Europe Gambling Statistics
2021年3月4日Register here: http://gg.gg/oj0vx
*Europe Gambling Statistics History
*Europe Gambling Statistics 2020
*Online Gambling Europe Statistics
*Europe Gambling Statistics Today
Statistics available from other government bodies which measure and report on the gambling market. Gambling participation and problem gambling We regularly collect data on gambling both in terms of information about the consumer and the method they choose to gamble. The ranking of the 200 gambling countries is based on data provided by H2 Gambling Capital. The ranking takes into account the losses in a year divided by the adult population. The losses include the entire amount lost on all types of gaming including poker, slot machine, horse racing, and casinos. Gambling addiction statistics show people between the ages 20 and 30 have the highest rates of problem gambling. 75 percent of college students report having gambled during the past year The risk of developing a gambling addiction more than doubles for young adults in college settings.How many active video gamers were there in 2019?There were 2.47 billion video game players worldwide in 2019. The figure will rise to 2.6 billion in 2020 based on a 5.22% year-on-year growth forecast. The global games market had $148.8 billion in revenues for 2019, 48% of which came from the Asia Pacific market.
Source: Newzoo; Statista
Gamers are not the minority TV and film paint them out to be. Newzoo reports there were 2.47 billion gamers in the world by the end of 2019. Growth has been steady with an average of 5.9% Year-on-Year (YoY) increase. 2020 figures are forecasted to reach 2.6 billion gamers that will earn the global games market an estimated $165 billion.
Games revenues for 2019 reached over $148 billion with 48% of market earnings generated by the Asia Pacific region. Growth in APAC was driven by demand from its 1.3 billion gamers.
The rise of subscription gaming services and cloud gaming has opened income opportunities beyond the sales of game titles and gear. Independent game developers can develop and launch their games without the need for a game publishing company. Gamers, on the other hand, can earn from tournaments and streams from their social media channels.
This article explores the number of video gamers, the biggest gaming markets, and other aspects of the gaming industry by digging deep into the categories below:Number of Gamers Worldwide Table of ContentsGamers’ Geographical Breakdown
Gamers make up a third of the world population and they are found everywhere. Leading the market in number of gamers and revenue is China.
China was a late starter in the gaming space with a small market compared to other mature gaming markets. The Chinese government actually enforced a 14-year ban on game console imports and sales amidst fears of the youth developing gaming addictions. The PC games market, not included in the ban, flourished.
PC-based gameplay soon gave way to microtransactions, and then social network games like the once overly popular Farmville, and eventually, mobile games in the vein of League of Legends.
Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth.
Source: Statista; FinancesOnline market projectionTop 10 Countries By Gaming Revenue
The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in the top five. Combined revenues for the three countries surpass the revenues of the remaining countries put together.
Source: NewzooThe Biggest Gaming Market
As of October 2019, China has 640 million gamers, the biggest number of gamers in the APAC region and the world. This translated to $36.5 billion in revenue for 2019. The license freeze in October 2018 slowed down the rate to 5.3% YoY growth compared to the 23% increase in 2017.
The US trails China with over 211 million gamers. The figures vary depending on the source and demographics counted but it is estimated that 67% of Americans play video games on various consoles with more than half playing on mobile phones.
Latin America and Southeast Asia are the fastest-growing gaming markets, with 253 million and 227 million gamers, respectively. Other important markets are the UK with $4.7 billion in market revenue and over 37 million gamers, and India with a gaming market value of $1.5 billion and a gamer count of 300 million.
Source: Newzoo; FinancesOnline market projections
China and the US are head to head in Newzoo’s Global Games report for 2019, with each country’s gaming markets worth $36.5 billion and $35.5 billion, respectively.
Source: Newzoo
The Southeast Asian region saw an enormous expansion in its mobile games segment. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam are leading the way with $4.3 billion in revenues for the mobile segment alone.
Source: Newzoo
The biggest gaming markets per region include Mexico for Latin America with $1.8 billion in revenue, Turkey with $826 million for the Middle East, Germany for Western Europe with $6 billion, and Russia generating revenue of $1.8 billion for Eastern Europe.Gaming Devices and Platforms
The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games. Smartphone games have the biggest slice of the pie with a 37% market share, followed by console games with 30%.
A contraction in the number of console hardware, peripherals, and titles sold worldwide led to adjustments in market projections for 2019 revenue — from $47.9 billion down to $45.3 billion.
