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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