VentureBeat has a nice article with Foundation 9 Entertainment that helps define the downloadable console games market. Here are the key points:

  • F9E estimates that the XBLA market will hit $140 – $160 million in 2010, up 15% over 2009
  • Microsoft’s Xbox Live revenue, including subscriptions and movie downloads is estimated $1 billion a year
  • There are 43 million Xbox 360 owners
  • Approximately 25 Million Xbox 360 owners go online with Xbox Live
  • XBLA games sell for about $9 on average.
  • There is $140 million in XBLA revenue —30% goes to Microsoft

This session at GamesBeat is going to be pretty great for getting an international perspective on the games industry (Europe and Asia). It’s part of GamesBeat at GDC and is being moderated by Lisa Hanson of Niko Partners.

Gaming without borders (North Hall, Esplanade level, 305/307 – part of Games Beat)

Panel time is: March 10th, 3:30pm – 4:15pm

Panelists are:

  • Klaas Kersting Gameforge CEO
  • Tomoko Namba, CEO of DeNA,
  • Aroon Tan, president, Games Exchange Alliance
  • Won Il Sue, Vice President of Business Development at Nexon America

Our friends over at VentureBeat have sent over a code that will save you $50 off of registration to the event. We were at last year’s GamesBeat and it was definitely worthwhile. I would recommend it to anyone looking at the business behind virtual worlds, online games, venture capital for game companies, or funding in general. It pulls a good mix of game industry/Silicon Valley.

GamesBeat@GDC 2010 will be held on March 10th in San Francisco and will feature the theme Disruption 2.0.  The one-day executive conference will explore the future of gaming and the effects of the iPhone, iPad, social media, digital distribution, and online gaming on the industry.  Leading speakers will include:

  • Steve Perlman, CEO of On-live
  • John Schappert, COO of EA
  • Bryan Reynolds, Chief Designer of Zynga
  • Klass Kersting, CEO of Gameforge
  • Neil Young, CEO ngmoco
  • Gareth Davis, Platform Manager of  FaceBook
  • Bart Decrem, CEO Tapulous

An others. Join 400 other gaming industry leaders for a day of panels, keynote and networking. Register here to receive $50 off your GamesBeat@GDC registration using the following code:  GBEATSP.

Our friends at GamesBeat has an article about a new NPD Group survey with some new demographic data on the U.S. games industry:

  • 82% of kids 2-17 years old say they’re video gamers
  • 55.7 million kids are playing games
  • 9.7 million kids who are playing games are ages 2-5 years old
  • 12.4 million kids who are playing games are ages 9-11 years old
  • They play games 10.6 hours a week on average
  • Kids use an average of 2.5 systems to play
  • 51% of kid gamers play online, and online players are more likely to be 9-14 years old and male

Dean Takahashi at GamesBeat has some data on virtual goods from a research study commissioned by PlaySpan today:

  • 31% of the people who have bought virtual goods have also sold them.
  • In-game virtual currency is the most frequently traded virtual good between players
  • Sellers of virtual currency have earned a median of $22 in the past year
  • 49% of social network gamers who have bought virtual goods also made a sale (median earning $50)
  • 25% of virtual goods buyers also made a sale (median earning $98)
  • 69% of buyers of virtual goods have not sold virtual goods, however 30% were interested in doing so
  • Sellers had a median age of 21, an annual household income of $30K and 89% were male