KIP Engine
Search…
📈
The Market

Global Games Market ($175.8 Bn)

The Global games market is worth an estimated $175.8Bn . (Source: Newzoo 2021 Game Market Report). There was an expected slight drop from 2020, due to the unprecedented growth during the Covid-19 pandemic and lockdowns.
Size of total games market in 2021, source Newzoo.com.
The mobile segment, however is on track to grow +4.4% year on year to $90.7 billion in 2021.
Key Future Growth:
  • 2.8 billion of the world’s 3.0 billion gamers this year will play on a mobile device. This is compared to 1.4 billion on PC and 0.9 billion on console.
  • Browser based gaming (across multiple platforms) has risen from $23.81 billion in 2020 to $24.99 billion in 2021. (Source: The Business Research Company)
  • More player growth is imminent, and player growth rates from 2020 to 2021 are already impressive (+5.4%).
  • The metaverse trend, rapidly accelerated by COVID-19, is powerful enough to persist beyond COVID-19. (Source: Newzoo 2021 Game Market Report).

Browser based Gaming ($25bn~)

While NewZoo values Browser PC games at $2.6bn, this figure is derived solely from PC users. The Business Research company covers browser usage across smartphones, tablets, PC, and TV. They value the browser gaming market at $23.81 billion in 2020 rising to $24.99 billion in 2021.
"Snap recently announced that over 200 million users have played instant games on its platform, 30 million of whom are active every month. Voodoo’s Aquapark.io, a waterslide game, launched on Snap last fall and has already reached over 45 million players. Playco‘s EverWing, a vertical scrolling shooter game, has over 400 million players on Facebook. End Game’s Fortnite-inspired battle royale game ZombsRoyale.io — where 100 players compete to be the last person standing — has reached over 80 million players across web and mobile, according to its makers." - (Source - Definitely worth a read: https://future.a16z.com/instant-games/)
Major players in the browser games market include Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony Corporation and Peak Games.

NFT and Blockchain based games

The NFT space has exploded with great media attention given to various pieces fetching $millions at auction. The second quarter of 2021 NFTs brought in $2.4 billion, slightly above the first quarter’s $2.3 billion. (DappRadar). NFTs span various types from Collectibles, Game assets, DeFi NFTs, Art, Utility, Metaverse to Sports.
Major NFT marketplaces, like Rarible and Opensea, saw their sales rise by anywhere between 50-fold to 100-fold in the past quarter. Opensea, as an example, barely saw $5 million in cumulative sales in the first week of January 2021.
Since then, within merely three months, Opensea saw its cumulative sales spike to over $100 million across >50,000 users.”
THETA, ENJ, SAND, and Axie are some of many major NFT or blockchain gaming-focused projects that have seen a huge explosion in recent months.
Sales of NFTs have been steadily rising over the last 2 years (Source: Nonfungible.com)
In the previous quarter (Q1 2021) the total volume traded exceeded $500 million, during this quarter (Q2 2021) the $700 million mark was passed. During this quarter there has also been a new record in the number of active wallets (> 175,000) with the number of buyers and sellers still increasing. We note a very positive signal: the number of buyers (+ 38%) is increasing faster than the number of sellers (+ 25%), which means that NFTs are attracting more interest than they are losing. (NonFungible.com)

How many NFT users?

Number of Active Wallets, Buyers and Sellers. (Source: Nonfungible.com).
(Note: The NFT statistics shared here are based from research carried out by Nonfungible.com and compromised only of erc-721 transactions. There is much wider activity occuring off-chain, on layer 2 solutions such as Loom, Matic and on other blockchain networks such as EOS, Flow, Tron, WAX etc) Active Wallets – Global NFT Community. The more wallets, hypothetically, the more users. Sellers – The more sellers, the more users, conversely, if there are more sellers than buyers, it indicates people are dumping their assets. Buyers – The more buyers, the more users. If there are more buyers than sellers, hypothetically, there will also be more new people wanting to enter the Ecosystem than those who want to sell their assets.

How much is spent on Metaverse platforms?

Total USD Metaverse spend. (NonFungible.com)
On average over $4 million a week is spent on metaverse NFTs, these are items which mostly include parcels of virtual land. Individual parcels of land can fetch close to $1 million as can be seen in the chart below showing the top 3 highest metaverse sales in Q2 2021.
Top Metaverse Projects $ revenue.
Top metaverse projects in the last 3 months based on revenue.

Play to Earn

Video games have always been played for fun, whether it was Pacman or Super Mario, you played for points or even against other opponents and then completed. There were many games that let you collect in-game weapons, commodities and currencies - even Easter eggs. In life-simulation franchise like The Sims you could buy pizzas to houses with Simolean currency. But there was never any real world value attached to those items or the in-game currency. Grey markets popped around games like World of Warcraft and Diablo, where in-game items were exchanged and characters were grown. But, this was risky and not condoned by game companies.
Now a new class of games is emerging where playing is an investment opportunity – and even potentially a way to earn a living. So-called play-to-earn games like Axie Infinity and The Sandbox have been exploding in popularity recently.
The leader in this new space is Axie Infinity, a Pokémon-style game created by the Vietnamese developer Sky Mavis. It has some 350,000 daily active users, about 40% of whom are in the Philippines, with Venezuela and the US the next two biggest markets.
The game revolves around cute furry creatures called Axies, which players breed, acquire, train, use to complete challenges, and do battle with online. The object of the game is to obtain small love potions (SLPs), which can be used to breed new Axies that can then be deployed within the game.
SLPs double as cryptocurrencies that can be bought and sold on a crypto exchange. Top players are reportedly earning SLP1,500 (US$435/£317) per day from their Axies, though the price of SLPs against the US dollar is constantly changing. It has broadly been rising since 2020, so there is an argument for hanging on to them – or alternatively, selling while the going is good.

Copy link
On this page
Global Games Market ($175.8 Bn)
Browser based Gaming ($25bn~)
NFT and Blockchain based games
How many NFT users?
How much is spent on Metaverse platforms?
Play to Earn