Free… but formidably lucrative, modern video games transform our clicks into green tickets. Between microtransactions, virtual concerts and XXL, Fortnite, Candy Crush and their cousins today weigh billions. And even in Lebanon, the controller is not about to hang up.
Long considered a simple hobby, video games have become a well -oiled economic machine, capable of competing with Hollywood and the musical industry combined. In 2014, Fortnite discreetly arrived on the market, with its pixar -like graphics and a concept inspired by the Battle Royale. Today, he is no longer content to make players compete: he organizes concerts by Ariana Grande, Metallica or even Aya Nakamura. As for Candy Crush, with her colorful candies and infinite levels, he shows that a thinking game can make big … very big. Diving in the video game economy, where everything seems free until your bank card reminds you of order.
A global sector that plays in the court of large
In 2014, the world video game industry already generated $ 93 billion. Ten years later, in 2024, it weighed around 184 billion and could reach 312 billion by 2027, according to PWC (Global Entertainment & Media Outlook 2024-2028). This growth is driven by an extended audience – more than 3.2 billion players – and by the explosion of hybrid economic models: free download, but paid abundance, says PWC.
December 1993, a small revolution for lovers of football and consoles: FIFA International Soccer arrives. His great innovation? A diving 3D view that replaces the traditional flat view, giving the impression of being at the heart of the match. Added to this are songs of supporters, celebrations of goals and unprecedented realism. In one month, 500,000 copies are sold, according to Football Fandom.
Behind this success, the American giant Electronic Arts (EA) concludes a historic agreement with the International Football Federation (FIFA) to use its name and its national teams. The machine is launched: each year, a new opus takes care of its graphics, offers new modes and allows players to face their friends … or strangers at the other end of the globe.
In 2022, after almost thirty years of partnership, EA and FIFA divorced. The game changes its name to become EA SPORTS FC 24. DNA remains the same, but sales records in recent years are not equaled.
When it was released, Fortnite is just a multiplayer shooting game among others. But Epic Games quickly understands that to last, you have to surprise. Partnerships with Marvel, sportsmen and pop culture stars: each season becomes an event. In 2019, the game crossed a milestone by turning into a virtual scene: Marshmello, Ariana Grande, Eminem or Aya Nakamura give concerts followed by millions of avatars.
In terms of figures, Fortnite explodes: more than $ 42 billion in cumulative income between 2018 and 2025, with peaks at 6 billion per year, according to Demandsage. And yet, access remains free. The recipe? V-Bucks, virtual currency purchased with real money to get skins, dances or combat passes. Small sums which, added, make large numbers.
Launched in 2012, Candy Crush Saga rests, for its part, on a simple model: free at the start, but accelerated progression and bonuses against a few dollars. Result: more than $ 20 billion generated since its release, including 1.4 billion in 2024, according to Reuters. With more than 14,000 levels and 270 million active active players, the sweet puzzle remains one of the most profitable and addictive mobile games in the world.
In Lebanon, online video games experienced annual growth estimated at 8.4% between 2025 and 2031, according to 6wresearch. Smartphones, more accessible than consoles, dominate. Young players are enthusiastic about e-sport, localized content and social functions integrated into games. But economic instability and internet cuts still slow the full boom in the sector.
Behind the playful image of video games hides a giant industry that does not play with the figures: it stacks them. FIFA, Fortnite and Candy Crush prove that free or launch price do not prevent generating billions. Even in Lebanon, despite the obstacles, the game is far from over. For publishers, one thing is certain: the game over is not for tomorrow.