Sections presents... The Year In Numbers 2018

The global games market value, most watched YouTube videos, biggest mobile games and more

As we enter the final working week of 2018, it's a prime time to reflect on the past twelve months -- and what better way to do that than with a steady stream of graphs, pie charts and tables?

Yes, the Year In Numbers is back. This is the third year we've provided this handy infographic, breaking down the state of the games industry in as many ways as we can cram into a single image and offering you an insight into how the market has evolved over the past year.

Once again, we've endeavoured to reach out to more analysts, explore more financials and reports, and generally crunch more numbers than in years past to provide you with both updates on previous metrics (such as the global games market value) and brand new ones (such as a look at how quickly key AAA titles were discounted on the official platform stores).

There are also various ways to see which games have been most popular across PC, console and mobile, whether that's via sales, downloads and revenue, or by the impact they have had on social media, press coverage and the biggest video platforms.

So feel free to share with your peers and managers - or make a sneaky note of the most fascinating figures so you can impress in any meetings you have left before the Christmas break.

With thanks to:

  • Newzoo: Global games market value, Boxed vs digital
  • UKIE/GfK Chart-Track: UK boxed games sales
  • IHS Markit: Days until digital discount
  • ICO Partners: Most covered games
  • Apptopia: Mobile top fives
  • Fancensus: Top influencers, Top games by Twitter retweets

You can check out our 2018 Year In Numbers below, and desktop users should be able to click for a larger version. (UPDATE: We've updated the infographic to more clearly credit some of the experts that helped us, and to reflect the official YouTube stats)

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Latest comments (5)

Sofie Debloudts Technical Designer, Criterion Games3 years ago
How can it be that the UK sales for PC are so low considering its share in the global market value? (0.8% vs 24.8%)
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Florian Graf Senior Product Manager, InnoGames GmbH3 years ago
Tablet market growth +13.4% YOY
Smartphones market growth +26.6% YOY

But Mobile market growth only +12.8% YOY

That seems mathematically impossible.

EDIT: Article got updated. Smartphone growth number now makes a lot more sense and it adds up. Cheers

Edited 1 times. Last edit by Florian Graf on 18th December 2018 4:26pm

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Brian Lewis Operations Manager, PlayNext3 years ago
@Sofie Debloudts:

UK Sales are retail (in UK) only. Global is all retail + all digital. PC retail sales basically do not exist at this point (digital + online are dominant in this market).

@Florian Graf:

You are not taking into consideration the 10% global YOY growth.

Edited 2 times. Last edit by Brian Lewis on 17th December 2018 5:52pm

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Show all comments (5)
James Flanagan Nurse, IT Craft3 years ago
I don't really see a way that those new new releases/new IP numbers make any sense.

As far as I can tell, looking at what Sony published for the year, for physical new PS4 IPs they launched:
Detroit Become Human

For new PSVR IPs, they launched:
Astro Bot Rescue Mission
Bravo Team
Firewall: Zero Hour
And possibly The Inpatient (It's a prequel to Until Dawn, but it's a different type of game. Kind of falls into a middle ground)

Again, that's looking at games specifically published by Sony.

If mobile games are counted, there may be more, but then Nintendo would be at least at 3? With Labo, Sushi Striker, and Dragalia Lost?

If games that aren't published by the respective company count, wouldn't Octopath belong with Nintendo?

Plus if Spiderman is counted, wouldn't games like Detective Pikachu and Dillon's Dead Heat Breakers count?

No matter which way you cut it the numbers don't make sense.
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Mikael Olau UI Software Engineer, Ghost Games3 years ago
@Sofie Debloudts: I think the 0.8% is for boxed sales. No one buys boxed PC games anymore I think.
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