Retail, Consumer Goods and Lifestyle

The history of the gaming industry in one chart

Got your game face on? Image: REUTERS/Simon Dawson

Omri Wallach

Writer, Visual Capitalist

Share:

Our Impact
The Big Picture
Explore and monitor how Retail, Consumer Goods and Lifestyle is affecting economies, industries and global issues
Crowdsource Innovation
Get involved with our crowdsourced digital platform to deliver impact at scale

Stay up to date:

Retail, Consumer Goods and Lifestyle

The rise of gaming revenue visualized
Gaming has become big money in the past fifty years. Image: Visual Capitalist

Have you read?

Console sales by manufacturer between 1970-2020.
Console sales by manufacturer between 1970-2020. Image: Visual Capitalist
Major gaming acquisitions since 2014.
Game over or new life? Image: Visual Capitalist
Don't miss any update on this topic

Create a free account and access your personalized content collection with our latest publications and analyses.

License and Republishing

World Economic Forum articles may be republished in accordance with the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License, and in accordance with our Terms of Use.

The views expressed in this article are those of the author alone and not the World Economic Forum.

Related topics:

Retail, Consumer Goods and LifestyleFuture of Media, Entertainment and Sport

Share:

Global Agenda

The Agenda Weekly

A weekly update of the most important issues driving the global agenda

Subscribe today

You can unsubscribe at any time using the link in our emails. For more details, review our privacy policy.

4 ways the food and consumer goods industries can decarbonize their supply chains

Yuan Zhang, Tengfei Xu and Jingxin Xiao

November 11, 2022

About Us
Events
Media
Partners & Members
Language Editions

Privacy Policy & Terms of Service

© 2022 World Economic Forum