According to Digital TV Research, one quarter of all TVs will be connected by 2018.

  • That’s 759 million TVs connected to the internet around the world by 2018
  • By the end of 2013, there will be 307 million connected TVs globally
  • The market share growth is increasing rapidly from 5.1% (115 million Tvs) to 12.4% in 2013 and 26.8% in 2018 Connected TVs were at a 5.1% share in 2010 — some 115 million TV sets.
  • Games consoles connected to the internet will rise to 176 million by 2018, twice that of 2012
  • Smart TVs will be 34% of the 2018 total (259 million) TVs
  • The global number of connected TV sets using streaming or set-top boxes was 4 million in 2010
  • By 2018, there will be 126 million TVs connecting via streaming or set-top boxes

There are now 100 Million Samsung Galaxy S phones in circulation. The first Galaxy S was launched in 2010. These Android OS phones break down in terms of model as:

  • 25 million Galaxy S smartphones
  • 40 million Galaxy S II smartphones
  • 41 million Galaxy S III smartphones

Apple hit the 100 Million iPhone mark in March 2011 after four years.

  • In the first three quarters of 2011, game companies have raised $1.33 billion in venture capital
  • In 2010, the games industry saw $589 million in investment from VCs. in all of 2010.
  • According to Mintel, the mobile game market was $898 million in 2010, and will reach $1.6 billion by 2015

The folks at [a]listdaily have translated a report from Enterbrain stating that:

  • Social gaming in Japan was $326 million in 2009
  • This rose to $1.43 billion in 2010
  • 37 percent of all social game users have spent money on a social game
  • 20 percent are still spending money
  • 30 percent of social game players own a smartphone

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

Newzoo recently released 2010 market estimates for the games industry in Germany. They were different from the BIU/GfK numbers below, but also show some deeper analysis of the industry beyond traditional reported boxed sales:

BIU/GfK Numbers:

  • 1.59 billion Euros for boxed sales and downloads (including mobile phones), split into
  • 884 million Euros for console games (not handhelds)
  • 443 million Euros for PC games (boxed and downloads)
  • 264 million Euros  for mobile devices (mobile phones and console handhelds)
  • 194 million Euros for “fees for online / browser games”
  • 94 million for virtual goods

Newzoo’s numbers:

  • German 2010 total consumer spending was 4.3 billion Euros
  • German consumer spending is expected to grow to 4.6 billion Euros in 2011
  • Newzoo’s data includes imported games (those purchased from outside of Germany – 180 million Euros
  • Pre-owned games – 220 million Euros
  • Downloadable console content (DLC) – 80 million Euros
  • Newzoo’s console total is 1.5 billion Euros
  • There are 13 million MMO gamers in Germany in 2011


I’m not sure how I missed this in February, but here’s some data on the virtual goods markets in Latin America by country thanks to SuperData Research . The region had a cumulative virtual goods market of $334 Million in 2010, $517 Million in 2012 and $624 Million by 2014.

  • Brazil – $165 million virtual goods market in 2010 – virtual good sales are predicted to double to $320 million in 2014
  • Mexico – $42.5 Million in 2010
  • Guatemala – $2.3 Million in 2010
  • Costa Rica – $1.2 Million in 2010
  • Panama – $1.7 Million in 2010
  • Dominican Republic – $3.1 Million in 2010
  • Venezuela – $11.9 Million in 2010
  • Colombia $44 Million in 2010
  • Argentina – $19.1 Million in 2010
  • Ecuador – $4.5 Million in 2010
  • Peru – $15.4 Million in 2010
  • Bolivia – $2.3 Million in 2010
  • Paraguay – $0.8 Million in 2010
  • Chile – $13.3 Million in 2010
  • Uruguay – $3.4 Million in 2010

According to a new Business Insights report called The Future of Social Gaming:

  • As of 2010, there were almost 600 million social gamers
  • China made the greatest contribution to total player numbers in 2010, with 109  million players
  • The US was second in total players in 2010, with 95 million
  • By 2015, they expect the number of players in China to reach 273 million
  • By 2015, they expect the number of players in the U.S. to reach 150 million
  • The global social gaming market was worth just under $1.5 billion in 2010, and is forecast to reach almost $4 billion in 2015
  • The most important market is the US, with revenues of $670 milion expected to grow to $1.2 billion in 2015
  • Japan is in second place, with a $180 million market that is forecast to reach $570 million in 2015
  • The Big Four leading games developers – Zynga, EA, CrowdStar and Playdom
  • Zynga is far larger than its competitors, with 195 million active users across its titles, compared to second-placed EA’s 39 million active users


Regional market revenue to rise from $405.7 million in 2010 to $833.7 million by 2014

SAN JOSE, Calif. – January 27, 2011 – Niko Partners, The leader in Asian Video Game Market Intelligence™, today announced the availability of its Southeast Asian Game Market Regional Report covering the fast growing geographical region including Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam. The report consolidates and highlights findings from the company’s in-depth market intelligence conducted in each of the six countries in the second half of 2010.

“The Southeast Asian Game Market Regional Report presents essential data by country and with regional comparisons for any company looking to enter or expand share in the games market in Asia,” said Lisa Cosmas Hanson, managing partner of Niko Partners. “With online games market revenue growth surpassing even the blistering growth in the number of gamers in the region over the next several years, there are real opportunities for online game publishers to capture market share and be a ship on the rising tide. This regional report is ideal for determining what countries to prioritize beyond the Asian giants of China, Korea and Japan.”

Key takeaways from the report include:
• By 2014, there will be more than 90 million gamers throughout these six Asian emerging markets
• Indonesia, Thailand and Vietnam present the most intriguing opportunities for online game publishers over the next several years
• The report presents industry overviews for each market, key online publishers and titles by region and provides important data on what drives each country’s gamers to play games

Niko also has published in-depth country reports that delve into the specifics market factors of each country, and offers consulting services that can help companies avoid mistakes when addressing the Southeast Asian market. Niko’s research team conducted nearly 800 surveys and interviews across the region with more than 100 online gamers interviewed per country. Industry experts from each country were also consulted to verify the information and ensure that the data is reflective of each country’s gaming population views and the operating environment for publishers. The 45-page report is available now at: or by contacting, for $4,500.

Niko Partners is The leader in Asian Video Game Market Intelligence™, specializing in the Chinese and Southeast Asian game markets. Founded in 2003, the firm conducts syndicated and custom research studies on Chinese gamers (including the region of Taiwan), Southeast Asian gamers, online games, offline games, consoles, handhelds, regulatory issues, piracy, development, online operators, distribution, and retail. Niko Partners also offers consulting services including focus groups, partnership selection, market opportunity analysis, custom surveys in cities throughout China and the Asia-Pacific region and customized data analysis. The goal of the research and strategic advisory services is to help understand the market, strategically enter or expand market share, and continue to profitably grow within China and Southeast Asia’s emerging markets.

The company is based in Silicon Valley and Shanghai, and its clients include worldwide leaders in game software, hardware, and services, as well as hedge funds, media companies, trade associations, and management consulting firms, all of whom have a vested interest in a thorough understanding of the emerging Southeast Asian and Chinese video game industries.

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