PC accounted for 28% of the game market in 2017 | PCGamesN
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PC accounted for 28% of the game market in 2017

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With 2017 coming to a close, it’s time to look back at the year that was in videogames. We’ve laughed, we’ve cried, we’ve been provided with gaming experiences both thrilling and emotional. But now, it’s time to look at the year through the only metric that truly matters in this society of ours: money.

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GamesIndustry.biz has compiled sales and release information for the year from a wide variety of analysts and financial reports, collating all the info in a handy infographic perfect for impressing your friends and settling forum battles.

With $32.3 billion in revenue, PC gaming made up 28% of the industry’s $116 billion value in 2017. Boxed PC games still drew in $3.2 billion, while the similarly shrinking browser game market earned $5.2 billion, with the remainder of revenues earned through digital sales of standalone games and add-on content.

Overall, both PC and console games saw growth this year just under 4%, with the latter portion of the industry accounting for 29% of annual revenue. You probably know where this is going, too – the mobile market had explosive growth this year, with 23.3% year over year growth to $50.4 billion in revenue, accounting for 43% of the industry’s total revenue.

Other interesting bits of note include the fact that Superhot was the year’s top earning VR game, with $2.56 million in revenue. $105.9 million were on the line in esports prize pools. Tencent games made $8 billion in the first six months of 2017 alone. Grand Theft Auto V has sold 85 million copies, putting it in the neighborhood of Minecraft and Tetris.

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