Gaming is the biggest digital entertainment category.
Resolved true The record shows it happened or was so.
Factual: Statements about the present or the past, checked against the record: did they hold up?
Said for an organisation they lead or work for; it counts on both records.
What would count as true or false
Judge as of 2022-05-24. True: credible industry data from around 2021–2022 (for example, Newzoo, PwC or Ampere) show that gaming generated more revenue (or had a larger consumer spend) than any other digital entertainment category, such as digital or streaming video, digital music or e-books. Mostly true: gaming leads on the most common measure (revenue) but not on every measure, or leads only narrowly. Mixed: sources disagree substantially, depending on how 'digital' is defined. Mostly false: gaming is the largest only on a narrow or cherry-picked measure, while video streaming or another digital category is larger on standard revenue measures. False: standard data show another digital entertainment category clearly larger than gaming.
Set before the research began.
Evidence (4)
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E1 Global entertainment & media revenues surge to US$ 2.3 trillion; virtual reality sees 36% growth as gaming and esports are on pace to become a US$ 324 billion business PwC Belgium (press release on PwC's 2022 Global Entertainment & Media Outlook) · 20 June 2022
“Global video games and esports revenue totaled US$ 215.6 billion in 2021 and is forecast to grow at a 8.5% CAGR to US$ 323.5 billion in 2026.”
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E2 Global entertainment & media revenues surge to US$ 2.3 trillion; virtual reality sees 36% growth as gaming and esports are on pace to become a US$ 324 billion business PwC Belgium (press release on PwC's 2022 Global Entertainment & Media Outlook) · 20 June 2022
“After growing by 35.4% in 2020, Over-the-top (OTT) video surged another 22.8% in 2021, pushing revenues to US$ 79.1 billion.”
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E3 Gaming Industry Nearly Twice as Large as Reported, at $336B Naavik (written with BITKRAFT Ventures) · 15 September 2021
“gaming today is larger than the global music, film, and on-demand entertainment sectors combined.”
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E4 Infographic: Are You Not Entertained? Statista · 28 July 2020
“According to data from Newzoo, players around the world spent more than $190 billion on computer, video and mobile games last year, far exceeding other entertainment categories such as books, filmed entertainment or recorded music as estimated by Statista, the Motion Picture Association and IFPI, respectively.”
Reasoning
PwC's 2022 Outlook release puts 2021 global video games and esports revenue at US$215.6 billion (E1). The same release puts over-the-top streaming video revenue for 2021 at US$79.1 billion (E2), well below the games figure. Naavik's 2021 analysis says gaming was larger than music, film and on-demand entertainment combined (E3), and Statista, citing Newzoo, says game spending far exceeded books, filmed entertainment and recorded music (E4). These independent sources, dated 2020 to 2022, agree that gaming revenue exceeded that of the other entertainment categories they compare, including streaming and on-demand video, music and film.
Cite this claim
Satya Nadella, “Gaming is the biggest digital entertainment category.” (said 24 May 2022). Verdict: resolved true. Reliability API, claim c_0360977763ad, method 0.1.0+28da144b, dataset release v1.1.2. https://epistacklabs.com/claims/c_0360977763ad
This claim is in dataset release v1.1.2, with the same verdict.
Reply to this claim
More factual claims by Satya Nadella
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Mostly false
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Mostly true
“we didn’t raise prices for a decade plus. That’s all thanks to the software efficiencies on top of hardware.”
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Resolved true
“the majority of our business in the United States and Europe and in the rest of Asia, and so we don't see this as a major, major issue for us, quite frankly, other than any disruption to supply…”
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Resolved true
“Our strategic partnership will bring together the industry leadership of @LSEGplc with the trust and breadth of the Microsoft Cloud to deliver next generation services that will empower the future of…”
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Mostly true
“We’re number two, and in the enterprise we are – probably we’re very close to number two.”
Microsoft is number two, and in the enterprise it is probably very close to number two.
Verdicts are made automatically; how verdicts are made.