Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Instant Insights

Gaming
Issue 08 | Second quarter 2020

From research labs to living rooms


Idea in brief: Gaming Some of the world’s first electronic games
date back to the 1950s and the brains behind
Fast growing
them were scientists, not game developers.
Total spend in the global gaming
In 1952, Professor A.S. Douglas created OXO,
William Therlin market is set to reach roughly $200
a game of noughts and crosses during his
Investment Insights and billion in 2020, at a CAGR of 9%
time at the University of Cambridge. In 1958,
Portfolio Adviser (2018–2022).1
William Higinbotham created Tennis for two on
Favourable demographics a large analogue computer connected to an
$ Over 60% of video game players in oscilloscope display.3
the US are younger than 35 years.2
Today’s video games are inevitably more
The average spending power of this
technologically advanced but the main concept
demographic is expected to increase
Christian Dambon remains the same. We define video gaming
over time.
Investment and Portfolio (gaming) as actively engaging in a game using
Adviser Universal availability a console, a PC, a smartphone or any other
Given its high accessibility, the type of electronic device (see split in figure 1).
gaming market is well positioned This plethora of gaming platforms appeals to
for the Covid-19 pandemic, with various demographics. However, core users are
prospective spending not interrupted from younger generations. More than 60% of
by physical confinement. video game players are below the age of 35, and
have still to see their income and discretionary
spending peak. 18% of players are between 36
Figure 1: Smartphones are a key driver for to 49 years, while one in five of all video game
gaming revenues players are over 50 years old, illustrating the
Segment breakdown of global game revenues toward 2022 (%)
demographic diversity within gaming.4
The video game market has grown both in size
2018 and importance over the last few years. The
2019
global number of players is expected to reach
1
Newzoo, Global Games Market
Report, light version, 2019, 2.6 billion in 2020, with revenues set to top
page 12
2020 $160 billion, led regionally by Asia-Pacific and
2
https://www.statista.com/ North America (see figure 2 on page 2).
statistics/189582/age-
of-us-video-game-players-
2021
since-2010/ eSports the new normal in 2020?
3
https://www.history.com/
2022 eSports, a subsector within gaming, are
topics/inventions/history-of-
video-games
0 10 20 30 40 50% organized video gaming competitions followed
4
https://www.statista.com/ PC Console Tablet Smartphone by millions of fans through broadcasts (on TV
statistics/189582/age- or online) where players compete in household
of-us-video-game-players- Source: Newzoo, Global Games Market Report, light version, 2019,
since-2010/ page 15, Rothschild & Co games. This is another interactive channel which
has helped to shed further light on the gaming
market, and its popularity has grown rapidly.
By 2023, the eSport audience is expected to companies focusing on distribution – as opposed
reach 650 million, an increase of almost 65% to development – are also set to benefit.
compared to 2018.5 Specific to 2020, these
With more options to choose from, gamers are
virtual sporting competitions have acted as
able to upgrade their gaming equipment to match
substitutes for several popular sporting events
the experience they seek. As players become
that have been cancelled or postponed due to
more sophisticated, graphic card producers
the Covid-19 pandemic. As we write, Formula 1
aiming to optimize the gaming experience are also
has announced a F1 eSports Virtual Grand Prix
well positioned for growth in the sector.
series, featuring F1 drivers, to replace postponed
races due to the pandemic. Spending behaviour
In the past, video game spending mainly occurred
The inherent power of a smartphone
as a consumer bought a game or a new device.
In addition to PCs and consoles, the most
This has shifted, as many games are now free-
widely owned electronic device that has granted
to-play with in-game purchases, while devices
access to gaming, anywhere and at any time,
can be modified or upgraded to best suit the
is the smartphone. As the number of devices
player. Some of the largest games by revenue,
sold continues to grow, so does the number of
such as Fortnite and Dota 2, are free-to-play, and
potential mobile players. Having grown +9%
financed through in-game purchases. Reflecting
over the past year, the number of smartphones
the scalability of this model, Fortnite reached
reached 3.5 billion as of April 2020.6 With
revenues of $1.8 billion in 2019.8
over 50% of global population still without a
smartphone, there is further room to grow. Approaching the next level
Mobile gaming revenues and growth driven by With significant increases in gaming usage
smartphones is expected to have a CAGR of since the start of the Covid-19 lockdown in the
almost 13% between 2018 and 2022.7 US – in May, Verizon reported a 75% increase
in gaming activity on its networks since March9
Sectors positively exposed to gaming
– the gaming industry is strategically placed to
Companies in several sectors are set to benefit
withstand the latest pandemic, with revenues
from growth in global gaming, both directly
expected to reach roughly $200 billion by
and indirectly. Directly exposed are video
2022.10
game publishers and console producers. At
the opposite end of the spectrum, hardware In a difficult market environment, this sector
suppliers providing equipment for gaming and provides ample opportunities for investors looking 5
https://www.statista.com/
to get exposure to companies who will profit from statistics/490480/global-
esports-audience-size-viewer-
Figure 2: Regional spend a fast-growing gaming market, buoyed by youthful type/