The longer release cycle for new console models is a contributing factor to lower hardware sales. Gamers would rather wait for new console models instead of spending on current generation games.Market Share per Gaming Platform
Mobile gaming makes up almost half of the total market with a combined smartphone and tablet gaming revenue of $68.2 billion. All segments have positive growth except browser PC games which dropped -15.1%.
Source: Newzoo
Source: NewzooNumber of Gaming Consoles Sold
2018 saw gaming consoles sold limited to five models from three major console manufacturers – PlayStation, Nintendo, and Xbox. Limelight Networks’ online gaming report found that video gamers aged 26-35 preferred using gaming consoles over computers and mobile phones.
Source: Statista
2019 gaming console sales grew 7.3% from the previous year but is forecast to be static at 31% from 2020 to 2022. Market analysts predict 2020 will be a slow year for console sales; the lowest since 2015.
Source: Newzoo
Cloud gaming is also forecast to put a dent on future gaming console market share despite the lukewarm reception to Google Stadia. The concept of gaming with no expensive hardware may give gamers pause to upgrade their current consoles and switch to a cloud gaming service instead. There is also the much anticipated Microsoft xCloud, still under development but will see release sometime in 2020.Gamers’ User Profile
The real-world gamer demographic is more complex than the stereotypical gamer persona of a 30-something man-child living in their mother’s basement. The Entertainment Software Association released a study about the background and demographics of the American gamer with the following surprising insights: they’re civically involved, exercise more compared to non-gamers, and get the same amount of sleep as their non-gaming counterparts.
The average adult gamer prefers to play casual games on a smartphone. Close to 80% do so as they believe games provide mental stimulation and are a way to relax. Gamers are also educated; 52% have a degree.
Income does not have much bearing with gamers consistently purchasing hardware and titles across a range of incomes from less than $49,000 to $89,000 a year.
Source: EarnestGamers’ Age Range and Gender Split
Gamers range in age from children under 18 to post-Boomers 70 and up. 65% of American adults are gamers with an average age of 33 years old. The age range is split into four segments with Millennials as the biggest group.Gamers’ Age Distribution (2019)Print chartDownload JPEG image
Source: Statista; Entertainment Software AssociationEurope Gambling Statistics HistoryDesigned by
Three out of four American households have a gamer and 64% of American households own a gaming device. Over 70% of parents believe playing video games are educational. Nearly 60% of parents play video games with their children at least once a week.
The gender split has a slight skew in favor of male gamers at a 54% to 46% ratio in the US. The average gamer age is 32 years for men and 34 years for women. The highest percentage of female gamers in the world belong to Japan, where 2 out of 3 gamers are female.
Source: Entertainment Software Association
Male millennial gamers are the biggest market for gaming consoles while male Baby Boomers have a preference for playing games using a computer. The remaining favor using mobile devices for their gameplay. Among adult gamers, 60% prefer using a smartphone device, 52% a personal computer, and 49% use a gaming console.
MaleFemaleMaleFemaleMale
FemaleMillennialsAction, Shooters & Sports GamesCasual & Action GamesGod of War, Madden NFL and
FortniteCandy Crush, Assassin’s Creed,
Tomb RaiderConsoles (69%)Smartphones (69%)Gen-XersSports, Racing & ShootersCasual Games, including Puzzle
and Classic ArcadesForza, NBA 2K, Call of DutyTetris & Pac-ManSmartphones (62%) Smartphones (70%) Baby BoomersCard, Puzzle and Virtual Board GamesCard, Puzzle & Virtual Board Games Solitaire & ScrabbleMahjong & Monopoly PC (66%)Smartphone (58%)
Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.Types of Gamers
Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.
Source: Limelight Networks
Gamers over the age of 45 are more likely to consider themselves casual players — gaming after work, during a commute, or while waiting for appointments. A combined 12.2% from the segments of 18-25 and 26-35 year old segment dream of making a career out of gaming. Professional video game players can earn anywhere between $5,000 to $20,000 monthly and hundreds of thousands to a cool million in prize money for tournaments.Time Spent Playing Video Games
Dropping in an hour to two a day, gamers spent an average of 7.11 hours a week playing video games in 2019; a marked increase of 19.2% from 2018’s 5.96 hours. Male video gamers clocked in 7.89 hours each week compared to 6.28 hours for female gamers.Average Gaming Time Per Region
Germany has the highest weekly average game time of almost 8 hours of gameplay a week while South Korea has the lowest with 6.69 hours. Both grew by 31% and 51% respectively from last year’s results. The US and Germany are tied with 12% of respondents reporting they played 20 or more hours a week.
