Global Gambling Statistics 2018

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  1. Gambling Statistics In America
  2. Global Gambling Statistics 2018 Frq
  3. Youth Gambling Statistics
  4. Sports Gambling Statistics

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  • For the ninth year in a row, Nielsen has conducted extensive research into how Americans feel about—and consume—gaming. This report is the result of our latest study. This year’s headline results show that the number of people playing games has continued to grow, with two-thirds of the U.S. Population 13+ now considered gamers.
  • The latest statistics, published this month, show that as a nation we bet $209 billion in 2016/17, an increase of 0.7 per cent over the previous year. Singapore is a distant second.

Gambling Statistics In America

Our research found that overall, gambling participation has remained stable compared to 2017 with 46% of respondents aged 16+ having participated in at least one form of gambling in the past four weeks in 2018 (45% in 2017). Those participating in gambling were more likely to be aged between either 55-64 (55%) or 45-54 (52%). Our research found that overall, gambling participation has remained stable compared to 2017 with 46% of respondents aged 16+ having participated in at least one form of gambling in the past four weeks in 2018 (45% in 2017). Those participating in gambling were more likely to be aged between either 55-64 (55%) or 45-54 (52%).

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The video games industry is on course to generate just shy of $135 billion in 2018.

Global gambling statistics 2018 frq

That's according to research by market analysts Newzoo and shared with GamesIndustry.biz for the 2018 edition of our Year In Numbers infographic.

The $134.9 billion market value marks a 10.9% increase over 2017.

Global Gambling Statistics 2018 Frq

As expected, mobile accounts for the bulk of the industry's revenue -- 47% of it, in fact, at $63.2 billion (up 12.8% year-on-year). Smartphones led the way here with revenues of $50 billion (up 14.2%), while tablets accounted for $11.4bn (up 7.8%).

Interestingly, tablet games account for 10% of the overall market, meaning $1 out of every $10 spent on games is on tablets.

Of the three major sectors -- mobile, PC and console -- it was the latter that saw the biggest growth, with revenues increasing by 15.2% year-on-year to $38.3 billion.

PC meanwhile accounts for 25% of the global games market -- $1 for every $4 spent on video games -- encompassing boxed, download and browser games. Revenues were reported as $33.4 billion, up 3.2% year-on-year.

Youth Gambling Statistics

Global Gambling Statistics 2018

Sports Gambling Statistics

You can see a more detailed breakdown -- plus insight into boxed versus digital revenues, and more besides -- in our 2018 Year In Numbers infographic.