
DFC Intelligence today released a report that forecasts the market for English language client-based free-to-play (F2P) games on the PC as:
- $250 million in 2009
- $2 billion by 2015
Other interesting data points includes:
- By the end of 2010, it is expected that English language client based F2P games will have a combined total of 128 million registered users
- 8 of the top 12 cities in terms of internet connection speed, are in Korea

According to Pearl Research with its new “Online Games Market in Korea” study, the online games market in Korea is forecasted to exceed $2 Billion in 2011. Other key points from the report include:
- 3 of the top 5 game operators in Korea grew their revenues more than 50% in 2009
- Korean game companies have prioritized establishing international operations with the United
- States, Europe, Japan and China as the leading target markets.
- Nexon’s global revenue was $585 million in 2009
- Neowiz’s overseas revenues, which consists of licensing and revenues from international, was $52 million in 2009
- South Korea has one of the highest Internet and personal computer (PC) usage rates worldwide at 80%
Challenges to the market include:
- A glut of content
- Increasing government scrutiny
- Rising development costs
VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces.
The median spent on digital goods in 2009 was:
- $50 per year for Social Networks
- $40 per year for MMOs
- $40 per year for Casual Games
- $40 per year for Free to Play Games
- $37 per year for PC Games with Online Play
- $20 per year for Console Games with Online Play
Other key points include:
- 32% of respondents made purchases within social networks
- Males are playing significantly more games and are the primary drivers of total digital goods sales
- North American women 25 and older are spending disproportionately large sums of money on digital goods
- The average female spent $55 dollars on Social Network games compared to $30 for males
Filed under:
2009, 2010, Free-to-Play, Free-to-Play Games, MMO, Market Data, Market Research, Online Games, Online Gaming, PC, Social Gaming, Social Network Games, Social Network Gaming, Virtual goods
Dean Takahashi at GamesBeat has some data on virtual goods from a research study commissioned by PlaySpan today:
- 31% of the people who have bought virtual goods have also sold them.
- In-game virtual currency is the most frequently traded virtual good between players
- Sellers of virtual currency have earned a median of $22 in the past year
- 49% of social network gamers who have bought virtual goods also made a sale (median earning $50)
- 25% of virtual goods buyers also made a sale (median earning $98)
- 69% of buyers of virtual goods have not sold virtual goods, however 30% were interested in doing so
- Sellers had a median age of 21, an annual household income of $30K and 89% were male
Our friend Dean Takahashi over at VentureBeat wrote a story today about the virtual goods market, citing the Inside Social report on the industry.
- The U.S. virtual goods market is on target to exceed $1 billion in revenues in 2009
- This is more than double 2008 revenues
- In 2010, revenues are estimated to hit $1.6 billion
JLM Pacific Epoch reported that The9 is now offering a monthly subscription for Granado Espada (GE). The subscription is 60 RMB ($8.79 as of today’s exchange rate), while all of The9′s other titles are free-to-play and monetized through an item model. The9 has been a poor performer over the past year, while almost all other online game companies in china are up over their trading price one year ago, The9 continues to languish. The loss of World of Warcraft earlier this year was a big blow to the company, it will be interesting to see how successful the subscriptions are for GE and if the operator finds a way to grow its revenues again.
Niko Partners, the leading analyst firm covering China’s market for games, announced the release of their 2009 Annual Report and 5 Year Forecast. Findings include:
- China’s Online Game Market was $2.75 Billion in 2008
- China’s Online Game Market will reach $3.8 Billion in 2009
- The total Chinese Game Market will grow to $8.9 Billion in 2013 (26.4% CAGR)
- Massively Multiplayer Online Games (MMOGs) accounted for 77% of 2008 online games revenue
- Advanced casual and casual games accounted for 23% of 2008 online games revenue
- Webgames and games on social networking sites expanded the casual game segment, offering more games to new and casual gamers as well as to hardcore gamers who play MMORPGs.
