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)

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

According to the Game Publishers Association, China (GPC):

  • China had 517 million gamers as of this time last year
  • 147 million of those players are core gamers
  • There were 358 million mobile gamers in China in 2014
  • The U.S. is now the top market by revenue for mobile games

According to Global Mobile Game Confederation (GMGC):

  • China will become the largest market for mobile games in 2016 with estimated revenue of $7.7 billion
  • The U.S. will reach $7.3 billion in mobile game revenue in 2016
  • The mobile game market in China will reach $9.3 billion in 2017
  • The mobile game market in the U.S. will reach $8.2 billion in 2017

According to IDC’s Worldwide Digital PC and Mac Gaming 2013-2017 Forecast:

  • PC and Mac gamer spending will be $24 billion worldwide by 2017
  • Worldwide digital PC/Mac gaming is expected to grow at a rate of four percent per year
  • Market growth will occur in the BRIC (Brazil, Russia, India and China) regions
  • Hardcore F2P games have close to a $16 ARPPU, the highest of the categories studied.

ARPPU - 2014

International Data Corporation (IDC) published the Worldwide Gaming-Optimized Handheld, Smartphone, and Tablet Gaming 2013–2017 Forecast, on the current state and future direction of smartphone, tablet, and gaming-optimized handheld (GOH) hardware and software. The forecast details the outlook for Apple, Google/Android, Microsoft, Nintendo, Sony, and a wide range of game developers and publishers from a mobile and portable gaming perspective through 2017. Some key point they make are:

  • IDC research shows that the number of paying smartphone and tablet gamers will surpass the number of paying GOH gamers worldwide in 2013
  • This number will continue to rise at a rapid rate through 2017
  • The number of GOH bundles shipped should fall at an average of nearly 7% per year over the next five years
  • The installed base of GOH’s is being overwhelmed by smartphones and tablets that are used for casual gaming primarily
  •  Total mobile/portable gaming revenue, including digital and packaged game software, GOH hardware bundles, and direct advertising revenue going to platform suppliers and game developers/publishers, is forecast to approach $23 billion in 2017.

DFC Intelligence released new research forecasting global revenue from video game software growing from $52 billion in 2011 to $70 billion in 2017.

  • Revenue growth is predicted to be split between three broad platforms: personal computers (PCs) leading with 39% of revenue, TV-based console systems with 36% of revenue, and mobile devices with 25%.
  • By 2017, 66% of game software will be delivered digitally
  • The core consumer still remains males age 12 to 30
  • Browser-based games and social networks will exceed $8 billion in revenue by 2017
  • Free-to-play games should count on an average paying consumer spending $75 a year for two years