1、2020 Global Games Market Report Key Trends | Market Sizing more than a quarter of them intend to play games in the foreseeable future. Popcorn Gamer. Consumers who play a little but enjoy watching gaming content far more. The Subscriber. Consumers who enjoy high-quality game experiences, preferably
2、free-to-play or discounted titles, but only spend on hardware when necessary. Time Filler. Consumers who play games, typically on mobile, to pass the time but never watch video content of games. Nearly a third of all female game enthusiasts fall within this group. Ultimate Gamer. Consumers who love
3、all things gamingplaying, owning, and viewingand dedicate much of their free time and disposable income to the pastime. Newzoos Gamer Personas Methodology this has spilled over to 2020. In total, PC games will generate $36.9 billion in 2020, making it the third-largest segment. Growth in downloaded/
4、boxed PC games is partially offset by declining browser PC revenues, as browser gamers have mostly transitioned to mobile. 28% 2% 21% 40% 9% 2020 Total $159.3Bn +9.3% YoY Smartphone Games $63.6Bn +15.8% YoY Tablet Games $13.7Bn +2.7% YoY Browser PC Games $3.0Bn -13.4% YoY $45.2Bn +6.8% YoY Console G
5、ames Dowloaded/Boxed PC Games $33.9Bn +6.7% YoY 2020 Global Games Market Per Segment Get the full report: Find this data for 6 regions and 30 countries/markets in the full report. 2020 Newzoo15 j ContentsThe Global Games Market This year, Asia-Pacific will generate game revenues of $78.4 billion, ac
6、counting for 49% of the global games market. This represents a year-on-year growth of +9.9%. North America will again be the second-largest region by game revenues, making up a quarter of 2020s total global games market ($40.0 billion). This represents an +8.5% increase from last year, the second-sl