Source: Limelight NetworksAverage Gaming Time Per Age and Gender
It’s a no-brainer that across the age groups of gamers, 26-35 year olds play the longest as the Millennial segment makes up a large part of the gaming market (40%). The 26-35 year old segment is also the most likely to play at work; close to half in the age group play each month at their workplaces.
Source: Limelight Networks
The average gaming duration is 1.37 hours. The country with the shortest consecutive gaming hours is Italy with 1.09 hours of gameplay while the longest is Singapore with 1.57. Age-wise, the segments withthe longest and shortest gameplay are the 18-25 year olds with 1.97 hours and the over-60 with 0.97 hours a day.
Gaming is a social and shared experience. Games are played in cooperation and competition with friends and strangers alike: 2 out of 3 gamers play with others. Adult gamers play with their friends 4.8 hours online and 3.5 hours in person.Europe Gambling Statistics 2020
Men play 1.61 hours longer than women. Although not common, a portion of gamers can play 12 or more hours—23% for men and 15.9% of women.Print chartDownload JPEG imageDownload XLSAverage Weekly Gameplay Hours per Gender (2019)
Male7.9h
Female6.3h
Source: Limelight NetworksDesigned byOnline Gambling Europe StatisticsPayment Method of Choice for Gaming-Related Purchases
The video game industry makes money not only from game titles and hardware sales. Microtransactions for upgrades such as downloadable content are worth over $6 billion annually. Exchanges are facilitated through credit and debit card transactions. Credit cards are the preferred payment method but security and usability concerns make gamers wary.
E-wallets are gaining support: 26% choose PayPal as the preferred payment method for in-game purchases. Other payment methods include WeChat Pay, Google Pay, and Apple Pay.
Source: StatistaGaming Monetization and Revenue
There are over 2,400 video game companies worldwide, providing employment for hundreds of thousands and generating revenues over $150 billion in 2019. Video game monetization has extended to other avenues such as Esports and streaming gameplay on YouTube and Twitch.
Source: Mediakix, Twitch, Youtube, Caffeine.tv
Source: Wondershare, Twitch, Youtube
Esports has been recognized as a potential sporting activity by the International Olympic Committee in 2017. It made its historic debut as a medal sport in the 30th South East Asian Games. Intel will host an Esports tournament prior to the 2020 Summer Olympics in Tokyo. Though not part of the Olympic games, exposure will steer discussions on Esports’ validity as a competitive sport.
Source: Newzoo
Sources:
Gambling is a popular form of entertainment in countries across modern-day Europe. From the Casino de Monte-Carlo with its grand adjacent opera house and centuries of gaming history to the 200 year-old Baden-Baden Casino in Germany, Europe is home to some of the world’s best-known gambling venues.
It’s hard to lump together all of Europe’s diverse nations and customs. Europe proper is made up of fifty countries stretching from Russia in the East to Portugal in the West, and from Norway in the North to Malta in the South.
European citizens live within reach of a number of different gambling hotspots thanks to easily-accessible mass transit and inexpensive air travel. The French Riviera, particularly the city of Nice, is the traditional home of roulette. Italy’s island of Lido (and the area around Venice in general) is another haven for European gamblers - appropriate, since the world’s first ’casino’, in the sense that we understand it, was built near Venice in the mid-17th Century. The UK is best-known as a hotbed of sports and race betting.The History of Gambling in Europe
Though people native to modern-day Europe have been gambling for thousands of years, the first recognizable forms of wagering that happened on European soil involved simple dice contests. These games spread during the medieval period and became so popular that King Richard had to issue a royal order in the year 1190 to curtail his soldiers’ gambling.Europe Gambling Statistics Today
Betting on cock fights became commonplace throughout the West over the next three hundred years, as did wagers on bird races and chess matches. In parts of the UK, particularly England, a modern-day obsession with sports and race bets has its roots in this aspect of 14th Century Euro culture.
While the English were finding new animal contests to place bets on, Continental Europeans were discovering and creating altogether new ways to gamble. Sets of playing cards, invented in the Far East, made their way through Russia and then Eastern Europe. These new tools of the trade caught on quickly, and dice games like Hazard waned in popularity in most of Europe. Dice remained somewhat more popular in France - the French love for a home-spun dice game called crapaud ensured a permanent place for dice in the casino world. You may know crapaud as ’craps.’
