Market opportunity
Last updated
Last updated
Gaming is widely recognized as the largest entertainment category globally. In terms of global spending, gaming constitutes a $317 billion industry. This sizing includes several key segments in addition to gaming content and virtual goods purchases: other forms of content and IP sales, sales of any gaming hardware and equipment (including consoles), as well as gaming software such as streaming services (e.g., Twitch), gamer communication (e.g., Discord), game engines (e.g., Unity), and other items.
The market categories range from hardware sales to in-game sales and include:
Several categories are relevant to Web 3 economics and are ripe for disruption (2021 Spend):
Mobile Gaming Content: $80 billion
PC & Console Gaming Content: $83 billion
Grey Market Game Sales: $12 billion
Blockchain Gaming: $1.5 billion.
Total: $176.5 billion.
Blockchain gaming, a category currently valued at "only" $1.5 billion, is experiencing exponential growth, with an estimated Compound Annual Growth Rate (CAGR) of 100%. The potential market size for blockchain gaming in 2025 could reach $50 billion.
However, this estimate of blockchain gaming growth could be conservative. As noted by BITKRAFT in their market research:
“First, it is important to recognize that blockchain gaming is still in its relative infancy. According to DappRadar, there are just over 1,000 games on public blockchains compared to the tens of thousands seen in the early days of Apple’s App Store. As more games are introduced and adoption barriers are lowered for users, the blockchain game market has the potential to grow meaningfully. On the other hand, there is always a possibility that blockchain gaming may enter the “Trough of Disillusionment” phase of the Gartner Hype Cycle, failing to gain traction among gamers and resulting in a pullback of revenues.”