Leveling Up for the New Reality The Gaming Report DECEMBER 2024 The gaming industry was enjoying rapid growth—then a postpandemic correction hit GLOBAL GAMING REVENUE BY TYPE ($BILLIONS) +13% 150 131 6 33 33 29 34 64 75 2017 2018 9 163 11 32 CAGR, 2017–2023 (%) +1% 197 13 33 43 211 17 36 44 214 204 1 20 24 1 36 37 41 43 34 85 2019 107 2020 114 2021 107 2022 108 Ads in mobile games 26 Cloud and VR1 120 PC2 2 Console2 7 Mobile 9 1 2023 Sources: Ampere Analysis; IDC; BCG analysis. Note: VR = virtual reality. Because of rounding, the numbers may not add up to the totals shown. 1 VR includes only Meta Quest game sales; other VR game sales are included in the PC or console categories. 2Includes handheld devices, depending on their operating system. (For example, Steam Deck falls into the PC category, and Nintendo Switch falls into the console category.) Future growth will be more modest, as double-digit rates are unlikely to return GLOBAL GAMING REVENUE BY TYPE ($BILLIONS) CAGR, 2023-2028E (%) +5% 214 24 37 43 108 2023 1 221 26 37 43 113 2024E 0 2 232 28 39 45 118 2025E 243 0 2 31 254 1 2 32 39 40 47 48 124 2026E 130 2027E 266 2 3 34 41 2 3 Ads in nonmobile games 56 Ads in mobile games 7 Cloud and VR1 16 PC2 2 Console2 3 Mobile 4 50 137 2028E Sources: Ampere Analysis; IDC; BCG analysis. Note: VR = virtual reality. Because of rounding, the numbers may not add up to the totals shown. 1 VR includes only Meta Quest game sales; other VR game sales are included in the PC or console categories. 2Includes handheld devices, depending on their operating system. (For example, Steam Deck falls into the PC category, and Nintendo Switch falls into the console category.) Emerging platforms are gaining momentum, but they will remain niche markets while the technologies and economics improve AR and VR1 Cloud MARKET SIZE ($MILLIONS) MARKET SIZE ($MILLIONS) 939 UGC DEVELOPER PAYOUTS ($MILLIONS)2 1,750 2,700 1,183 1,750 464 110 112 19 2019 2024 2028E 2019 2024 2028E Q2 2020 Q2 2022 Q2 2024 Maturity Feasibility for mass adoption Infrastructure (such as data centers) and network speeds are currently limiting the types of games that run well in the cloud Sources: Ampere Analysis; Statista; annual reports; BCG analysis. Note: AR = augmented reality; VR = virtual reality; UGC = user-generated content. 1 Excludes hardware. 2Based on companies’ estimates of developer payouts. Hardware expense and content selection are currently limiting the pace of adoption There is high potential for wider adoption, much as short-form video and social media changed video distribution The costs of AAA game development have increased sharply in recent years, as have sales and marketing expenses, but fewer games have been released AAA business Publisher 1 Publisher 2 +360% DEVELOPMENT COSTS ($MILLIONS)1 69 2012 197 2017 +449% 316 2021–2023 (average)3 26 55 2012 2017 +220% SALES AND MARKETING COSTS ($MILLIONS)1 2021–2023 (average)3 +323% 107 34 34 2012 2017 2021–2023 (average)3 11 2012 –73% NUMBER OF GAMES RELEASED2 144 45 2017 2021–2023 (average)3 –63% 26 2012 28 8 7 2017 2021–2023 (average)3 19 2012 12 7 2017 2021–2023 (average)3 Sources: Companies’ public filings and statements. 1 The costs were adjusted based on the 2023 US dollar foreign exchange rate. Costs include full-game and major expansions but not general releases of downloadable content. The games include those the company directly developed (as opposed to the games it published but did not directly develop). 2Includes games that were directly developed by the company as well as games that the company published but did not develop directly. 3An average was used to mitigate pandemic-related effects. The mobile game space has seen trends similar to those in AAA game development Mobile games DEVELOPMENT COSTS ($MILLIONS)1 Publisher 1 Publisher 2 –19% +92% 169 137 211 2019 2021 2019 +54% SALES AND MARKETING COSTS ($MILLIONS)1 NUMBER OF GAMES RELEASED 2 239 2019 2021 2019 +36% 406 2023 52 70 2020 2023 +42% 155 3 Publisher 3 414 2019 +30% 586 2023 4 2021 57 74 2020 2023 4 1 1 2019 2023 2020 3 2023 Sources: Companies’ public filings and statements. 1 The costs were adjusted based on the 2023 US dollar foreign exchange rate. Costs include full-game and major expansions but not general releases of downloadable content. The games include those the company directly developed (as opposed to the games it published but did not directly develop). 