Casino-style gambling, in forms recognized by today’s gamblers, didn’t begin in earnest until the late 18th Century, with some properties from those early days still open and operating. The Casino de Spa in Belgium opened for business in 1769 and is still operating, though obviously the games played today are quite different than those of the mid-18th Century.Types of Gambling
As a melting pot of cultures from the East and the West, Europe is home to many different people from many different traditions. The coming together of so many divergent peoples is what led to the variety of games in any Vegas casino today - our canon of gambling contests was put together over time mostly by European cultures. In modern Europe, every type of gambling popular elsewhere in the world is available, though not all games are played (and not all are legal) across the continent. Here’s a breakdown of Europe’s favorite ways to wager.
Casino Gambling - European taste for gaming varies depending on what region and sometimes even what country a bettor finds himself in. In France, the birthplace of roulette, that game is still very much a highlight of any gaming floor. Bettors in Monte Carlo prefer their game Punto Banco over any of the other Continental imports. Chemin de fer is the game of choice for some in Central Europe. Game variety in Europe creates a much livelier atmosphere than in hotspots like Las Vegas, where most casinos offer the same games. Casino gambling isn’t legal in every European country, and laws sometimes depend on an even more complex municipal or regional code than national law. In parts of Europe where casino play is permitted, it is a major pastime.
Lotteries - The world’s first lotteries weren’t in Europe - they were in parts of Asia and the Arab world - but some countries in Europe latched onto this type of gambling more ferociously than in the lands where the game was born. The first European lotteries took place in the Middle Ages sometime during the 15th Century. Like in their land of origin, and every land that legalized lotto games afterwards, these early lottery drawings were designed as fundraisers for church or municipal projects, or in some cases to raise a standing army or fund a far-off war. Lottery games continue to be popular across Europe - some ten dozen different lottery game providers operate within Europe’s fifty countries, a testament to the widespread appeal of these simple wagers.
Sports & Race Betting - Since Europe is the traditio
https://diarynote-jp.indered.space
*Europe Gambling Statistics History
*Europe Gambling Statistics 2020
*Online Gambling Europe Statistics
*Europe Gambling Statistics Today
Statistics available from other government bodies which measure and report on the gambling market. Gambling participation and problem gambling We regularly collect data on gambling both in terms of information about the consumer and the method they choose to gamble. The ranking of the 200 gambling countries is based on data provided by H2 Gambling Capital. The ranking takes into account the losses in a year divided by the adult population. The losses include the entire amount lost on all types of gaming including poker, slot machine, horse racing, and casinos. Gambling addiction statistics show people between the ages 20 and 30 have the highest rates of problem gambling. 75 percent of college students report having gambled during the past year The risk of developing a gambling addiction more than doubles for young adults in college settings.How many active video gamers were there in 2019?There were 2.47 billion video game players worldwide in 2019. The figure will rise to 2.6 billion in 2020 based on a 5.22% year-on-year growth forecast. The global games market had $148.8 billion in revenues for 2019, 48% of which came from the Asia Pacific market.
Source: Newzoo; Statista
Gamers are not the minority TV and film paint them out to be. Newzoo reports there were 2.47 billion gamers in the world by the end of 2019. Growth has been steady with an average of 5.9% Year-on-Year (YoY) increase. 2020 figures are forecasted to reach 2.6 billion gamers that will earn the global games market an estimated $165 billion.
Games revenues for 2019 reached over $148 billion with 48% of market earnings generated by the Asia Pacific region. Growth in APAC was driven by demand from its 1.3 billion gamers.
The rise of subscription gaming services and cloud gaming has opened income opportunities beyond the sales of game titles and gear. Independent game developers can develop and launch their games without the need for a game publishing company. Gamers, on the other hand, can earn from tournaments and streams from their social media channels.
This article explores the number of video gamers, the biggest gaming markets, and other aspects of the gaming industry by digging deep into the categories below:Number of Gamers Worldwide Table of ContentsGamers’ Geographical Breakdown
Gamers make up a third of the world population and they are found everywhere. Leading the market in number of gamers and revenue is China.
China was a late starter in the gaming space with a small market compared to other mature gaming markets. The Chinese government actually enforced a 14-year ban on game console imports and sales amidst fears of the youth developing gaming addictions. The PC games market, not included in the ban, flourished.
