According to NPD, 2012 digital game sales were:

  • U.S. -$5.9 billion (40 percent of total U.S. dollars spent on games, up from 28 percent in 2010)
  • U.K. – $1.7 billion
  • Germany – $1.4 billion
  • France – $1 billion.

For 2012, the U.S. breaks down as:

  • New retail games – $7.1 billion
  • Used games – $1.59 billion
  • Digital games and DLC -$2.22 billion
  • Game subscriptions – $1.05 billion
  • Social network games – $544 million
  • Game rentals -$198 million
  • Mobile games -$2.11 billion
  • Digital full games and DLC combined grew 33.9 percent for the year
  • Subscriptions grew 12.9 percent
  • Mobile games grew 10.4 percent
Here are some other random points and findings from the analyst panel at GDC 2013:
  • The UK has the highest percentage of console players
  • France prefers portable consoles
  • Germany prefers computers
  • US is most partial to gaming on mobile and tablet platforms
  • In the US, 27 percent of mobile gamers pay
  • In Europe, 40 percent of mobile gamers pay
  • U.K. average spending on mobile games is $16
  • U.S. average spending on mobile games is $9
  • In China, Mobile game spending is projected to reach$1 billion this year, and $2.8 billion in 2016.

According to NPD, and their latest report, Core Gaming 2013, within the US population ages 9 and older, almost half play video games on core gaming device.

  • Only 14 percent, or 37.5 million people, would be considered a core gamer*
  • Ages 9-17 are most likely to be a core gamer (26 percent)
  • Ages 18-34 are the next largest group of core gamers (21 percent)

Over the past year

  • 88 percent of core gamers state they purchased new physical games
  • 78 percent purchased physical used games
  • 70 percent purchased digital full games

*Core Gamers were described as playing Action, Adventure, Fighting, Flight, Massively Multi-Player, Racing, Real Time Strategy, Role-Playing, Shooter, or Sport games on a PlayStation 3, Xbox 360, PC or a Mac, and spending 5 hours or more per week gaming on any of these devices.

According to the Q3 2012 Games Market Dynamics: U.S. report from The NPD Group:

  • U.S. consumers spent $1.07 billion on new physical video and PC game software in the third quarter of 2012 (July – Sept)
  • Used and rental combined were $399 million in the quarter
  • Digital (full game and add-on content downloads, subscriptions, mobile games and social network games) generated $1.40 billion

NPD Group released new data from their Q2 2012 Games Market Dynamics Report.

  • U.S. consumers spent $1.0 billion on new physical video and PC game software in the second quarter of 2012 (April – June)

Digital Content Sales Growth

  • Digital content (full game and add-on content downloads, subscriptions, mobile games and social network games) reached $1.47 billion in the U.S. for the quarter
  • Digital content (full game and add-on content downloads, subscriptions, mobile games and social network games) reached $983 million in the UK, France and Germany for the quarter
  • Digital content sales were up 17% in the U.S. over the same quarter in 2011

Used Game Sales and Rental Market

  • U.S. consumers spent $386 million on used games and rentals
  • UK, France and Germany consumers combined spent $243 million on used games and rentals

NPD released some new data regarding U.S. gamers:

  • 67% had acquired a game through retail or digital in the past month
  • 75% of online game players acquired a game in the past month
  • Gamers reported acquiring an average of 8 games
  • People that acquired just through digital, downloaded 6 games
  • Those who only acquired games at retail picked up 3
  • The most active gamers (digital and retail) acquired an average of 15 games

Much of this was fueled by the growing free-to-play game market where the only barrier to entry in many cases is finding Wi-Fi so you can complete larger downloads.


According to NPD, the highest price parents are willing to pay for an App for their children tends to be about $4.10, with $2.40 being the average price of the last App they purchased.

NPD released more info here. Kids tend to play on devices that have 12 Apps installed, but 88 percent of those are free Apps.

  • Children spend approximately five days a week using mobile devices such as a smartphone, tablet or iPod Touch, with an average session generally lasting just under one hour
  • An average of 6.5 gaming applications are on the device
  • Gaming is the most popular type of app used by children, followed by listening to or downloading music, and taking pictures
  • 87% of boys play games
  • 80% of girls play games
  • Gaming applications are the apps most frequently paid for at 35%, followed closely by educational games and movie apps
  • “Those who already own a device but don’t let their child use it would allow their child to do so if more educational apps were available or if the devices were durable enough to withstand the child’s use.”


NPD Group released new data:

  • 40 percent of people who have played an upgradable freemium game have made an in-game payment to extend or enhance the experience
  • Women and girls are “significantly more likely” to play freemium games than men
  • Men are more likely to pay than women
  • 38 percent of the U.S. population currently plays some form of freemium game
  • The majority of those who pay choose to do so within the first month of playing a game
  • Females are more likely to continue playing a freemium game after the initial try
  • Males 13 to 34 are most likely to abandon freemium games after initially trying it

DisplaySearch Q3’10 Quarterly TV Design and Features Report was just released and has some info on the 3D TV market. Some of the forecasts include:

  • 3.2 million 3D TVs will be shipped in 2010
  • Just under 1.6 million 3D TVs will ship in 2010 in North America
  • 90 million 3D TVs will be shipped in 2014
  • 3D will grow from 2% of all flat panel TVs shipped in 2010, to 41% in 2014

Figure 1:  DisplaySearch 3D TV Shipment Forecast

Source: Quarterly TV Design and Features Report