Home » Blog » the number of gamers hit 3 2 billion in 2021 over 40 of the worlds population

The Number of Gamers hit 3.2 Billion in 2021, Over 40% of the World`s Population

Jastra Kranjec
We sometimes use affiliate links in our content, when clicking on those we might receive a commission - at no extra cost to you. By using this website you agree to our terms and conditions and privacy policy.

As one of the fastest-growing entertainment industries globally, the video games market continues thriving with no signs of stopping any time soon. Thanks to a multi-billion user base worldwide, PC, mobile, and console games bring billions in revenue each year, and the number of new gamers keeps on rising.

According to data presented by Safe Betting Sites, the total number of gamers hit over 3.2 billion this year, more than 40% of the world’s population.

Nearly Half of All Gamers are From the Asian Countries

While most entertainment industries suffered from the effects of the COVID-19 pandemic, the videogame market showed double-digit growth in 2020. The COVID-19 restrictions and lockdown rules helped global gaming revenues rise 23% YoY to over $137 billion in 2020, and experts don’t see the growth taking a hit in 2021, especially after the release of next-gen PlayStation and Xbox.

According to Statista data, the revenues in the global video games segment are expected to jump by 13% and hit over $156bn this year. Almost half of that figure will come from Asia, the largest and fastest-growing gaming market globally. Statista projections indicate Asian gaming revenues will jump by 25% and hit $108.8bn by 2023, more than American and European revenues combined.

Within the region, China, Japan, and South Korea lead the gaming markets. The Chinese video game has doubled itself in five years and is expected to generate $49.3bn, or 56% of total Asian gaming revenues this year. Japan, the home to gaming giants such as Nintendo and Namco Bandai, is the second-largest gaming market in the Asia Pacific, forecast to reach $18.2bn value this year.

The DFC Intelligence survey also revealed close to 1.5 billion or nearly half of all gamers globally are from Asian countries. Europe ranked as the second-largest gaming industry with 715 million users as of this year. Latin America and North America follow, with 419 million and 285 million gamers, respectively.

More than 80% of All Gamers Play Mobile Games, PC Games Hit 1.7 Billion Users in 2021

As the fastest-growing segment of the gaming industry, mobile games continue breaking records and making billions in revenue each year. The DFC Intelligence survey showed that nearly 2.7 billion people played mobile games this year, and half of them were from Asian countries.

Statistics show the number of mobile gamers in Asia hit nearly 1.3 billion in 2021, more than in North America, Europe, and Latin America combined. Also, the mobile gaming revenues in the region jumped by an impressive 46% in the last two years, rising from $46.5bn in 2019 to $68.1bn in 2021.

Despite the looming threat of mobile gaming, PC games are still a huge revenue-generating with over 1.7 billion users as of this year. The recent MejoresApustas.com report showed this massive user base will continue driving revenue growth, with the entire market reaching nearly $40bn value by 2025. Statistics show Asia is the largest PC gaming market in the world, with over 687 million users. Europe, Latin America, and North America follow, with 468 million, 258 million, and 203 million PC gamers in 2021, respectively.

The console gaming segment hit 254 million users this year, with North America as the leading market. According to DFC Intelligence data, almost 107 million people across the United States and Canada played console games in 2021, 7 million more than in Europe and four times more than in Asia.

Jastra Kranjec
Jastra Kranjec

Jastra is an editor, writer, and PR specialist with years of experience in the news, research, and report writing. Over the years, she has covered different topics including gaming, the entertainment industry, and the tech market.

Was this article helpful?