Annually, accounting and consulting agency PwC kinds out its predictions for games, know-how, and leisure. This 12 months, it’s predicting average development of a 6.three p.c compound annual development price for U.S. console video games by way of 2021, but it surely believes that virtual reality and esports will develop at a lot quicker charges.
Console sport income was $21 billion in 2016, and it’s anticipated to develop by a 6.three p.c CAGR to $28.5 billion in 2021 within the U.S. That doesn’t embody PC games microtransaction income, which is predicted to develop from $three billion in 2016 to $four.2 billion in 2021 at a 7 p.c CAGR. That development is as a result of ongoing success of free-to-play games, extra subscription providers, and a PC trade reinvigorated by esports.
Total console revenues have been boosted by digital revenues, that are rising from $2.three billion in 2016 to $three.7 billion in 2021, a CAGR of 9.eight p.c. The social and informal sport class will see income rise from $7.9 billion in 2016 to $12.1 billion in 2021, at a 9 p.c CAGR. In 2017, PwC predicts that social and informal will surpass console video games in 2017.
In the meantime, PwC could be very bullish on VR. It estimates 68 million VR headsets might be in use within the U.S. by 2021, with the unit numbers rising at a 69.2 p.c CAGR through the interval. VR is predicted so as to add almost the identical income as TV promoting through the interval, rising from nearly nothing in 2016 to $four.6 billion in 2021.
However PwC famous the draw back of VR is that it’s a “highly immature market with underdeveloped business models, flaky hardware, and lots of experimental or low-quality content.” In 2017, PwC believes VR will see advances in “inside out” motion monitoring and decrease value headsets.
In the meantime, PwC believes U.S. esports will develop from $108 million in 2016 to $299 million in 2012, rising at a 22.6 p.c CAGR. The U.S. is the biggest market in income phrases, having overtaken South Korea in 2015, though the latter will keep far forward when it comes to per-capita income.
Esports streaming promoting income is forecast to rise from $33 million within the U.S. in 2016 to $148 million in 2021, changing into the most important contributor to complete e-sports income within the course of. Esports sponsorship income – of groups and tournaments – would be the second-largest contributor to complete e-sports income, rising from $44 million in 2016 to $84 million in 2021, rising at a 13.6 p.c CAGR.
Not only does the continuing popularization of aggressive gaming by broadcasters deliver new shoppers into the gaming fold, however the games themselves assist to spice up on-line/microtransaction revenues on each consoles and PCs.
PwC makes built-in forecasts for 17 trade segments throughout 54 countries for the worldwide leisure and media markets.