Warface, Mail.ru’s free-to-play FPS game that launched on September 18th on the PlayStation 4, has already picked up 1.3 million PlayStation 4 players worldwide (source: Gamasutra) in its first seven days.

That number is impressive considering that’s approximately 1.5 percent of all PlayStation owners based on our extrapolation that there are roughly 86 Million PlayStation 4 Consoles worldwide as of today (the last formal numbers released were July 31st, 2018 ~82.2 Million).

Here’s the breakdown of the audience numbers that has been released by Mail.ru:

  • USA – ~20 percent – 260,000 players
  • Germany – 12.5 percent – 162,500 players
  • France – 11.2 percent – 145,600 players
  • UK – 7.7 percent – 100,100
  • Brazil – 6 percent – 78,000
  • Russia – 5 percent – 65,000

 

 

When looking at translating a game, you need to look at the cost of the translation related to the potential return on investment for adding an additional language.

You also need to take into account the general purchasing habits of consumers in different countries that might predominantly speak a certain language. But, don’t assume someone wants to conduct transactions in French just because they reside in France for example. There is diversity in your target markets and loading up on languages can be very valuable in growing revenues.

Most people are more comfortable buying games, or purchasing In-App Purchases if their primary language is supported. Having conducted a transaction in French on Steam recently, I could get through it, and make the purchase because the flow was the same as when I purchased in English before, but there were more opportunities to abandon the purchase because it took longer to comprehend the steps.

So I pulled the Steam Hardware survey info and Added a column for what percentage of the Steam player audience you get by adding each new language up to the 12th most popular language.

According to VentureBeat :

  • PlayStation 4 has now reached 82.2 Million units sold
  • Sony expects to sell another 13.8 Million
  • The estimate is 96 Million units sold by the end of Sony’s Q4 March 31, 2019
  • IESherpa estimates that Sony will surpass 100 Million units sold in mid-July 2019

According to an article by Digi-Capital, the market for AR and VR investment over the past year was $3.6 Billion.

  • Four companies raised a combined $2.065 Billion of that $3.6 Billion
  • Magic Leap raised $963 Million
  • Improbable raised $502 Million 
  • Niantic raised $200 Million
  • Unity 3D Raised $400 Million

The also also stated that there will be 900 Million AR-enabled mobile devices by the end of 2018

Entertainment Software Association (ESA) and The NPD Group report that:

  • In 2017 the US video game industry generated a record $36 billion in revenue
  • In 2016 The US video game industry generated $30.4 billion in revenue
  • 2017 revenue increased by 5.6 billion up (18 percent) over 2016
  • 2017 US video game Hardware (including peripherals) was $6.9 billion
  • 2017 US video game Software (including in-game purchases and subscriptions) was $29.1 billion
  • 2016 US video game Hardware (including peripherals) was $5.8 billion
  • 2016 US video game Software (including in-game purchases and subscriptions) was $24.6 billion

 

Winners to receive passes to GDC 2018 and see their work showcased during the conference at San Francisco’s Moscone Convention Center in March

Unity Technologies (https://unity3d.com/), creator of the world’s most popular creation engine that reaches nearly three billion devices worldwide, and the Game Developers Conference (GDC) have partnered to curate and host an environmental 3D art contest for artists using Unity, with the winners to be displayed at a co-organized showcase during the Game Developers Conference, taking place March 19 through March 23, 2018 at the Moscone Convention Center in San Francisco, California. Free contest entry is now open at https://3dgameartchallenge.com/.

Organizers of the Unity 3D Game Art Challenge are looking for the most beautiful and skillfully-created 3D game environments created in Unity. The most spectacular worlds will win their creators All Access Passes to GDC 2018, and will have their games displayed all week at a special lounge, with entry open to all GDC pass holders.

The judges of the Unity 3D Game Art Challenge include notables from the world of video game art and design and key Unity staff. The entry deadline is December 31, 2017, and the 12 winners will be notified in late January 2018.

More information about the guidelines and rules for entering the contest are available at https://3dgameartchallenge.com/. For more information about GDC 2018, including the GDC Conference, Summits, Expo, and VRDC@GDC, and attendee pass options, please visit http://www.gdconf.com/ and follow @Official_GDC on Twitter.

 

According to a new report from Allied Market Research: Serious games market by User Type, Application, and Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2017-2023 :

  • The global serious games market was $2,731 million in 2016
  • The global serious games market is projected to reach $9,167 million by 2023
  • This represents a CAGR of 19.2% from 2017 to 2023
  • The consumers segment is anticipated to grow at the highest rate during the forecast period.
  • Asia-Pacific generated $953 million in the serious games market in 2016
  • China is the largest consumer of learning games and tools
  • The consumer business segment accounted for $1,461 million in 2016, and is projected to grow at the CAGR of 18.5% during the forecast period

Here’s a talk from last November from Tom Giardino from Valve during Steam Dev Days. It’s an excellent 101 primer on the platform and something I recommend independent developers watch as they start considering self-publishing and what is involved:

At Unite Europe on July 10, 2017, Alden Krol gave an update on the Steam platform including features, data and plans.

Steam has:

67 Million Monthly Active Players (MAU)

33 Million Daily Active Players (DAU)

1.5 million new accounts per month (making a purchase)

Regional Breakdown

North America 34%
Latin America 3%
Russian Territories 5%
Oceania (Australia, New Zealand) 4%
Western Europe 29%
Asia 17%
Other (Middle East, Africa, Rest of World) 8%

Zorka.mobi and Adjust released a report on the Russian mobile market for games. You can get the report here.

  • The total revenue of the Russian gaming industry was $1.4 billion USD in 2016 (Source: NewZoo)
  • Russian mobile game revenue was $699.3 million USD in 2016.
  • It’s expected to grow at a CAGR of 12.5% per year
  • Russia has 152,528,000 Gamers
  • 80% of Russian Gamers are Male
  • The Russian mobile market average ARPU is $4.90 USD
  • Android users are retained longer, but monetize less than iOS
  • iOS TOP-10 – 25,000 daily installs (need 80,000 installs in 3-5 days to chart)
  • Android TOP-10 – 40,000 daily installs (need 150,000 installs in 3-5 days to chart)