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
Digitimes Research has checked with component manufacturers and released estimates on console shipments for 2016:
- Nintendo NX, which will launch in Q2 2016 is expected to ship 10-12 Million units in 2016
- Xbox One is expected to ship 13 Million units in 2016
- PlayStation 4 is expected to ship 18 Million units in 2016
SuperData released a new report on the US digital games market. Here are the interesting points:
- There are 287 Million Mobile Active Gamers in the U.S.
- $1.2 Billion in U.S. digital game sales for December 2014
- 11% Year over on year growth in December 2014, compared to December 2013
- 17% Growth in mobile digital revenues
- 10% Increase in console digital sales
- 10% Decrease in social game revenues
- Average spend on PS4 was $11.09, down from $20 in November 2014
- Average spend on Xbox One was $6.88, down from $21 in November 2014
- Average spend on Steam was $2.35, down from $8 in November 2014
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
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.
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.
IDC put out a new research report “The Worldwide Video Game and Entertainment Console Hardware and Packaged Software 2012–2016 Forecast” with some interesting takeaways from analyst Lewis Ward, including:
- PS3 has shipped an estimated 77 million bundles
- Xbox360 has shipped approximately 76 million bundles
- Nintendo’s Wii U will exceed 50 million bundles by year-end 2016
- The volume of packaged game discs shipped will decline an average of roughly 3% per year through 2016
- Eighth-generation console tie ratios will be approximately 25% lower than the tie ratios of seventh- or current-generation consoles
IESherpa Opinion – Although the number of physical games bought will decline, the number of digital games will likely increase at a faster rate, resulting in net growth for the games industry overall. Either way, we have another three years to see if this is correct and a lot can happen between now and then.
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