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The games and interactive media industry grew 13% in 2018 as Fortnite disrupted the status quo. The red-hot battle royale title generated the most annual revenue of any game in history and popularised gaming video content (GVC) among mainstream audiences.
Free-to-play titles amassed 80% of digital games revenue in 2018, but premium games still performed well in Western markets.
At the top of the free to play list is unsurprisingly Fortnite with a revenue of $2.4 billion and 60% greater than the second game on the list, Dungeon Fighter Online with a revenue of $1.5B. Fortnite was released in 2017 making it the youngest game on the list, and it has seen unprecedented exponential growth since launch which makes you wonder how long can it go on for or will the bubble burst or will its growth plateau?
The free to play gaming market is worth $87.7B in comparison to the premium gamers market of $17.8B and the $52B of the online gaming market such as allvideoslots.
Fortnite has spread across platforms helping it to grow its audience considerably; this has then been bolstered by the boom in game streaming and the introduction of eSports competitions. Epic also kept the momentum going with regular updates including new modes, weapons and environments.
Fornite’s monetisation came from the battle pass, a limited time in-game purchase that rewards players with digital items as they complete challenges. Other games such as DOTA have done this in the past but not to the level of Fornite, and this is their primary source of income. 34% of US Fortnite players buy digital passes regularly.
Fornite is also the game that has helped grow the gaming video content market further, with a 10% growth in unique viewers in 2018. Twitch was easily the highest earning platform with a 31% market share and $1.6 billion in revenue.
Ninja famed as being one of the best Fortnite players dominated on Twitch with 218 million hours watched more than double the 95M Riot Games achieved in second.
44% of the Fortnite viewers are under 25 with many being younger children and teenagers, this is why Ninja decided to curb his swearing during live streams.
Position | Title | Publisher | Genre | Release Year | Revenue |
---|---|---|---|---|---|
1 | Fortnite | Epic Games | Shooter | 2017 | $2.4B |
2 | Dungeon Fighter Online | Nexon | RPG | 2009 | $1.5B |
3 | League of Legends | Riot Games, Tencent | MOBA | 2009 | $1.4B |
4 | Pokemon GO | NianIc | Adventure | 2016 | $1.3B |
5 | Crossfire | Smilegate, Tencent | Shooter | 2008 | $1.3B |
6 | Honour of Kings | Tencent | MOBA | 2016 | $1.3B |
7 | Fate/Grand Order | Aniplex | RPG | 2015 | $1.2B |
8 | Candy Crush | SagaKing, AcIvision Blizzard | Puzzle | 2012 | $1.1B |
9 | Monster Strike | Mixi | RPG | 2013 | $1.0B |
10 | Clash Royale | Supercell, Tencent | Strategy | 2016 | $0.9B |
Data from SuperData
I am James, a UK-based tech enthusiast and the Editor and Owner of Mighty Gadget, which I’ve proudly run since 2007. Passionate about all things technology, my expertise spans from computers and networking to mobile, wearables, and smart home devices.
As a fitness fanatic who loves running and cycling, I also have a keen interest in fitness-related technology, and I take every opportunity to cover this niche on my blog. My diverse interests allow me to bring a unique perspective to tech blogging, merging lifestyle, fitness, and the latest tech trends.
In my academic pursuits, I earned a BSc in Information Systems Design from UCLAN, before advancing my learning with a Master’s Degree in Computing. This advanced study also included Cisco CCNA accreditation, further demonstrating my commitment to understanding and staying ahead of the technology curve.
I’m proud to share that Vuelio has consistently ranked Mighty Gadget as one of the top technology blogs in the UK. With my dedication to technology and drive to share my insights, I aim to continue providing my readers with engaging and informative content.