PC-based gameplay soon gave way to microtransactions, and then social network games like the once overly popular Farmville, and eventually, mobile games in the vein of League of Legends.
Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth.
Source: Statista; FinancesOnline market projectionTop 10 Countries By Gaming Revenue
The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in the top five. Combined revenues for the three countries surpass the revenues of the remaining countries put together.
Source: NewzooThe Biggest Gaming Market
As of October 2019, China has 640 million gamers, the biggest number of gamers in the APAC region and the world. This translated to $36.5 billion in revenue for 2019. The license freeze in October 2018 slowed down the rate to 5.3% YoY growth compared to the 23% increase in 2017.
The US trails China with over 211 million gamers. The figures vary depending on the source and demographics counted but it is estimated that 67% of Americans play video games on various consoles with more than half playing on mobile phones.
Latin America and Southeast Asia are the fastest-growing gaming markets, with 253 million and 227 million gamers, respectively. Other important markets are the UK with $4.7 billion in market revenue and over 37 million gamers, and India with a gaming market value of $1.5 billion and a gamer count of 300 million.
Source: Newzoo; FinancesOnline market projections
China and the US are head to head in Newzoo’s Global Games report for 2019, with each country’s gaming markets worth $36.5 billion and $35.5 billion, respectively.
Source: Newzoo
The Southeast Asian region saw an enormous expansion in its mobile games segment. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam are leading the way with $4.3 billion in revenues for the mobile segment alone.
Source: Newzoo
The biggest gaming markets per region include Mexico for Latin America with $1.8 billion in revenue, Turkey with $826 million for the Middle East, Germany for Western Europe with $6 billion, and Russia generating revenue of $1.8 billion for Eastern Europe.Gaming Devices and Platforms
The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games. Smartphone games have the biggest slice of the pie with a 37% market share, followed by console games with 30%.
A contraction in the number of console hardware, peripherals, and titles sold worldwide led to adjustments in market projections for 2019 revenue — from $47.9 billion down to $45.3 billion.
The longer release cycle for new console models is a contributing factor to lower hardware sales. Gamers would rather wait for new console models instead of spending on current generation games.Market Share per Gaming Platform
Mobile gaming makes up almost half of the total market with a combined smartphone and tablet gaming revenue of $68.2 billion. All segments have positive growth except browser PC games which dropped -15.1%.
Source: Newzoo
Source: NewzooNumber of Gaming Consoles Sold
2018 saw gaming consoles sold limited to five models from three major console manufacturers – PlayStation, Nintendo, and Xbox. Limelight Networks’ online gaming report found that video gamers aged 26-35 preferred using gaming consoles over computers and mobile phones.
Source: Statista
2019 gaming console sales grew 7.3% from the previous year but is forecast to be static at 31% from 2020 to 2022. Market analysts predict 2020 will be a slow year for console sales; the lowest since 2015.
Source: Newzoo
Cloud gaming is also forecast to put a dent on future gaming console market share despite the lukewarm reception to Google Stadia. The concept of gaming with no expensive hardware may give gamers pause to upgrade their current consoles and switch to a cloud gaming service instead. There is also the much anticipated Microsoft xCloud, still under development but will see release sometime in 2020.Gamers’ User Profile
The real-world gamer demographic is more complex than the stereotypical gamer persona of a 30-something man-child living in their mother’s basement. The Entertainment Software Association released a study about the background and demographics of the American gamer with the following surprising insights: they’re civically involved, exercise more compared to non-gamers, and get the same amount of sleep as their non-gaming counterparts.
The average adult gamer prefers to play casual games on a smartphone. Close to 80% do so as they believe games provide mental stimulation and are a way to relax. Gamers are also educated; 52% have a degree.
Income does not have much bearing with gamers consistently purchasing hardware and titles across a range of incomes from less than $49,000 to $89,000 a year.
Source: EarnestGamers’ Age Range and Gender Split
Gamers range in age from children under 18 to post-Boomers 70 and up. 65% of American adults are gamers with an average age of 33 years old. The age range is split into four segments with Millennials as the biggest group.Gamers’ Age Distribution (2019)Print chartDownload JPEG image
Source: Statista; Entertainment Software AssociationEurope Gambling Statistics HistoryDesigned by
Three out of four American households have a gamer and 64% of American households own a gaming device. Over 70% of parents believe playing video games are educational. Nearly 60% of parents play video games with their children at least once a week.
