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SuperData: digital games and interactive media revenue was up 4% YoY to $120.1B in 2019, with $64.4B for mobile; Fortnite topped with $1.8B, vs. $2.4B in 2018

The combined game industry grew 3% to $120.1 billion in 2019, according to market researcher SuperData in its year-end report.

VentureBeat Dean Takahashi

Context & Ripple Effects

The 2019 SuperData numbers mark a clear deceleration: after digital games revenue grew 11% to $110.7B in 2018, growth halved to 4% on a $120.1B base. The slowdown tracks the cooling of the market's biggest engine — Fortnite, which SuperData now puts at $1.8B for 2019, down from $2.4B the year it drove Epic's reported $3B in profits.

Mobile remains the load-bearing segment at $64.4B — over half the total and up from $61.6B in 2018 — meaning the industry's growth question is largely a mobile question. The follow-on coverage makes 2019 look like a trough year rather than a ceiling: spending hit a record $10B in March 2020 and the US market then jumped 12% to $139.9B in 2020.

First-order effects

  • Epic Games' single biggest revenue line shrank by roughly $600M year-over-year, leaving the company more exposed to Fortnite's live-service lifecycle after a 2018 in which the title alone underpinned its reported $3B profit.
  • Mobile's $64.4B — up from $61.6B — confirms publishers' free-to-play mobile portfolios, not premium console releases, set the industry's growth rate.

Second-order effects

  • With the top free-to-play title declining, rivals in the battle-royale and live-service space gain a window to capture spend Fortnite is releasing, and Epic faces pressure to diversify beyond one hit.
  • Slower 2019 top-line growth sharpens competition for the mobile half of the market, where user-acquisition costs and per-player monetization determine who grows at all in a low-single-digit-growth year.

Third-order effects

  • The pattern — a hit-driven free-to-play leader peaking and dragging total growth from 11% to 4% in one year — points to an industry whose aggregate revenue is increasingly hostage to a handful of live-service titles rather than steady catalog sales.
  • 2019's deceleration proved cyclical, not structural: the 2020 rebound to $139.9B with console up 28% shows the market's growth is now driven by external shocks and platform cycles layered on top of a mobile-dominated base.

The trend: Games industry growth is decelerating as hit-driven free-to-play titles mature, leaving mobile — now over half of a $120B market — as the segment that decides whether the industry grows at all.

Discussion

  • @adolfoaguirrec Adolfo Aguirre on x
    Important data on the state of gaming. F2P is king. https://venturebeat.com/... https://twitter.com/...
  • @thr @thr on x
    The year's top-earning title overall was once again Epic Game's #Fortnite, which generated $1.8 billion in 2019 http://thr.cm/...
  • @yangcliu Yang on x
    Overall, the revenue of $120.1 billion in 2019 was up 4% from $115.5 billion in 2018. The 2019 revenue included $64.4 billion for mobile games, $29.6 billion for PC, and $15.4 billion for consoles. https://twitter.com/...
  • @mannyanekal Manny Anekal on x
    More than 50% of $120B in Gaming revenue in 2019 came from Mobile - and we are still growing. https://venturebeat.com/...
  • @tprstly Theo on x
    And yet the #gamedev industry is still not treated the same way like the movie business. https://venturebeat-com.cdn.ampproject. org/ ...
  • @paultassi Paul Tassi on x
    For all the Xbox/PS/Switch coverage and debates, pretty wild that console revenue is 50% of PC and 25% of mobile https://twitter.com/...
  • @pshanley88 Patrick Shanley on x
    Global digital game spending hit a new record in 2019: $109B Once again, @FortniteGame was the year's top earner ($1.8B), though it was down from last year's staggering $2.4B mark. LOTS more great info from the year in gaming here, per @_SuperData https://www.hollywoodreporter.co…
  • @genepark Gene Park on x
    more than half of the $120 billion made in gaming was for mobile games. Free games like Fortnite (a 2-year-old game that made $1.8 billion in 2019 on its own) made up 80% of digital revenue https://venturebeat.com/...