On August 1st, the PlayStation 4 install base was 82.2 million. According to Sony, as of the 5th Anniversary of the PlayStation 4 launch on November 15th, 2018, the PlayStation 4 had sold:

  • 86.1 Million hardware units
  • 777.9 Million software units
  • That’s an attach rate of 9.03 software units per hardware unit.
  • Sony is averaging more than 275,000 hardware units per week, a number that should at least double during the holiday season.

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.

All of this should be taken into consideration when looking at different countries to target with your games. Previously we looked at the top languages for game localization. If you want to download the XLSX file we used for these slides, it’s available at: 2018_Gamer_Market_Tables_Thanks_NewZoo-IDEA-10-16-2018

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.

That number is impressive considering that’s approximately 1.5 percent of all PlayStation owners based on our extrapolation that there are roughly 86 Million PlayStation 4 Consoles worldwide as of today (the last formal numbers released were July 31st, 2018 ~82.2 Million).

Here’s the breakdown of the audience numbers that has been released by Mail.ru:

  • USA – ~20 percent – 260,000 players
  • Germany – 12.5 percent – 162,500 players
  • France – 11.2 percent – 145,600 players
  • UK – 7.7 percent – 100,100
  • Brazil – 6 percent – 78,000
  • Russia – 5 percent – 65,000

 

 

When looking at translating a game, you need to look at the cost of the translation related to the potential return on investment for adding an additional language.

You also need to take into account the general purchasing habits of consumers in different countries that might predominantly speak a certain language. But, don’t assume someone wants to conduct transactions in French just because they reside in France for example. There is diversity in your target markets and loading up on languages can be very valuable in growing revenues.

Most people are more comfortable buying games, or purchasing In-App Purchases if their primary language is supported. Having conducted a transaction in French on Steam recently, I could get through it, and make the purchase because the flow was the same as when I purchased in English before, but there were more opportunities to abandon the purchase because it took longer to comprehend the steps.

So I pulled the Steam Hardware survey info and Added a column for what percentage of the Steam player audience you get by adding each new language up to the 12th most popular language.

According to VentureBeat :

  • PlayStation 4 has now reached 82.2 Million units sold
  • Sony expects to sell another 13.8 Million
  • The estimate is 96 Million units sold by the end of Sony’s Q4 March 31, 2019
  • IESherpa estimates that Sony will surpass 100 Million units sold in mid-July 2019

Winners to receive passes to GDC 2018 and see their work showcased during the conference at San Francisco’s Moscone Convention Center in March

Unity Technologies (https://unity3d.com/), creator of the world’s most popular creation engine that reaches nearly three billion devices worldwide, and the Game Developers Conference (GDC) have partnered to curate and host an environmental 3D art contest for artists using Unity, with the winners to be displayed at a co-organized showcase during the Game Developers Conference, taking place March 19 through March 23, 2018 at the Moscone Convention Center in San Francisco, California. Free contest entry is now open at https://3dgameartchallenge.com/.

Organizers of the Unity 3D Game Art Challenge are looking for the most beautiful and skillfully-created 3D game environments created in Unity. The most spectacular worlds will win their creators All Access Passes to GDC 2018, and will have their games displayed all week at a special lounge, with entry open to all GDC pass holders.

The judges of the Unity 3D Game Art Challenge include notables from the world of video game art and design and key Unity staff. The entry deadline is December 31, 2017, and the 12 winners will be notified in late January 2018.

More information about the guidelines and rules for entering the contest are available at https://3dgameartchallenge.com/. For more information about GDC 2018, including the GDC Conference, Summits, Expo, and VRDC@GDC, and attendee pass options, please visit http://www.gdconf.com/ and follow @Official_GDC on Twitter.

 

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

India is clearly the next untapped market for games. I’ve heard a lot of interesting figures lately, but the market is dominated in the mobile space by Android at around 73 percent of the addressable market. I’ve also heard that India is also more accustomed to subscription based games and micro-transactions are something they are getting more comfortable with, so expect micro-transaction models to grow. Other interesting data includes:

  • The market for Digital Games in India is $853.9 Million in 2015
  • Mobile is 49 percent of the market, or around $416 Million today
  • Mobile is growing at a 64 percent growth rate year-over-year
  • By 2015, the mobile market for games in India is expected to be around $832 Million
  • There are approximately 185 Million mobile gamers in India in 2015
  • ARPPU in India for mobile games in October 2015 was $13.07 with a 1.53 percent conversion rate from player to payer
  • Digital console is 2.7% of the market today
  • MMO games are 28 percent of the market, with Free-to-Play MMO games comprising 21 percent of the total market
  • Cost-per-install in India is $0.74 for Android
  • Cost-per-install in India is $1.26 for iOS

According to our friends at Niko Partners, the Chinese mobile-game market is expected to grow 93 percent to $2.9 billion in 2014

  • This is a CAGR of 37.6 percent from 2013 to 2018
  • 38 percent of Chinese mobile gamers will spend money in 2014
  • By 2018, the mobile-game market in China is expected to hit $7.7 billion