The gender split has a slight skew in favor of male gamers at a 54% to 46% ratio in the US. The average gamer age is 32 years for men and 34 years for women. The highest percentage of female gamers in the world belong to Japan, where 2 out of 3 gamers are female.
Source: Entertainment Software Association
Male millennial gamers are the biggest market for gaming consoles while male Baby Boomers have a preference for playing games using a computer. The remaining favor using mobile devices for their gameplay. Among adult gamers, 60% prefer using a smartphone device, 52% a personal computer, and 49% use a gaming console.
MaleFemaleMaleFemaleMale
FemaleMillennialsAction, Shooters & Sports GamesCasual & Action GamesGod of War, Madden NFL and
FortniteCandy Crush, Assassin’s Creed,
Tomb RaiderConsoles (69%)Smartphones (69%)Gen-XersSports, Racing & ShootersCasual Games, including Puzzle
and Classic ArcadesForza, NBA 2K, Call of DutyTetris & Pac-ManSmartphones (62%) Smartphones (70%) Baby BoomersCard, Puzzle and Virtual Board GamesCard, Puzzle & Virtual Board Games Solitaire & ScrabbleMahjong & Monopoly PC (66%)Smartphone (58%)
Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.Types of Gamers
Over half of gamers identify as casual gamers—playing titles like Tetris, Candy Crush, and Solitaire. Men are more likely than women to identify as expert gamers and aspiring professionals. Women are more likely to categorize themselves as novice or casual gamers.
Source: Limelight Networks
Gamers over the age of 45 are more likely to consider themselves casual players — gaming after work, during a commute, or while waiting for appointments. A combined 12.2% from the segments of 18-25 and 26-35 year old segment dream of making a career out of gaming. Professional video game players can earn anywhere between $5,000 to $20,000 monthly and hundreds of thousands to a cool million in prize money for tournaments.Time Spent Playing Video Games
Dropping in an hour to two a day, gamers spent an average of 7.11 hours a week playing video games in 2019; a marked increase of 19.2% from 2018’s 5.96 hours. Male video gamers clocked in 7.89 hours each week compared to 6.28 hours for female gamers.Average Gaming Time Per Region
Germany has the highest weekly average game time of almost 8 hours of gameplay a week while South Korea has the lowest with 6.69 hours. Both grew by 31% and 51% respectively from last year’s results. The US and Germany are tied with 12% of respondents reporting they played 20 or more hours a week.
Source: Limelight NetworksAverage Gaming Time Per Age and Gender
It’s a no-brainer that across the age groups of gamers, 26-35 year olds play the longest as the Millennial segment makes up a large part of the gaming market (40%). The 26-35 year old segment is also the most likely to play at work; close to half in the age group play each month at their workplaces.
Source: Limelight Networks
The average gaming duration is 1.37 hours. The country with the shortest consecutive gaming hours is Italy with 1.09 hours of gameplay while the longest is Singapore with 1.57. Age-wise, the segments withthe longest and shortest gameplay are the 18-25 year olds with 1.97 hours and the over-60 with 0.97 hours a day.
Gaming is a social and shared experience. Games are played in cooperation and competition with friends and strangers alike: 2 out of 3 gamers play with others. Adult gamers play with their friends 4.8 hours online and 3.5 hours in person.Europe Gambling Statistics 2020
Men play 1.61 hours longer than women. Although not common, a portion of gamers can play 12 or more hours—23% for men and 15.9% of women.Print chartDownload JPEG imageDownload XLSAverage Weekly Gameplay Hours per Gender (2019)
Male7.9h
Female6.3h
Source: Limelight NetworksDesigned byOnline Gambling Europe StatisticsPayment Method of Choice for Gaming-Related Purchases
The video game industry makes money not only from game titles and hardware sales. Microtransactions for upgrades such as downloadable content are worth over $6 billion annually. Exchanges are facilitated through credit and debit card transactions. Credit cards are the preferred payment method but security and usability concerns make gamers wary.
E-wallets are gaining support: 26% choose PayPal as the preferred payment method for in-game purchases. Other payment methods include WeChat Pay, Google Pay, and Apple Pay.
Source: StatistaGaming Monetization and Revenue
There are over 2,400 video game companies worldwide, providing employment for hundreds of thousands and generating revenues over $150 billion in 2019. Video game monetization has extended to other avenues such as Esports and streaming gameplay on YouTube and Twitch.
