Whitepaper
  • Overview
  • Word from the Team
  • Problem
  • Solution
  • THE GAME
    • Story
    • NFT Types
    • PvP Play
    • Gameplay
    • Integration
    • Training
  • Utilities
    • Staking System
    • Betting System
    • In-game Marketplace
    • Fan Tickets & DAO
    • Fizibu TV
  • TOKEN ECONOMY
    • Epic Battle Arena($EBA)
    • Game Economy
    • Tokenomics
  • ROADMAP
    • Roadmap
  • MARKET OVERVIEW
    • Gaming Market Cap
    • NFT Market Cap
  • CONTACT
    • Contact
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  1. MARKET OVERVIEW

Gaming Market Cap

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Last updated 2 years ago

The current market opportunities for blockchain-based games provide huge potential. 3.1 billion of the 8 billion world population play video games, which is almost 40% of the total world population.

Gaming popularity types and demographics

Asia currently has the highest number of gamers, at 1.42 billion paying game consumers. Europe is the second with 668 million paying game consumers, followed by Latin America with 383 million consumers, and then finally North America with 261 million.

The number of active gamers has risen rapidly over the past decade or so, with the introduction of esports, game streaming via Twitch, and mobile gaming - just to name a few. Gaming continues to grow each year and has even overtaken the music and film industry, generating more profit than both combined. In 2020, the global gaming market reached a value of $180 billion. This market is poised to grow by $119.07 billion during 2020-2024, progressing at a CAGR of 12% during the forecast period.

We are developing focused on the mobile game market

Epic Battle Arena game and its mechanics were tailored to be easily portable to mobile and allow a seamless transition for players from a browser-based to a mobile-based game.