EEDAR released new research stating that:

  • 51% of Xbox 360 and PlayStation 3 console owners in the US downloaded digital content in 2011
  • 40% downloaded digital content in 2010
  • 39% downloaded digital content in 2009
  • DLC generated more than $875 million in sales in 2011
  • EEDAR estimated DLC to rise to $1 billion in 2012
  • 20 million consumers in North America bought DLC in the past 12 months
  • 14 million consumers bought DLC in 2010
  • 9 million consumers bought in 2009
EA also release numbers stating that their ORIGIN digital distribution platform now has 5 million users.

 

IHS Screen Digest released a new report outlining the MMO sector in North America and Europe. Here are some of the key data points:

  • PC MMOGs and MOGs in North America and Europe generated subscription revenue of $1.58 billion in 2010
  • PC MMOGs and MOGs in North America and Europe generated subscription revenue of $1.66 billion in 2009
  • Screen Digest estimates that subscription revenue will decline on an annual basis through the year 2015, where it will be $1.33 billion
  • Microtransaction revenue in North America and Europe rose to $1.13 billion in 2010, an increase of 24.2 percent.
  • Microtransaction revenue in North America and Europe was $909 million in 2009.
  • Microtransaction revenue is predicted to reach $1.8 billion in 2015.
  • Combined MMOG/MOG revenue in North America and Europe is predicted to reach $3.13 billion in 2015
  • Spending on all games content in North America and Europe reached $31 billion in 2010

Home Media Magazine reports new Screen Digest numbers on the size of the home set-top box market. Global set-top box shipments:

  • Were 195 million in 2009
  • Are 180 million units for 2010
  • Will grow to 206 million units in 2014 (4% annual growth rate)

The pay-TV industry is expected to account for almost 2/3 of the total every year between 2010 and 2014.

From 2009 to 2010, HD STBs increased from 50% of the market to more than 60%

By 2014 HD STBs will account for 70% of total set-top value

There is a lot of interest in what the average ARPU and ARPPU is in social games and I thought it would be good to link to some articles and blogs that define the numbers and give insight into what we use:

A new study by Juniper Research estimates that revenues from mobile content and applications in North America will reach $10 billion by 2015 up from $4.0 billion in 2009
Other findings include:

• Competition in the Canadian wireless market is heating up as new carriers launch HSPA networks
• The future of Mobile TV in North America is in streaming content as consumers embrace on-demand viewing

DFC Intelligence today released a report that forecasts the market for English language client-based free-to-play (F2P) games on the PC  as:

  • $250 million in 2009
  • $2 billion by 2015

Other interesting data points includes:

  • By the end of 2010, it is expected that English language client based F2P games will have a combined total of 128 million registered users
  • 8 of the top 12 cities in terms of internet connection speed, are in Korea

VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces.

The median spent on digital goods in 2009 was:

  • $50 per year for Social Networks
  • $40 per year for MMOs
  • $40 per year for Casual Games
  • $40 per year for Free to Play Games
  • $37 per year for PC Games with Online Play
  • $20 per year for Console Games with Online Play

Other key points include:

  • 32% of respondents made purchases within social networks
  • Males are playing significantly more games and are the primary drivers of total digital goods sales
  • North American women 25 and older are spending disproportionately large sums of money on digital goods
  • The average female spent $55 dollars on Social Network games compared to $30 for males