The gaming industry is leaving $10-30 billion in annual revenue on the table
Copy Link
Copy Link
The gaming industry is missing an immense opportunity to increase the monetization of their player base. As of the end of 2022, the global gaming industry earned ~$59 per gamer to generate ~$183b in revenue. This $59 per gamer is relatively flat over the past 4 years since 2019 (peaked at $61 in 2021), yet the gaming market has expanded by ~400m gamers and $30b in revenue over that same time period. In short, the gaming market has recently been achieving revenue growth through more content and increased user adoption but not through enhanced revenue per gamer.
A few reflections on why the gaming industry has this problem:
The industry has now found itself in a conundrum: the gamer has been trained to expect too much for free. This simple fact is the result of 10+ years of the gaming industry growing and evolving to where it is today. Much of this growth has been fantastic for gamers, industry participants, and the world at large. Yet the “revenue per gamer” metric is now anemic, flat-lined, and concerning.
Since 2015, the gaming market has been rapidly growing at an impressive rate of ~10% each year. Over this time period, from 2015 to the end of 2022, there are a few key things to highlight from the data:
Key statistic: the growth in the numbers of gamers (6.4% annually) is outpacing the revenue per gamer growth (4.1%) by a factor of 1.5x. In short, we are adding gamers faster than the industry is figuring out how to efficiently monetize them.
The exciting part of this observation is: “What if we could fix this?”
As a VC firm in the gaming industry, we spend an inordinate amount of time thinking about what the industry “might look like”, what a company “might achieve”, and “what if this sub-market were to grow rapidly”. To that end, it is important to highlight the opportunity that lies ahead of the gaming industry. Below are a few key points to highlight this:
If the gaming industry were able to add $0.01 or $0.02 to each hour of entertainment across all three platforms of gaming, this would add between $30-60b to the industry in annual revenue.
There was a deceleration in the early 2000s ahead of mobile gaming taking off in 2006+. Then a stagnation from 2008-2012 as the industry was growing yet not monetizing as well. Starting in 2014, the industry began growing rapidly until 2020, when COVID brought in over 140+ million gamers per year and forced people indoors where players dedicated more time to gaming.
Looking at the recent stagnation in revenue per gamer (~$59) since 2019, if the trend of +$3/year of additional revenue per gamer were to have occurred, this would have resulted in an additional $5-24 billion in annual revenue for the gaming industry.
Takeaway: it is clear that gaming is an incumbent not only of entertainment, but also culture more broadly. Gaming is also a key tenant of not only media but also the social fabric of over 3 billion people worldwide. Today, gaming is monetizing gamers at ~$59/gamer per year and there is much room for improvement, especially on the price per hour of entertainment at ~$0.07 vs Spotify ($0.18/hr), Netflix ($0.28/hr), or Disney+ ($0.49/hr). We estimate the gaming industry is missing out on an additional $10-30 billion in revenue per year given that the revenue per gamer at $59/year has been flat since 2019. Gamers continue to receive too much value for free/cheap, and that is a fantastic opportunity for gaming companies around the world.