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Newzoo

Games market driven by mobile and console gaming in 2019

Games market driven by mobile and console gaming in 2019

According to Newzoo’s Annual Global Games Market Report for 2019, the games market this year driven by both the growing mobile and console gaming markets.


Top 25 public video game companies still growing

Top 25 public video game companies still growing

Newzoo’s latest report on the top 25 public gaming companies shows that these companies are still growing, just much slower than expected.


Newzoo predict continued growth for mobile gaming

Newzoo predict continued growth for mobile gaming

Market research firm Newzoo have predicted that the exponential growth of mobile gaming will continue for the next few years, generating huge revenue streams.


Newzoo breaks down the global games market in 2018

Newzoo breaks down the global games market in 2018

Newzoo have released a report on the global games market in 2018, detailing the predicted revenue it will generate for the year and breaking it down into regional sectors.


This year the global games market will reach $137.9 billion

This year the global games market will reach $137.9 billion

Newzoo, a market intelligence firm, has reported that they expect the global games market to grow to $137.9 billion this year. They expect revenue for mobile to be just over 50 percent, with consoles and PC generating around 25 percent each.


Nintendo’s billion dollar opportunity

Nintendo’s billion dollar opportunity

NewZoo have reported that Nintendo has an opportunity to generate $2.5 billion in revenue if they take advantage of a number of revenue streams that remain unused.


Gaming revenue projected to hit $108.9 billion in 2017

Gaming revenue projected to hit $108.9 billion in 2017

A recent Global Games Market Report by Newzoo has indicated that the game industry will generate 108.9 billion dollars revenue in 2017.


Where Next for Virtual Reality?

Where Next for Virtual Reality?

Virtual reality has long been hailed as the future of gaming. Is 2016 proves to be the year of VR, or we are not quite there yet?


11% of Consumers Want to Buy Virtual Reality Gear

11% of Consumers Want to Buy Virtual Reality Gear

Research of consumer preferences has found that only a small subsection of the industry’s market is interested in purchasing a virtual reality headset.