The Games Sector: It’s Huge, and Growing

The sector is very broad, and comprises everything from stand-alone videos games on platforms to Esports events played by professional gamers/teams and streamed to large audiences. It also includes digital sports/sports tech, which uses technology and platforms to engage with people using wearables/sensors for sport and fitness activities, in addition to being an important and growing component of the education technology (EdTech) space.

Taken in aggregate, the Games sector is massive. In 2020, the combined revenue from Games/Esports/Dsports was bigger than the music industries and Hollywood combined, making the sector the biggest in the media universe. And, whilst this in itself is an impressive statistic, the growth trajectory is where the most exciting trend can be found.

In 2020, digital video games saw 20% growth year-on-year. For Dsports, that figure was 31%, and for Esports, growth was at 40%. And, in terms of end-users, the trend has been longstanding and durable. In 1995, there were 100 million gamers globally. By 2019, that figure had jumped to 3 billion. This growth trend will continue strongly in the 2020s.

In contrast with the more traditional media sectors (such as music, Hollywood, traditional television), technological innovation is a catalyst for superior growth in the Games sector. In the case of TV, for example, there has been a decline of 4% in the previous three years, with a forecast for stagnation in the coming years.

An analogy from the energy industry shared with us by our friends at Hiro Capital is perhaps the best way to capture the potential for gaming and its superiority over other media investments. Anybody would rather invest in clean energy than coal. The same is true in media — it is better to invest in a growing, future-focussed media sector than in stale, old-media companies.

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