The market worldwide for the gaming industry was worth a mind-blowing $91 billion this year, disclosed in the report by Superdata Research. From the big hits such as Pokemon GO and Clash Royale paved the way for the market value of Mobile Gaming to be estimated at $41 billion, and the PC gaming has given itself and performed well, coming in at a bit short of $36 billion throughout the year, mainly from the free-to-play on-line games and downloadable games.
The industry of gaming is developing and growing at a speedy pace, along with the incorporation of new platforms and new media, widening its access and reach, as of the report. Being unconventional and moving further from a tradition of the "gamer" dynamic, the market for games and other playable products is currently a part of the most valuable and engaged demographics or segment, and the owners of companies are closely looking and paying attention.
Deluxe game profits on the PC reached $5.4 billion for this year, close to the $6.6 billion gained from sales by consoles. The game that led the way was Overwatch, with $586 million in profit, succeeded by CS:GO, then Guild Wars 2, Minecraft and Fallout 4. But the bulk and the significant profit was from free-to-play games: League of Legends (LOL) for the nth time tops the list at $1.7 billion, followed by Dungeon Fighter Challenge, Crossfire, World of Tanks, and DOTA 2, which brought in the revenue of $260 million.
As a huge part of the shares it indicated that "After launching more than seven years ago, League of Legends is still on the top earning Riot $150 million per month. Dota 2 comes in second at $23.4 million per month this year, show fans' hesitation to switch to another MOBA," the report mentioned, stating the challenge it is for up and comers on MOBAs to be significant and make a mark on their respective genre. "The modest success of mid-tier titles like Heroes of the Storm, Smite, Heroes of Newerth, and Paragon is still dwarfed by the top two, a persistent trend over the past several years."
Due to this, the prediction is that the free-to-play and eSports market will continue to grow, and a decline in deluxe games or premium games are expected to decline a bit for the coming year, at around $100 million then gain again by 2018. There was no provided reason for the predicted drop but it may be caused by the report that Valve's scenario with a CS:GO controversy, has caused other game makers to be careful in dealing with on-line goods, that could be a factor for future growth.
"Developers for Rocket League, EVE Online, and Overwatch have been careful with how they implement virtual items by either making them tradeable or editing the terms and services to prohibit gambling of in-game currency," the report stated. Superdata's full year in review market brief is accessible from superdataresearch.com.
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