Ubisoft Entertainment generated a total of
Annual net sales generated by Ubisoft in FY 20-21 – 2.23bn euros
Chinese company, Tencent generated
Annual online gaming revenue generated by Tencent in 2020 – 元156bn yuan
Nintendo generated a total of
Annual net sales generated by Nintendo in FY 2021 – $16bn U.S dollars
Take-Two generated a total of
Annual net revenue generated by Take-Two Interactive in FY 2021 – $3.37bn USD
Electronics Arts generated a total of
Annual net revenue generated by Electronic Arts (EA) in FY 2021 – $5.63bn U.S dollars
Revenue generated by Activsion-Blizzard
Annual net revenue by Activision Blizzard in 2020 – $8.09bn U.S dollars
Roblox Corporation saw their company as the highest ranked at $74.5bn U.S dollars due to recent buzz driven by the metaverse hype that has been generating since October 2021.
The global eSports market is generally quite fragment with numerous gaming companies holding stakes in the industry however Activision Blizzard Inc. hold the most of the eSports market share as of 2021 with 21.8% followed by Modern Times Group (ESL, Dreamhack) at 14.1%, Tencent at 11%, Valve at 8% and Electronic Arts at 3%
As of September 2021, there has been an estimated 20,243 employees working for Ubisoft Entertain making it the biggest company that have number of employees working for them in the video games industry following Electronic Arts (11,000), Activision Blizzard (9,500), Keywords Studios (9,000) and Take-Two Interactive (6,495)
For Asia as of 2021, there has been an estimated of 33,800 employees working at Sea (SG) based in singapore and a major video game development company in Asia following with NetEase (China) at 28,239, Bandai (Japan) with 9,550 and Nintendo (Japan) at 6,574.
Having burst onto the scene in 2017 – Epic Games’ Fortnite has become a gaming phenomenon and as of May 2020 has amassed a total of 350 million players registered onto the video game which is looked upon Epic Games’ pivotal gaming title
Epic Games monetization model has been proven to be successful as a GaaS (Games as a service) with user engagement within Fortnite still remaining strong. With cosmetic objectives, new map elements and in-game live events this continues to draw millions of concurrent players onto the game.
At the end of 2020, the digital gaming store Epic Games Store saw a reported 13 million peak concurent viewers through their PC platform. This represented a 85% growth compared to the previous year with the store reporting approximately 160 million total users.
Live-services were beneficial for Electronic Arts with the company generating $4.02 billion U.S dollars in revenue between April 2019 to March 2021 – live services include content, subscriptions and other revenues.
In the fiscal year ending in March 2021, Electronic Arts (EA) had generated approximately 3.7 billion U.S dollars in console gaming revenues – this accounted for 66% of the company’s total revenue with console generating the most of it at 3.7 billion U.S dollars.
New monetization streams have allowed EA to grow within the live-services segment with a ten percent year-on-year growth compared to 2020. Gaming companies such as EA have aimed to engage their players with additional content designed to provide value top players to extend and also enhance gameplay.
Electronic Arts (EA) have spent a total of $689 million U.S dollars on marketing and sales related activities – in 2021 this is seen as a 12% increase compared to the previous year of $631 U.S million dollars. EA have significantly increased their marketing expenditure including promotional and advertising efforts primarily on it’s FIFA franchise.
In the fiscal year ending in March 2021, Electronic Arts (EA) generated 2.47 billion U.S dollars of Revenue in North America however the majority of the company revenue to intermational markets and while 2.47 was generated in North America, 3.16 US billion dollars was generated for the rest of the world
In 2020, Activision Blizzard’s console segment generated $2.78 billion U.S dollars in annual revenues. This represents a 45 percent year-over-year increase. Of this revenue, console gaming accounted for third of Activision-Blizzard’s annual revenue with 2.7 billion U.S dollars.
As a business segment, Blizzard in 2020 amounted for $1.9 billion U.S dollars – popular blizzard titles include gaming franchises such as World of Warcraft, Diablo and Overwatch.
In 2021, Activision Blizzard’s annual revenue amounted to 8.8 billion U.S dollars. The publisher continues to release games including Call of Duty, Guitar Hero, StarCraft and World of Warcraft.
In 2020 the other segment, gaming publisher Activision accounted for $3.92 billion U.S dollars in net revenue which saw a decrease from the $2.2 billion U.S dollars in the previous year. Both segments are apart of the parent company Activision-Blizzard
In 2020, the Americas saw the largest of revenue garnered for Activision-Blizzard to which the region netted $4.4 billion U.S dollars. This is a considerably big drop off when analysing EMEA’s net revenue of $2.68 billion U.S dollars. Activision-Blizzard have also looked to penetrate the Asia market with the region netting a total of $972 million U.S dollars.
Activision-Blizzard generated $6.6 billion U.S dollars in 2020 through digitally-distributed downloadable content, microtransactions, subscriptions and products as well as licensing royalties. The digital segment accounted for 82% of company’s total revenue with retail channels only accounting for 9%.
“Adopt Me!” was the most popular Roblox game of all time – this pet simulator amassed over 23.78 billion visits as of the last time it was measured in July 2021, the second ranked came from a obstacle course named “Tower of Hell” which amassed visits, respectively.
As of the third quarter of 2021 – Roblox Corporation have generated a total revenue amount fo $509.3 million U.S dollars. This figure is up compared to the previous quarter’s revenue of $454.1 million U.S dollars.
Roblox Corporation as of October 2021 was the top gaming app publisher that have garnered approximately $44.45 million U.S dollars in app revenue – the company have beat out the likes of major mobile companies such as King who sat at $31.6 million U.S dollars.
As a response to COVID-19, Roblox introduced spaces to hold meetups, social gatherings and even birthday parties in response to national lockdowns. Virtual concerts also were held on the platform that young audiences had flocked to which adds to the plethora of online entertainment the company have launched.