In June, Gartner released their estimates on the worldwide market for wireless gaming revenue in 2008 and put their number at $4.5 Billion. Other points include:
- Revenue will grow to $6.3 Billion by 2011
- Revenue in 2007 was $3.9 billion (16.1 % growth rate)
- 10.2% CAGR from 2007-2011
- Asia-Pacific (including Japan) is the largest market for mobile gaming at $2.3 billion in 2008
- Asia-Pacific Mobile Gaming should reach $3.4 billion by 2011
- India is expected to lead Asian countries in mobile gaming revenue $80 Million in 2007
- India should reach $450 million by 2012
- Western Europe is projected to grow from $701 million in 2008 to $862 million by 2011.
- North American market is projected to grow from $845 million to approximately $1.2 billion in 2011
Tuong Huy Nguyen is the principal analyst, and Madhusudan Gupta, is the senior analyst at Gartner covering the sector.
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
A research report by Pearl Research has data on the Vietnam market for online games. Here are the figures:
- 10 million players by 2011
- 21 million Internet users in Vietnam = Internet penetration rate of 23.5%.
- Top online games in Vietnam can attract 200,000 users
- Many Vietnamese gamers were spending $3 – $6 per month
- Current popular online games include First Myth, JX Online, and Boom Online
Interactive Software Association of New Zealand (Isanz) numbers show:
- Sales for the industry increased from $121,312,445 for the period from June 2006 and May 2007. to $145,662,181 from June 2007 to May 2008.
- 17 % increase in sales of console and PC games, hardware and peripherals for the past year
Just found a Health e-Games Market Report authored by Andy Donner, director of Physic Ventures. It has interesting data including:
- The Serious Games market is estimated at $1.5-$2.0 billion
- Exergames (physical motion and fitness games) is a $6.4 billion market
- Health e-Games is a $6.6 billion market
There is an AP article today talking about the market for games in the US, based on Pew Internet & American Life Project’s research released yesterday. Here are some data points:
- 81% of people between 18-29 play games
- 23% of of people over 65 play games
- 97% of teenagers are gamers
- 50% of women play games
- 55% of men play games
There’s more data, but these are the important points.