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COMPUTEX to Capitalize on Global Gaming Revenue as It Hits USD 137.9 Billion in 2018


 Publish Date :2018/05/24

According to Newzoo (*1), a forecasted 2.3 billion gamers across the globe will spend $137.9 billion on games in 2018. Mobile gaming will continue to be the largest segment. In total, mobile revenues will grow by 25.5% year on year until it reaches $70.3 billion. Console gaming is the second-largest segment generating $34.6 billion in 2018, while PC games will bring in $32.9 billion. Newzoo forecasts that consumer spendings on games will grow to $180.1 billion by 2021, a CAGR of +10.3% between 2017 and 2021.

COMPUTEX to seize Gaming business opportunities, Along With the VR / AR Application Market

As gaming products must be designed for the needs of gamers and optimized to the games’ requirements; they are different to general home electronics in terms of n product specifications, functions and user-interfaces. Manufacturers must also fulfill the needs of gamers by providing a variety of gaming consoles and peripheral products.

Joining COMPUTEX 2018 are large companies such as: ASUS,MSI、Gigabyte, Acer, ASRock, KWorld, Acrox, In Win, G.Skill, ADATA, GeIL,、FSP, HEC, Linkworld, SOLYTECH, AVerMedia, Razer Taiwan, Tul, Thermaltake, Cooler Master, ZOTAC, and other exhibitors. They will showcase a collection of Gaming products; including gaming PC, gaming notebook, gaming chassis, power supply for gaming, gaming memory module, gaming monitor, gaming SSD, gaming keyboard, gaming mouse, gaming headset, gaming speaker, gaming chair and eSport streaming devices.

Since VR / AR applications require gaming computer hardware, exhibitors such as the Taiwan Smart Glasses Industry Association (TSGIA) in the Gaming &VR / AR area will also display various VR and AR applications in the vertical market to provide a more dedicated VR / AR solutions to overseas buyers. (reported by David)

Source: Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018

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