- Sales of next-generation game consoles continue to climb, though entirely via illegal imports as there has been a ban on consoles since 2000
- In 2008 there were 58 Million gamers in China
- By 2012 the number of online gamers should reach 119 Million (17.7% CAGR)
“Average spending per Chinese gamer is rising to the point where a 26% increase in gamers resulted in 61% more revenue for online games in 2008,” said Lisa Cosmas Hanson, managing partner of Niko Partners.
The report was based on 70,000 points of data collected by Niko Partners in 10 Chinese cities in March 2009.
In March 2009, DFC Intelligence (DFCI) released two surveys of high-end PC gamers from 1.2 million GameShadow users. One survey was on MMO players and the other was FPS players. The surveys give insight into the hardware systems and other software used by PC game consumers, including:
- 236,080 consumers had at least one FPS title installed
- 52,800 unique users that had at least one MMOG title installed
- The user base skewed heavily male, over 96% in the case of MMOGs and 97% for FPS titles
- 26% of FPS players are under 25
- 25% of FPS players are over 45
- 54% of Counter-Strike players are under 25
Interesting data on multiple MMO users as well:
- 35% of City of Heroes users also had World of Warcraft installed
- 27% had Guild Wars installed
Here’s a chart of the top installed titles:
City of Heroes Top Installed Titles
|
Rank
|
Application Name
|
Users
|
Percentage
|
|
|
City of Heroes
|
3,322
|
100.0%
|
|
1
|
City of Villains
|
2,639
|
79.4%
|
|
2
|
World of Warcraft
|
1,172
|
35.3%
|
|
3
|
Guild Wars
|
899
|
27.1%
|
|
4
|
The Elder Scrolls IV: Oblivion
|
724
|
21.8%
|
|
5
|
Battlefield 2
|
611
|
18.4%
|
|
6
|
Hitman: Blood Money
|
603
|
18.2%
|
|
7
|
Half Life 2
|
563
|
16.9%
|
|
8
|
World of Warcraft – Burning Crusade
|
541
|
16.3%
|
|
9
|
CounterStrike: Source
|
473
|
14.2%
|
|
10
|
The Sims 2
|
466
|
14.0%
|
Total installed titles for users of listed title by number installed 2/3/2009
GameShadow also monitored the actual hardware installed on the players’ PCs, so below is info on the systems:
Top Graphics Chipset for FPS Users
|
Graphics Chipset
|
Users
|
Percentage
|
|
GeForce 8600 GT
|
3,423
|
5.1%
|
|
GeForce 8800 GT
|
3,298
|
4.9%
|
|
GeForce 8800 GTS
|
2,756
|
4.1%
|
|
GeForce 8500 GT
|
2,356
|
3.5%
|
|
GeForce 8800 GTX
|
2,136
|
3.2%
|
|
GeForce 7600 GS
|
1,672
|
2.5%
|
|
GeForce 9600 GT
|
1,399
|
2.1%
|
|
GeForce 7600 GT
|
1,289
|
1.9%
|
|
GeForce 8600 GTS
|
1,254
|
1.9%
|
|
GeForce FX 5200
|
1,001
|
1.5%
|
DFC Intelligence has deeper data from the survey if you’re interested. research products and custom research services go to: http://www.dfcint.com/
According to
Parks Associates, the market for casual games will reach $1 Billion by 2013.
They have Free-to-Play MMO Games at ~8.5 Million players in 2009, growing to more than 20 Million by 2013.
There’s also an excellent
graph showing adoption and usage of online games.
PC Gaming Alliance (PCGA) unveiled some findings in August from its “Horizons” Report, a research study of the PC gaming industry worldwide and found:
- PC gaming was a $10.7 billion industry during the year of 2007
- Retail sales accounted for 30 percent of total revenues ~ $3.21 Billion
- Online PC gaming revenue accounted for $4.8 billion, nearly double the worldwide retail sales numbers for PC games.
- Digital distribution sales approached $2 billion
- Advertising revenues from websites, portals, and in-game ads was $800 million