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Trend

Gaming & Esports

Gaming generates more revenue than film and music combined. Three billion people play games globally. Esports fills stadiums. In-game economies trade billions in virtual goods annually. And as gaming shifts from consoles to mobile to cloud, the platform that captures the next generation of players captures a customer for life.

9
companies
4
pure play
5
major beneficiary
Pure Play
Core business is this trend
RBLXRBLX
RBLX
Roblox
Pure Play

A user-generated gaming platform with 80 million daily active users, the majority under 17. Functions as a social network, game engine, and virtual economy all at once. Robux — the in-game currency — is a proto-metaverse economy generating billions in transactions.

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EAEA
EA
Electronic Arts
Pure Play

Owns FIFA (now EA Sports FC), Madden, Apex Legends, and The Sims. Live services — ongoing in-game purchases — now generate the majority of revenue. EA's sports franchises have billions in dedicated annual players who buy every edition.

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TTWOTTWO
TTWO
Take-Two Interactive
Pure Play

Publisher of GTA, Red Dead Redemption, NBA 2K, and Borderlands. GTA VI — one of the most anticipated game releases in history — is in development. GTA Online generates hundreds of millions annually in recurring microtransaction revenue.

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NTESNTES
NTES
NetEase
Pure Play

China's second-largest gaming company after Tencent. Partners with Blizzard for WoW and Overwatch in China. Has its own globally successful titles including Naraka: Bladepoint. A major beneficiary of Chinese gaming's global expansion.

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