Incredible Gaming Statistics for 2022

In case you didn’t already know, gaming is massive. The global gaming industry is now one of the most dominant tech sectors and, not only that, it’s a powerful force to be reckoned with on the entertainment front as well. Consumers all over the world are choosing to play video games as their number one way to stay entertained, even foregoing traditional entertainment methods like going to the movies or streaming music.  

The past few years have been truly phenomenal in terms of the growth of gaming, and 2022 has carried that moment and growth forward. In this article, we’ll be taking a look at some of the most incredible statistics about gaming this year.  

Over Three Billion Gamers 

The popularity of gaming is really put into context when you realize that by the end of 2022, there will be over three billion people worldwide participating in the activity. According to market research firm Newzoo, 2022 will have seen 3.2 billion people engaged in gaming activities; that’s over 35% of the total global population! 

Video Gaming is a $1.98 Billion Industry. With so many people playing games on a regular basis, it’s no wonder that by the end of this year, the value of the gaming industry will jump by 2.1% to just shy of $2 billion.  

Mobile Wipes the Floor with Console and PC Gaming 

The mobile market has consistently been the top-performing gaming segment since 2018 but, in 2022, it’s surpassing both PC and console gaming by a significant amount. Mobile gaming is now on track to be worth as much as $103.5 billion of the global gaming industry, representing a year-on-year growth of 5.1+ and a 53% market share.  

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Furthermore, despite the sell-out release of next-gen gaming consoles like the PlayStation 5 and Xbox Series X and S, console gaming has actually decreased in 2022, accounting for just $52.9 billion (19%) of global gaming revenues. 

China is the Most Powerful Gaming Market 

While Western gaming markets have led the way in terms of trends and mainstream integration for the past two decades, this new era sees the Chinese gaming market become the most powerful in the world. As the leading hub for several key gaming trends, including online gaming, China now generates $50.18 billion of the industry’s total revenues. 

FIFA Tops the Charts 

While we’re still waiting for official statistics on the world’s most popular video games of 2022 to drop, we can look back at which game reigned supreme coming into the year. Surprisingly, Electronic Arts’ FIFA 22 was the world’s top-selling game of 2021, with over 2.3 million copies sold in the UK alone according to Uswitch.

Slots are the UK’s Most Popular iGaming Vertical  

As a staple genre in the iGaming sector, the popularity of online slots games from operators like PokerStars Casino has totally surpassed that of brick-and-mortar gaming machines. The reach of iGaming is now so vast that it includes billions of global consumers.  

Consequently, slots games are now the most popular vertical with UK players – and, undoubtedly, worldwide – helping the sector generate a total of £2.9 billion in GGY (Gross Gambling Yield) this year.  

More Gamers are Hanging-Out in Game Worlds  

Complex technology and a constant striving for innovation have resulted in game developers being able to create cutting-edge gaming experiences. Players are no longer bound by strict storylines, or even gaming content, in the numerous universes they enter in the virtual realm.

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The emergence of the Metaverse is encouraging gamers to simply hang out in gaming worlds without actively engaging with the game itself. Be they virtual concerts, such as those hosted via Fortnite, or runway shows like the innovative 2021 Balenciaga x Afterworld: The Age of Tomorrow collaboration, there’s plenty of entertainment and non-gaming content on offer.  

As with most of today’s tech trends, Gen Z are the most comfortable with such virtual living, with 50% of players in that demographic already hanging out in gaming universes. 37% of Millennials and 28% of Gen X players, meanwhile, are doing the same.  

Veronica Tucker

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