2Includes games that were directly developed by the company as well as games that the company published but did not develop directly. Game development budgets are growing faster than game revenues are, and the gap will only increase AAA DEVELOPMENT BUDGET VS. CONSOLE GAME REVENUES, 2017–2028 (CAGR, %) 15 +8% 10 +3% 5 +6% +5% 0 2017 2022 Development budget (historical) Development budget (estimated) Sources: Ampere Analysis; IDC; expert interviews; BCG analysis. 2028E Console game revenues (historical) Console game revenues (estimated) Few publishers expect development budgets to decrease, suggesting that GenAI savings will help fund bigger, better games Question: Does your company plan to adjust its game development budgets to better leverage GenAI and the increased productivity? RESPONDENTS (%) AAA 5 5 AA 5 5 Indie 5 5 65 10 75 57 Decrease by >10% Decrease by 6%–10% Increase by 6%–10% 14 Decrease by 1%–5% Increase by 11%–15% Sources: BCG’s gaming industry survey, December 2023; BCG analysis. Note: n = 40 (AAA); n = 20 (AA); n = 21 (indie). Because of rounding, the percentages may not total 100. Keep unchanged Increase by 16%–20% 10 10 3 3 10 5 5 Increase by 1%–5% Increase by >20% 5 To break even in the first year, a $50 million console game must crack the top 20, but typically, two-thirds of the slots are taken by recurring titles First-year sales Games that are regularly in the US top 20 UNITS (MILLIONS) REVENUE ($MILLIONS) 25 1,250 20 1,000 15 750 10 500 5 250 0 0 2019 >$400M $300M–$400M $100M–$300M $50M–$100M 1 5 10 15 US 2023 game ranking1 20 Breakeven by development budget size (at games’ current price points) 2020 2021 2022 2023 Call of Duty Madden NFL EA Sports FC2 NBA 2K Annual release MLB: The Show Mario Kart Super Smash Bros. Mortal Kombat Super Mario Minecraft Pokémon Spider-Man Resident Evil Assassins Creed Franchise release Elden Ring Hogwarts Legacy Notable exceptions3 Sources: Circana; Competition and Markets Authority; BCG analysis. 1 The analysis looked at the top 20 AAA and AA games released in 2023. It assumes each unit sold at $70, with a 30% platform fee, resulting in approximately $50 net revenue per unit. 2This game replaced FIFA in 2024. 3 These are notable because they are new games that broke into the top 20. An increasing share of revenues for mobile games is from in-app ads, while subscriptions and digital sales have grown most in console SHARE OF REVENUES BY MONETIZATION MODEL (%) PC Mobile 11 0 9 8 19 Console2 13 11 24 In-app advertising Third-party advertisements published in free-to-play games 30 Subscriptions Recurring spending on single games or game services (such as Xbox Game Pass and Apple Arcade) 28 In-game purchases Microtransactions and sales of virtual goods and downloadable content 31 69 72 87 22 79 18 2019 $96B 1 2024 $139B 0 2019 $32B 33 22 2 2024 $37B 0 2019 $34B 18 2024 $42B Digital full-game sales Digital copies distributed via a console gaming marketplace (such as PlayStation and Xbox stores) Physical full-game sales Physical games sold through traditional brick-and-mortar stores or online retailers Sources: Ampere Analysis; IDC; BCG analysis. Note: Because of rounding, the percentages may not total 100. 1 Subscription services only. In-game subscription spending is included under in-game purchases. 2Remaining physical share is largely driven by Nintendo Switch software. Monetization model shifts are expected to be more dramatic for consoles than for the overall market SHARE OF REVENUE IN CONSOLE MARKET (%) 11 20 27 SHARE OF REVENUE IN OVERALL GAMING MARKET (%) 10 12 21 2 3 6 12 1 7 12 1 5 Subscription to a game 29 Subscription to a service 36 49 22 7 19 2017 1 30 30 2023 2028 Premium digital full games 73 76 78 2017 2023 2028 Sources: Ampere Analysis; IDC; BCG analysis. Note: DLC = downloadable content. Because of rounding, the percentages may not total 100. 1 Remaining physical share is largely driven by Nintendo Switch software. Premium physical full games1 In-game purchases and DLC More than half of core gamers—those who play at least six hours per week—are open to seeing advertising inside premium games Statement: I don’t mind ads in my PC or console games. RESPONDENTS (%) 8 15 36 10 23 RESPONDENTS (%) 14 29 27 Hours per week <1 16 30 20 29 8 25 14 26 20 13 17 21 31 28 23 19 21 16 15 19 15 18 15 14 12 15 1–5 6–10 11–20 21–50 >50 26 31 30 20 27 17 24 15 18 16 23 15 10 18 14 14 17 16 1–5 6–10 11–20 21–50 >50 28 <1 Receptive to ads Strongly agree Sources: BCG’s gaming survey, 2024; BCG analysis. Note: n = 5,199. 