
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
Electronista has an article regarding backlash against netbooks. They talk about PC manufacturers attacking the market to push more notebooks. In the article, Avian Securities analysts estimate that netbook sales will rise, from 37 million units in 2009 to 47 million units in 2010.
In Avian’s note yesterday they also said there were 140 million notebook computers sold in 2009 and the number is expected to reach 180 million in 2010.
How this related to the games industry is that all of this is good. This is a positive sign for browser-based games as the potential market is increasing and more people have the ability to play wherever they go. As netbooks and notebooks grow in popularity, portability and features, we will continue to see more social games. As cloud computing becomes more prevalent, the content complexity will be able to increase along with gamers’ evolving tastes.
This is a great sign of support for the coming mid-core gaming explosion.
The Games for Windows Certification process takes 18-27 days. To begin, you click here
Here’s the process and estimated times for each step:
- Request Non-Disclosure Agreement (2-3 business days)
- Submit GFW Branding Application/Set-up Windows Live ID Account (1-2 business days)
- Trademark Licensing Agreement Provided (5-7 business days)
- Access granted to Prosource Games for Windows Art Guidelines (2-3 business days)
- Submit Packaging and marketing materials for Approval (3-5 business days)
- Download self-certification tool and test title (3-4 business days)
- Submit test results and get title approval (2-3 business days)
There are some marketing benefits that come from being certified including quotes for press releases, possible inclusion in events, and other promotional activities by Microsoft. The last requirement is to send 50 retail copies to Microsoft.
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
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