Razer’s published FY2021 figures describe a gaming-technology group with US$1,619.6 million in revenue, a large software-account base, and services reaching users across more than 130 countries. The measures below are historical company-reported statistics, chiefly for FY2021 or the six months ended June 30, 2021, and should not be read as current scale after Razer was taken private.
Key Razer Statistics
The most useful headline measures are:
- US$1,619.6 million was Razer Group revenue for the year ended December 31, 2021.
- FY2021 revenue grew 33.3% year over year for Razer Group compared with FY2020.
- US$1,452.4 million was hardware revenue for Razer’s Hardware segment in FY2021.
- Hardware revenue grew 34.0% year over year in FY2021 for the Razer Hardware segment.
- Approximately 177.7 million software accounts were reported in the Razer software ecosystem in FY2021.
- Software accounts increased 44.1% year over year in FY2021 for the Razer software ecosystem.
- Monthly active software users increased by more than 30.0% year over year in FY2021 in the Razer software ecosystem.
- More than 180 games and applications were integrated with the Razer Chroma RGB SDK as of June 30, 2021.
- US$162.5 million was Services revenue from Razer Gold and Razer Fintech in FY2021.
- Services gross margin was 38.5% for the combined Razer Services segment in FY2021.
- Approximately 30 million registered users were reported for Razer Gold as of June 30, 2021.
- Razer Gold was available in more than 130 countries by June 30, 2021.
- More than 5.6 million channel touchpoints supported Razer Gold distribution by June 30, 2021.
- Over 42,000 digital-entertainment titles were supported by Razer Gold in the first half of 2021.
- RazerCon 2021 peaked at over 1.5 million viewers in its global digital audience.
- RazerCon 2021 generated more than 375,000 hours viewed during the event.
- 250 million impressions were generated across YouTube, Twitch, Facebook and TikTok for RazerCon 2021.
- Scope 1 and Scope 2 emissions were reported as reduced by more than 90% from Razer’s 2019 baseline.
Contents
- Razer revenue and profitability statistics
- Razer hardware and product portfolio data
- Razer software users and engagement statistics
- Razer Gold and services reach statistics
- Razer community events and global footprint
- Razer sustainability and environmental statistics
Razer Revenue and Profitability Statistics
Razer Group reported US$1,619.6 million in revenue for the year ended December 31, 2021. The official annual report describes audited consolidated company revenue, while the earnings release reports a 33.3% year-over-year increase from FY2020.
- Razer’s FY2021 gross profit margin was 24.0%, compared with 22.3% in FY2020; the company presents this as an increase in margin.
- Adjusted EBITDA was US$96.1 million in FY2021, up 115.5% from US$44.6 million in FY2020; this is Razer’s defined non-GAAP measure.
- Net profit was US$43.4 million in FY2021, versus US$0.8 million in FY2020.
- Profit attributable to Razer equity shareholders was US$46.162 million for the year ended December 31, 2021, a measure that differs from total profit because of non-controlling interests.
- Total equity was US$783.376 million at December 31, 2021, a year-end balance-sheet measure.
Sources: Razer Inc. Annual Report 2021 and Razer Reports full year 2021 earnings.
Razer Hardware Statistics and Product Portfolio Data
Hardware was the dominant reported business area in FY2021. Razer Hardware revenue reached US$1,452.4 million, compared with US$1,083.7 million in 2020, and grew 34.0% year over year.
The reported hardware population includes peripherals and systems. Using the reported hardware and group revenue figures, hardware represented about 89.7% of FY2021 group revenue; this is a rounded derived ratio, not a company-stated percentage.
| FY2021 hardware measure | Reported figure | Period or scope |
|---|---|---|
| Hardware revenue | US$1,452.4 million | Razer Hardware segment, FY2021 |
| Hardware revenue growth | 34.0% | FY2021 versus FY2020 |
| Named keyboard and mouse families | At least 4 | FY2021 product discussion |
| Named Kraken headset variants | At least 3 | FY2021 product discussion |
The annual-report discussion names at least four keyboard and mouse families: Basilisk V3, Huntsman V2/V2 TKL, BlackWidow V3 Mini HyperSpeed and DeathAdder V2 X HyperSpeed. It also names at least three Kraken V3 variants: Kraken V3, Kraken V3 HyperSense and Kraken V3 Pro.
Razer’s FY2021 hardware growth categories included gaming chairs, console products and broadcaster products. The category count describes reported areas of activity, not sales or market share.
Right-of-use office-space assets were US$28.216 million at December 31, 2021, an accounting carrying amount rather than a property market value.
Source: Razer Inc. Annual Report 2021 and Razer Reports full year 2021 earnings.
Razer Software Users and Engagement Statistics
Razer reported approximately 177.7 million software user accounts in FY2021, with total accounts up 44.1% year over year. Accounts are not unique active people, so this measure should not be interpreted as a deduplicated user population.
