New report reveals the revenue of electronic games in 2019
NEW YORK (Reuters) – The global video and gaming market will generate $ 152.1 billion in 2019, a 9.6 percent increase from last year, as game content and communication capabilities improve, according to a report by game analytics firm Newzoo.
"It's a complete convergence of different forms of digital entertainment," Peter Werman, chief executive of Dutch-based Newso, told Reuters. Warman added that the spread of the games everywhere has turned them into communication tools, allowing players to chat with friends and meet new people.

Most social networking applications and IM applications, such as Facebook, its Messenger application, and the Chinese Chat app, allow users to access many games.
According to the Newsweek report, the United States will outperform China this year as the biggest revenue market in terms of revenue, at $ 36.9 billion, compared to $ 36.5 billion, due to growth in platform games and the impact of Fortnite in America , In return for the Chinese government to freeze the launch of new games in China.
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"I think it's a temporary imbalance," said Warman of the Chinese market, because many games are waiting to be approved. It is also expected that the Japanese company will return to the market, nostalgic for the old games, which will return to the market with new releases.
The games on smartphones and tablets, as opposed to personal computer games and gaming devices, remain the largest platform, accounting for $ 68.5 billion, or 45% of the global market.
The new report, the ninth annual report, follows a survey of more than 62,500 people between February and March in 30 markets and other data sources.
The report excludes revenue from e-sports, or official professional video game competitions. According to Newso in February, world sports revenues will reach $ 1.1 billion this year.
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