NewZoo has put out some great infographics over the past several months forecasting 2018 game revenue, and it felt like time to do something with the data they have given out for free. They listed 2018 projected revenue by country and the gamer population for each of the top 13 countries in terms of market size, China, USA, Japan, South Korea, Germany, UK, France, Canada, Spain, Italy, Russia, Mexico, and Brazil.
Since we’re never content to just know the size of the market, we played with the data a little more to get the annual projected revenue per player in each of the countries. We even broke it down to a daily average per player. Of course we don’t have the numbers on what percentage is paying in each country, but these numbers should help define the ballpark size.
Warface, Mail.ru’s free-to-play FPS game that launched on September 18th on the PlayStation 4, has already picked up 1.3 million PlayStation 4 players worldwide (source: Gamasutra) in its first seven days.
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.
There are now 76 Million Xbox 360’s according to a post on AllThingsD. Other interesting data points for the platform include:
38 percent of Xbox users are women
More than 51 percent of Xbox users have kids
U.S. Xbox account holders use the devices for 87 hours per month
As of last March, non-game usage — fitness, entertainment content from partners like HBO and Netflix, etc. — started outpacing game usage on a yearly basis
There was a 57 percent year-over-year growth in entertainment usage
24 million Kinect devices have been sold, up from 20 million last year
There are 46 million Xbox Live accounts, up from 40 million last year
IESherpa Opinion: As the 360 continues to thrive, the focus for Microsoft is clearly general consumers that are looking to watch Netflix and other on demand video apps. Games were the Trojan Horse, enabling the platform’s transition into a Web TV hub and central digital media center in the living room.