By 2022, the global games market will grow to $196.0 billion


demographics and near-universal access. 6
https://www.bankmycell.com/
with a CAGR (2018–2022) of +9% ($ bn). blog/how-many-phones-are-in-
the-world
$196.0bn
200 7
Newzoo, Global Games Market
48 +9% How to invest in gaming
CAGR Report, light version, 2019,
page 12
150 $138.7bn There are a number of ways for investors to 8
https://www.theverge.
gain exposure to the global gaming market. com/2020/1/2/21046920/
fortnite-revenue-drop-
100 Depending on your overall portfolio, a broad superdata-nielsen-2019-
and diversified vehicle may be suitable, while earnings

50 for others, individual investments might be 9


https://www.verizon.com/
about/news/game-verizon-
more appropriate. customers-entertainment

0
10
Newzoo, Global Games
With our Investment & Portfolio Advisory Market Report, light version,
2018 2019 2020 2021 2022 team at Rothschild & Co Wealth Management, 2019, page 12 (same reference
as source 1)
Europe, Middle East & Africa Latin America we can advise on the most appropriate ways
Further links
North America Asia-Pacific of gaining access to the gaming market and https://newzoo.com/insights/
trend-reports/newzoo-global-
Source: Newzoo, Global Games Market Report, light version, 2019, related sectors. games-market-report-2019-
page 14, Rothschild & Co light-version/

Important information
This document is produced by Rothschild & Co Bank AG, document or for any reliance placed on this document by any © 2020 Rothschild & Co Wealth
Zollikerstrasse 181, 8034 Zurich, for information purposes only. person whatsoever. In particular, no representation or warranty Management, Investment Insights
It does not constitute a personal recommendation, an advice, an is given as to the achievement or reasonableness of any future Produced by: William Haggard,
William Therlin and Julia Bergman
offer or an invitation to buy or sell securities or any other banking projections, targets, estimates or forecasts contained in this
Publication date: May 2020
or investment product. Nothing in this document constitutes document. Furthermore, all opinions and data used in this
legal, accounting or tax advice. Although the information and document are subject to change without prior notice. Law or
data herein are obtained from sources believed to be reliable, other regulation may restrict the distribution of this document
no representation or warranty, expressed or implied, is or will in certain jurisdictions. Accordingly, recipients of this document
be made and, save in the case of fraud, no responsibility or should inform themselves about and observe all applicable
liability is or will be accepted by Rothschild & Co Bank AG as legal and regulatory requirements. Rothschild & Co Bank AG
to or in relation to the fairness, accuracy or completeness is authorised and regulated by the Swiss Financial Market
of this document or the information forming the basis of this Supervisory Authority FINMA.

You might also like