19.2% from 2018's 5.96 hours. Male video gamers clocked in 7.89 hours each week compared to 6.28 hours for female gamers.

Average Gaming Time Per Region

Germany has the highest weekly average game time of almost 8 hours of gameplay a week while South Korea has the lowest with 6.69 hours. Both grew by 31% and 51% respectively from last year's results. The US and Germany are tied with 12% of respondents reporting they played 20 or more hours a week.

Source: Limelight Networks

Average Gaming Time Per Age and Gender

It's a no-brainer that across the age groups of gamers, 26-35 year olds play the longest as the Millennial segment makes up a large part of the gaming market (40%). The 26-35 year old segment is also the most likely to play at work; close to half in the age group play each month at their workplaces.

Source: Limelight Networks

The average gaming duration is 1.37 hours. The country with the shortest consecutive gaming hours is Italy with 1.09 hours of gameplay while the longest is Singapore with 1.57. Age-wise, the segments withthe longest and shortest gameplay are the 18-25 year olds with 1.97 hours and the over-60 with 0.97 hours a day.

Gaming is a social and shared experience. Games are played in cooperation and competition with friends and strangers alike: 2 out of 3 gamers play with others. Adult gamers play with their friends 4.8 hours online and 3.5 hours in person.

Men play 1.61 hours longer than women. Although not common, a portion of gamers can play 12 or more hours—23% for men and 15.9% of women.

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Average Weekly Gameplay Hours per Gender (2019)

Male

7.9h

Female

6.3h

Source: Limelight Networks

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Payment Method of Choice for Gaming-Related Purchases

The video game industry makes money not only from game titles and hardware sales. Microtransactions for upgrades such as downloadable content are worth over $6 billion annually. Exchanges are facilitated through credit and debit card transactions. Credit cards are the preferred payment method but security and usability concerns make gamers wary.

E-wallets are gaining support: 26% choose PayPal as the preferred payment method for in-game purchases. Other payment methods include WeChat Pay, Google Pay, and Apple Pay.

Source: Statista

Gaming Monetization and Revenue

There are over 2,400 video game companies worldwide, providing employment for hundreds of thousands and generating revenues over $150 billion in 2019. Video game monetization has extended to other avenues such as Esports and streaming gameplay on YouTube and Twitch.

Source: Mediakix, Twitch, Youtube, Caffeine.tv

Source: Wondershare, Twitch, Youtube

Esports has been recognized as a potential sporting activity by the International Olympic Committee in 2017. It made its historic debut as a medal sport in the 30th South East Asian Games. Intel will host an Esports tournament prior to the 2020 Summer Olympics in Tokyo. Though not part of the Olympic games, exposure will steer discussions on Esports' validity as a competitive sport.

Source: Newzoo

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