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 the new “Mobile Gaming Social Motivations” study on U.S. mobile gamers:

  • U.S. mobile gamers are typically playing more than two games per month, and spending an average of $4.58 each per month
  • Males spend $5.68 per month on average
  • Women spend $3.49 per month on average
  • Super Whales, or those that spend over $50 per month on games, spend on average about $108 per month
  • This group only constitutes 1% of the sample size, but Super Whales contribute nearly 29% to the mobile gaming revenue
  • Male U.S. mobile gamers spend almost twice as much on games monthly than female mobile gamers
  • Whales drive the bulk of revenues – 10% of players considered “High Spenders” (spending over $10 per month) make up 66 percent of the revenue from mobile gaming
  • Those playing 10 hours per week spent over 3X  the average spender in primarily strategy, combat, RPG, action and casino games
  • Mobile gamers who play primarily on iOS devices tend to spend more than their Android counterparts; however, the greatest spending and game downloading comes from mobile gamers who play on both platforms

To download the full “Mobile Gaming Social Motivations” study, goto:

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.

According to Kantar Worldpanel ComTech: iOS was the top selling smartphone platform in the U.S, for the 12 week period ending November 25th, 2012. iPhone 5 helped push the number past 50 percent, the first time iOS has hit that level.

U.S. smartphone sales break down as:

  • iOS – 53.3%
  • Android -41.9%
  • Windows Mobile – 2.7%
  • Other – 2.1%

comScore, Inc. released data from the comScore MobiLens service, reporting key trends in the U.S. mobile phone industryform March-May 2011. The study surveyed more than 30,000 U.S. mobile subscribers. The most interesting data points for us were:

  • Game-playing was done by 26.9% of the mobile audience during the three months ending in May 2011
  • This was an increase of 2.3% over the previous three month period
  • 76.8 million people in the U.S. owned smartphones , an increase of 11% from the preceding three month period

Here’s a breakdown of the top platforms:

Top Smartphone Platforms
3 Month Avg. Ending May 2011 vs. 3 Month Avg. Ending Feb. 2011
Total U.S. Smartphone Subscribers Ages 13+
Source: comScore MobiLens
Share (%) of Smartphone Subscribers
Feb-11 May-11 Point Change
Google 33.0% 38.1% 5.1
Apple 25.2% 26.6% 1.4
RIM 28.9% 24.7% -4.2
Microsoft 7.7% 5.8% -1.9
Palm 2.8% 2.4% -0.4

According to new research from Google, tablet usage is growing and sometimes surpasses time spent on desktop and TV. Key findings include:

  • 43% of respondents spend more time with their tablet than with their desktop/laptop
  • 1 in 3 respondents spends more time with their tablet than they do watching TV
  • Tablets are used widely for playing games, searching for information and emailing
  • Most popular activities on tablets include gaming (84%), searching for info (78%) and emailing (74%)
  • Least popular include shopping (42%), reading e-books (46%) and consuming entertainment (51%)
  • People are spending at least an hour a day on their tablet and using it primarily at home
  • 68% of respondents spend at least 1 hour a day on their tablet
  • 82% of respondents primarily use their tablet at home
  • 69% of respondents said they use their tablet more frequently on weekdays relative to weekends
  • Tablets are used more during the night according to 62% of respondents
  • 77% of respondents reported that their desktop/laptop usage decreased

You can download the full report here.