Market Overview

TopManager is an ecosystem that combines video games (desktop and mobile) with the blockchain and NFT technlogy, where users really own their assets.

Video Gaming Market

Video games are an ecosystem that has evolved by leaps and bounds in recent years, to the point of recreating parallel universes that allow users to interact online with other users around the world. A recent study reveals that at least 3.1 billion people out of the 8 billion inhabitants worldwide play video games, roughly 40% of the world's population. The Asian continent is at the forefront with 1.4 billion players. Europe ranks second with 668 million consumers. Followed by Latin America and North America with 383 and 261 million consumers respectively.

The use of blockchain technology in video games

Blockchain technology is a public, shared and decentralized database that functions as a ledger where buying and selling operations or any other type of transaction are recorded. Broadly speaking, the benefits that blockchain offers to the video game industry are:

  • Ownership: For the first time in history, users can be the real owner of the game assets.

  • Digital exchange: Users have the opportunity to exchange game assets with other users in the ecosystem.

  • Income: Users can generate revenue within the game ecosystem, not just developers.

  • Transparency: All blockchain game interactions can be referenced publicly.

The Future of Video Games

The video game industry is growing year after year, generating more revenue than the film and music industries combined: $145.7 billion vs $42.5 billion from the film industry (box office) plus $20.2 billion from the music industry -2019 data-.

During the 2021-2025 period, revenues are forecast to show a CAGR of 9.32%, resulting in revenues of $223 billion by 2025.

In addition, the new "Play to Earn" game mechanics are taking off right now and could cause a paradigm shift in the video game industry, just like "Free to Play" games did in the last few years. We firmly believe that this paradigm shift will result in most game studios being forced to offer "Play to Earn" incentives in order to meet the new market demands.

Football Market (Soccer)

Football is clearly the most popular sport in terms of fans. Around 3.5 billion people around the world watch football at least once a year. This represents 45% of the world's population. And not only is it the most popular sport in the world among fans, but it is also the most popular sport. FIFA estimates that 270 million people officially participate in the sport to some extent. While American football, baseball, cricket and Australian football are examples of popular sports, they are mainly played in specific locations. In contrast, football is played in over 200 countries; in fact, except in North America, football is practically the most popular sport on every continent.

The global sports market reached nearly $388.3 billion in 2020, having grown at a compound annual growth rate (CAGR) of 3.4% since 2015. The market declined from $458.8 billion in 2019 to $388.3 billion in 2020 at a rate of -15.4%. The decrease is mainly due to the blockade and social distancing rules imposed by several countries due to the COVID-19 outbreak and the measures to contain it. The sports market is expected to reach $599.9 billion by 2025 and $826 billion by 2030.

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