As reported in a recent analysis carried out by Futuresource, the games industry is on track of growth when global consumers are forecasted to spend an amount of $150 billion by 2020 on games. According to the report, the spending number hit roughly $132 billion last year, which means that if Futuresource's prediction is true, we will be seeing an annual increase of $18 billion in the next couple of years.

1Global gaming market in 2018 (by Newzoo)

Mobile games have contributed a great proportion to the total revenues of this industry. As cited from the report, the year 2018 continued to be a prosperous period of mobile games developers and companies with about $63 billion spent all over the world.

Compared to 2017, the mobile market in 2018 witnessed a 10-percent increase. It is likely to grow larger this year as the speed of development is showing no sign of slowing down. The revenues of games on mobiles are believed to hit the number of $75 billion by 2020, making up for 50-percent of the total consumption.

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Global gaming market in 2017 (by Newzoo)

At the moment, the number of mobile gaming consumers nearly reaches half of the market's spending with the other half belonging to PC and consoles combined. As shown in the picture included at the beginning of this article, the revenues of consoles (consisting of Xbox 1, PS4, Nintendo's Switch, and 3Ds) was around $38B, while PC contributed over $33B.

According to the report, mobile gaming is expected to grow faster in 2019 while both consoles and PC platforms may experience a cutback on revenues since the more consumers will decide to switch over to mobile next year.

3Mobile games are expected to grow faster in 2019

This balance shift should not come as a surprise, considering that people living in regions such as Africa, Asia Pacific, or Latin America are becoming more and more dependent on smart devices. So, when computing needs arise, they would often turn towards their cellphones.

Game publishers have caught the trend and are quickly adapting to this situation. Companies such as Tencent are developing smartphone versions of several biggest franchises like Call of Duty and the popular PUBG. In many countries where smartphones ownership is rapidly growing, India or China for example, mobile has become the gaming platform of choice for millions of consumers.

4Fortnite on Mobile Phones

Other sections related to gaming, Esports for instance, will also generate more money across all platforms compared to the past as well. Popular competitive games like PUBG Mobile, Fortnite, Clash Royale, Asphalt 9 Legends and Call of Duty Mobile (to be released soon) are contributing to the increase of mobile engagement.

And then we have cloud gaming, with the upcoming Stadia from Google being a prime example. This is a new form of gaming that has never been seen before, so it remains to be seen how analyst will classify it.  From a technical standpoint, Stadia and any other similar service that might come in the future could be considered virtual PCs, so it'd be understandable if it ends up being a segment of the PC gaming market. On the other hand, customers don’t actually need PC hardware to set up for the games, so it might be considered as a completely separate platform, which creates a brand-new contribution to the gaming market.

If that actually turns out to be the case, and if Stadia does work and manages to stick around in the next few years, it may possibly account for a huge proportion of the market revenues. However, until now, mobile gaming is standing at the 1st place of the best contributor to the gaming market in term of how much consumers are paying for their games as well as in-game content.