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The State of Video Gaming in 2025
- Source
- 2011 --> 2021
- Growth years
- Spending >2x the previous 20 years
- Growth is hard to predict (lol @ Ark)
- Spending in other entertainment mediums continued to grow but tiny numbers compared to gaming's 108% increase between 2011 --> 2021
- VCs are frothy
- Big variety of growth engines
- Battle Royales
- Highest grossing genre in history
- UGC
- Most popular experiences of all time
- Black hole games?
- Massive franchises that suck players into their regularly released games
- 68% of mobile users (~3B) are mobile gamers
- Fewer hours spent gaming, top games dominating, fewer mobile games overall
- Apple/Google make more on mobile games than all non-Chinese gaming companies combined
- AR never took off
- PC + mobile + handheld seem to be the real winners today
- China starts gaming
- Game cost with inflation is nuts (no wonder hours have gone up with all the free games)
- Mortal Kombat: $157
- Mario Paint: $134
- Monopoly: $123
- Game prices don't follow inflation
- Halo 6 was the highest cost at $600MM
- Way more PC games (Steam) are being released
- But older games are taking the majority of play time + money
- What happens to Roblox gamers as they hit their late teens and adulthood?
- Content revenue per thous hours of player engagement
- Roblox gets crushed here vs other platforms (PlayStation, Steam, EA, etc.)
- lol @ the Switch version of popular games
- Users go to the best screen
- Crazy that 45% of YouTube watching is on TV
- Reed's Law
- EA Sports' Highlighter 🤯
- Streaming platforms influence of gaming engagement
- 28% of players start playing a game within an hour of watching it streamed
- 1.4M monthly users try games for the first time after watching streams