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

 

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

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)

DFC Intelligence predicts 2016 game software sales to reach $79 billion. This is 8% higher than 2015.

  • Video Game Software Sales will be $98 billion in 2020
  • The market is seeing a CAGR of more than 5 percent
  • The PC Game Market in Asia, North America and Europe will grow to $40 billion by 2020
  • The PC Game Market in Asia, North America and Europe was $30 billion in 2015

Digitimes Research has checked with component manufacturers and released estimates on console shipments for 2016:

  • Nintendo NX, which will launch in Q2 2016 is expected to ship 10-12 Million units in 2016
  • Xbox One is expected to ship 13 Million units in 2016
  • PlayStation 4 is expected to ship 18 Million units in 2016

TrendForce Forecasts VR Market Value to Hit US$70 Billion in 2020

  • The market for VR hardware is predicted to be $20 Billion in 2020
  • The market for VR software is predicted to be $50 Billion in 2020
  • The total VR market for software and hardware will be $6.7 billion in 2016

VR Market Forecast

Unity released a report on the mobile game market. In just seven months in 2015, 174,000 games were built using the platform. Here’s a link to the full report complete with info and breakdowns on the install base by device: http://unity3d.com/profiles/unity3d/themes/unity/images/company/pr/ByTheNumbersUnityTechnologies.pdf

 

 

SuperData released a new report on the US digital games market. Here are the interesting points:

  • There are 287 Million Mobile Active Gamers in the U.S.
  • $1.2 Billion in U.S. digital game sales for December 2014
  • 11% Year over on year growth in December 2014, compared to December 2013
  • 17% Growth in mobile digital revenues
  • 10% Increase in console digital sales
  • 10% Decrease in social game revenues
  • Average spend on PS4 was $11.09, down from $20 in November 2014
  • Average spend on Xbox One was $6.88, down from $21 in November 2014
  • Average spend on Steam was $2.35, down from $8 in November 2014

According to a new study from Insights Meta:

  • 75 percent of players play both F2P and P2P titles
  • Less than 10% of “pay to play” gamers don’t play free-to-play games
  • 28 percent of P2P players spend money on F2P games
  • 20 percent of F2P-exclusive players spend money on F2P games
  • 36 percent of gamers surveyed said they’d downloaded free content on their console
  • 1/3 of all gaming time is spent on F2P games

The full study is available from Insights Meta. There’s also an interactive infographic if you want to check it out.

According to our friends at Niko Partners, the Chinese mobile-game market is expected to grow 93 percent to $2.9 billion in 2014

  • This is a CAGR of 37.6 percent from 2013 to 2018
  • 38 percent of Chinese mobile gamers will spend money in 2014
  • By 2018, the mobile-game market in China is expected to hit $7.7 billion