- Monthly active software users increased by more than 30.0% year over year in FY2021; Razer reported a lower-bound phrase rather than an exact percentage.
- Razer software accounts were approximately 150.0 million for the six months ended June 30, 2021, up 50.0% year over year.
- Monthly active users increased by more than 51.4% in the first half of 2021 compared with the first half of 2020; this is also a lower-bound company figure.
- More than 180 games and applications were natively integrated with the Razer Chroma RGB SDK as of June 30, 2021.
- Razer Cortex PC Squad Rewards attracted over 200,000 gamers in each of two first-half 2021 seasons; the seasons are reported separately and are not a deduplicated unique-user total.
Razer’s company description published in 2022 also cited more than 175 million users for its software ecosystem. That broad platform figure has a different definition and date from the FY2021 account measure.
The FY2021 software description associated growth with three activity categories: gaming, rewarded play and livestreaming. This is a category description, not a measured activity share.
Sources: Razer Reports full year 2021 earnings, Razer Inc. Interim Report 2021 and Razer delivers record high revenue and net profit of US$31 million for the first half of 2021.
Razer Gold and Services Reach Statistics
Razer Services combines Razer Gold and Razer Fintech. In FY2021, Services revenue was US$162.5 million, up 26.6% year over year, and Services gross margin was 38.5%.
| Services measure | FY2021 or H1 2021 figure | Defined scope |
|---|---|---|
| Services revenue | US$162.5 million | FY2021, Razer Gold and Razer Fintech |
| Services gross margin | 38.5% | FY2021 Services segment |
| Services revenue | US$72.8 million | Six months ended June 30, 2021 |
| Services gross margin | 41.9% | Six months ended June 30, 2021 |
| Razer Gold registered users | Approximately 30 million | June 30, 2021 |
Services contributed 16.1% of group gross profit in FY2021 and 15.0% in the first half of 2021. These are contributions to gross profit, not shares of revenue.
For the six months ended June 30, 2021, Services revenue grew 13.8% year over year, while Razer Gold total payment volume grew 13.8% year over year. Total payment volume is transaction volume, not revenue.
Razer Gold’s reach measures were broad but use different definitions:
- Registered users grew 25.3% year over year by June 30, 2021; registered users were not necessarily active or unique across services.
- The service was available in more than 130 countries by June 30, 2021, describing availability rather than country-level revenue or user counts.
- The distribution network had more than 5.6 million channel touchpoints by June 30, 2021; touchpoints are channels, not customers or transactions.
- Razer Gold supported over 42,000 digital-entertainment titles in the first half of 2021; this is a supported-title count, not sales or active-title usage.
Sources: Razer Inc. Interim Report 2021, Razer Reports full year 2021 earnings.
Razer Community Events and Global Footprint Statistics
RazerCon 2021 provides event-level evidence of digital audience reach. The event peaked at over 1.5 million viewers and generated more than 375,000 hours viewed.
It also generated 250 million impressions across YouTube, Twitch, Facebook and TikTok. Impressions are exposures, not unique people or completed views, while the peak viewer figure is not a unique annual audience.
Razer’s corporate history page stated that the company had 18 offices worldwide in the company description published in 2022. Because the source describes a historical corporate footprint, the figure may not represent current offices after later restructuring.
Source: Uniting fans across the globe: RazerCon 2021 delivers exclusive announcements, first looks & giveaways and Razer Reports full year 2021 earnings.
Razer Sustainability and Environmental Statistics
Razer’s FY2021 sustainability reporting combines observed operational measures with targets and commitments. Those categories should be kept distinct: a goal or climate alignment statement is not the same as a completed environmental outcome.
- Razer reported that all European offices in Hamburg were fully powered by renewable energy in its FY2021 highlights; this applies to office electricity in Hamburg, Germany, not all facilities or value-chain electricity.
- Razer reported a 7.1% reduction in office electricity consumption in the latest year described on its sustainability reporting page; the highlighted statement does not identify a total kilowatt-hour figure.
- Razer reported reducing Scope 1 and Scope 2 emissions by more than 90% from its 2019 baseline; the claim is company-reported and retains the source’s scope boundary and accounting qualification.
- Razer’s FY2021 sustainability plan was a ten-year roadmap launched in 2021; plan duration is not an environmental outcome.
- Razer set a goal to save 1,000,000 trees through its Conservation International partnership; this is a target, not a verified completed total.
- Razer said the Sneki Snek campaign had saved over 900,000 trees by January 2022; the company’s earnings release does not detail the tree-equivalent methodology.
- Razer joined the Science Based Targets initiative with a commitment aligned to a less-than-1.5°C climate scenario; this is a forward-looking alignment commitment, not an independently verified emissions result.
Source: Razer Environmental, Social and Governance Report 2021 and Razer Reports full year 2021 earnings.