Source: Mediakix, Twitch, Youtube, Caffeine.tv
Source: Wondershare, Twitch, Youtube
Esports has been recognized as a potential sporting activity by the International Olympic Committee in 2017. It made its historic debut as a medal sport in the 30th South East Asian Games. Intel will host an Esports tournament prior to the 2020 Summer Olympics in Tokyo. Though not part of the Olympic games, exposure will steer discussions on Esports’ validity as a competitive sport.
Source: Newzoo
Sources:
Gambling is a popular form of entertainment in countries across modern-day Europe. From the Casino de Monte-Carlo with its grand adjacent opera house and centuries of gaming history to the 200 year-old Baden-Baden Casino in Germany, Europe is home to some of the world’s best-known gambling venues.
It’s hard to lump together all of Europe’s diverse nations and customs. Europe proper is made up of fifty countries stretching from Russia in the East to Portugal in the West, and from Norway in the North to Malta in the South.
European citizens live within reach of a number of different gambling hotspots thanks to easily-accessible mass transit and inexpensive air travel. The French Riviera, particularly the city of Nice, is the traditional home of roulette. Italy’s island of Lido (and the area around Venice in general) is another haven for European gamblers - appropriate, since the world’s first ’casino’, in the sense that we understand it, was built near Venice in the mid-17th Century. The UK is best-known as a hotbed of sports and race betting.The History of Gambling in Europe
Though people native to modern-day Europe have been gambling for thousands of years, the first recognizable forms of wagering that happened on European soil involved simple dice contests. These games spread during the medieval period and became so popular that King Richard had to issue a royal order in the year 1190 to curtail his soldiers’ gambling.Europe Gambling Statistics Today
Betting on cock fights became commonplace throughout the West over the next three hundred years, as did wagers on bird races and chess matches. In parts of the UK, particularly England, a modern-day obsession with sports and race bets has its roots in this aspect of 14th Century Euro culture.
While the English were finding new animal contests to place bets on, Continental Europeans were discovering and creating altogether new ways to gamble. Sets of playing cards, invented in the Far East, made their way through Russia and then Eastern Europe. These new tools of the trade caught on quickly, and dice games like Hazard waned in popularity in most of Europe. Dice remained somewhat more popular in France - the French love for a home-spun dice game called crapaud ensured a permanent place for dice in the casino world. You may know crapaud as ’craps.’
Casino-style gambling, in forms recognized by today’s gamblers, didn’t begin in earnest until the late 18th Century, with some properties from those early days still open and operating. The Casino de Spa in Belgium opened for business in 1769 and is still operating, though obviously the games played today are quite different than those of the mid-18th Century.Types of Gambling
As a melting pot of cultures from the East and the West, Europe is home to many different people from many different traditions. The coming together of so many divergent peoples is what led to the variety of games in any Vegas casino today - our canon of gambling contests was put together over time mostly by European cultures. In modern Europe, every type of gambling popular elsewhere in the world is available, though not all games are played (and not all are legal) across the continent. Here’s a breakdown of Europe’s favorite ways to wager.
Casino Gambling - European taste for gaming varies depending on what region and sometimes even what country a bettor finds himself in. In France, the birthplace of roulette, that game is still very much a highlight of any gaming floor. Bettors in Monte Carlo prefer their game Punto Banco over any of the other Continental imports. Chemin de fer is the game of choice for some in Central Europe. Game variety in Europe creates a much livelier atmosphere than in hotspots like Las Vegas, where most casinos offer the same games. Casino gambling isn’t legal in every European country, and laws sometimes depend on an even more complex municipal or regional code than national law. In parts of Europe where casino play is permitted, it is a major pastime.
Lotteries - The world’s first lotteries weren’t in Europe - they were in parts of Asia and the Arab world - but some countries in Europe latched onto this type of gambling more ferociously than in the lands where the game was born. The first European lotteries took place in the Middle Ages sometime during the 15th Century. Like in their land of origin, and every land that legalized lotto games afterwards, these early lottery drawings were designed as fundraisers for church or municipal projects, or in some cases to raise a standing army or fund a far-off war. Lottery games continue to be popular across Europe - some ten dozen different lottery game providers operate within Europe’s fifty countries, a testament to the widespread appeal of these simple wagers.
Sports & Race Betting - Since Europe is the traditio
https://diarynote-jp.indered.space
コメント