9 34 29 26 14 Statement: I don’t mind ads in my mobile games. Somewhat agree 26 20 Resistant to ads Neutral Somewhat disagree Strongly disagree Gamers in China show the highest willingness to pay—both for single-player and live services games Live services Single player Country Price range Optimal Price range Optimal UK $45–$62 $51 $42–$62 $53 US $40–$58 $41 $41–$58 $49 Germany $46–$66 $58 $42–$66 $53 China $60–$93 $82 $61–$93 $81 Japan $43–$59 $45 $41–$59 $44 India $48–$74 $59 $46–$74 $57 Brazil $40–$57 $42 $40–$57 $45 Mexico $42–$67 $48 $44–$67 $56 Overall average1 $46–$67 $53 $44–$67 $54 Sources: BCG’s gaming survey, 2024; BCG analysis. Note: For single-player games, the respondents are from the UK (120), the US (124), Germany (95), China (135), Japan (113), India (64), Brazil (124), and Mexico (104). For live services, the respondents are from the UK (145), the US (146), Germany (107), China (130), Japan (148), India (73), Brazil (138), and Mexico (139). 1 A weighted average. Players in emerging economies play more—and plan to play more in the future—than do players in developed economies Question: How much time do you spend playing games per week? Question: How do you expect the amount of time you spend playing games to change in the future? RESPONDENTS (%) RESPONDENTS (%) Emerging economies Emerging economies 3 23 28 28 15 43 3 Developed economies 4 53 4 Developed economies 25 28 27 15 <1 hour 1–5 hours 6–10 hours 11–20 hours 21–50 hours >50 hours 1 19 73 Increase Source: BCG’s gaming survey, 2024. Note: n = 2,029. Emerging economies are Brazil, China, India, and Mexico. Developed economies are Germany, Japan, the UK, and the US. Stay the same 8 Decrease Genre preferences vary by age, likely driven by lifestyle and generational differences Question: In the last six months, what types of games have you played most frequently? TYPE OF GAME RESPONDENTS BY AGE (%) 18–21 Action or adventure Role playing First-person shooters Sports and racing Simulation Strategy Puzzle and casual Fighting Horror Educational MMORPG MOBA Battle royale World building, sandbox Survival Collectable card Casino 22–25 26–30 31–35 36–40 41–50 51–65 1 >65 generations strongly prefer 1 Younger action or adventure games and may continue to do so as they age older than 51 prefer puzzles 2 Adults (possibly because they are brain 2 3 exercises) and casual games (possibly because they are closer to the classic arcade titles with which they grew up) the educational game market, 3 For players older than 51 present an opportunity for growth 4 in world building among older 4 Interest gamers is likely because parents and grandparents play games such as Minecraft with their kids and grandkids 0% 60% Source: BCG’s gaming survey, 2024. Note: n = 2,029. MMORPG = massively multiplayer online role-playing game; MOBA = multiplayer online battle arena. The next generation of retirees expects to play games more than current retirees do Question: How many hours do you play games per week currently? Question: How do you expect the amount of time you spend playing games to change in the future? RESPONDENTS (%) RESPONDENTS (%) Student 6 Establishing independence 4 12 Starting a career 4 Advancing in career 2 Forming a long-term relationship 26 20 22 16 30 13 28 17 29 26 37 25 2 64 11 29 3 40 53 7 24 4 37 54 9 4 36 60 4 35 62 35 60 5 5 31 20 3 30 17 31 9 Starting a family 8 11 32 26 19 Parenting young children 4 18 28 33 14 2 36 59 31 16 1 39 58 Parenting teenagers 26 2 25 Empty nester 4 35 Approaching retirement 4 41 Retired 7 42 23 6 1 16 76 8 29 19 7 24 67 9 28 17 5 1 31 <1 hour 1–5 hours 6–10 hours 11–20 hours 21–50 hours >50 hours Source: BCG’s gaming survey, 2024. Note: n = 2,029. Because of rounding, the percentages may not add up to 100. 3 3 13 79 Increase Stay the same 8 Next generation 3 of retirees Current generation of retirees Decrease Children are playing games at increasingly younger ages, expanding the size of the potential audience for games 18 Starting age for playing games 16 97% Today’s 15-year-olds started playing games at about aged 7 14 12 10 8 The share of children, aged 10 through 13, who play games1 By contrast, today’s 43-year-olds were closer to aged 13 when they started 6 4 2 0 10 15 20 25 30 Current age Source: BCG’s Digital Play parental survey, December 2023. Note: n = 2,400. 1 Percentage of parents indicating that their child plays games either sometimes or often. 35 40 45 50 About the Authors Giorgo Paizanis Partner BCG X – Manhattan Beach paizanis.giorgo@bcg.com Ernesto Pagano Managing Director & Partner, Global Sector Leader, Media Miami pagano.ernesto@bcg.com Rob Schonfeld Senior Advisor Los Angeles schhonfeld.rob@advisor.bcg.com Nicolas Schmidt Managing Director & Partner Stockholm schmidt.nicolas@bcg.com For Further Contact To discuss this report and our findings, please contact one of the authors.