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

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

According to DFC Intelligence:

  • Advertisers spent over $1 billion in 2010 using video games to advertise their products and service in North America
  • DFC Intelligence expects advertising in and around video games in North America to nearly double to over $2 billion by 2014
  • On a global basis, advertising in video games will reach $7.2 billion by 2016, up from $3.1 billion in 2010
  • By 2016, advergames and around game advertising are expected to account for about 78% of total game advertising revenue

DFC Intelligence released new estimates on the global market for video games.

  • The market is expected to grow from $66 billion in 2010 to $81 billion in 2016
  • In 2013, online delivery of games and online business models will surpass sales of physical retail software
  • The traditional worldwide interactive entertainment market reached a high of $58 billion in 2008
  • Over the next few years, there is expected to be a steady decline at retail, reaching a low of $43 billion in 2016
  • Total worldwide sales of online games are expected to increase from $19.3 billion in 2010 to $37.9 billion by 2016

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

DFC Intelligence today announced the release of a series of new reports with comprehensive forecasts on the video game and interactive entertainment industry. These new forecasts provide an overview of the global game industry for console, PC, portable and online video games.

  • Worldwide revenue for the video game industry is expected to grow from $60.4 billion in 2009 to $70.1 billion in 2015
  • Online game revenue for the PC is expected to exceed $20 billion in 2015
  • Console online game revenue is expected to nearly quadruple from 2009 to 2015
  • DFC forecasts that following a fairly significant decline in 2009, the overall market will actually continue to experience a downturn over the next few years, with most of the predicted growth occurring in the 2013 to 2015 timeframe
  • Most of this decline is due to a slowdown in the current console systems from Microsoft, Nintendo and Sony
  • While PC and online platforms are experiencing substantial growth, the growth in those markets is not expected to be enough to compensate for the slowdown in console platforms

DFC Intelligence, recently released more details from their October 20th report on 8,000 consumers:

  • 54% of respondents in North America had played a game on their mobile phone in the past year
  • 69% of respondents in Europe had played a game on their mobile phone in the past year
  • 45% of respondents in North America had paid to purchase an application for their mobile phone
  • 36% of respondents in Europe had paid to purchase an application for their mobile phone
  • Apple’s App Store is the most popular service for purchases
  • 15% of respondents owned an iPhone or iPod touch (Europe and U.S.)
  • 29% of respondents owned a Nintendo DS (Europe and U.S.)

DFC Lofo

According to reports from DFC Intelligence, the worldwide market for portable and mobile games is expected to grow to $11.7 billion by 2014.

By 2014, sales for games on the iPhone/iPod Touch are expected to account for about 24% of total portable game software sales

“The dedicated portable game systems from companies like Nintendo and Sony are still expected to lead the market, but it appears growth for these devices has peaked. The platforms from Apple are expected to be responsible for the bulk of market growth over the next few years,” says DFC analyst David Cole.

DFC also released some results from a study on the mobile game habits of over 8,000 game players in North America and Europe:

  • 54% of respondents in North America had played a game on their mobile phone in the past year
  • 69% of respondents in Europe had played a game on their mobile phone in the past year
  • 45% of respondents in North America had paid to purchase an application for their mobile phone
  • 36% in Europe had paid to purchase an application for their mobile phone.
  • Across both North America and Europe about 15% of respondents already owned an iPhone or iPod Touch, compared with 29% that owned a Nintendo DS

These reports are available individually or as part of one of DFC Intelligence’s ongoing research services.

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


Application Name



City of Heroes




City of Villains




World of Warcraft




Guild Wars




The Elder Scrolls IV: Oblivion




Battlefield 2




Hitman: Blood Money




Half Life 2




World of Warcraft – Burning Crusade




CounterStrike: Source




The Sims 2



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



GeForce 8600 GT



GeForce 8800 GT



GeForce 8800 GTS



GeForce 8500 GT



GeForce 8800 GTX



GeForce 7600 GS



GeForce 9600 GT



GeForce 7600 GT



GeForce 8600 GTS



GeForce FX 5200



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 DFC Intelligence:

  • There are 11 countries that have annual video game revenue in excess of $1 billion
  • the Video Game Market will Reach $57 Billion in 2009

“Consumer spending on software is at record levels and the game business seems to actually benefit from a recession because games are a relatively cheap form of home entertainment,” said DFC analyst David Cole.

According to the new Online Game Market Forecasts report:

  • PC online game revenue passed $7 billion in 2007, not including retail sales
  • PC gaming revenue will hit $19 billion by 2013