According to Gartner Group, Smartphone sales this year will grow by 29% year-over-year to 180 million units, overtaking laptop sales.
- By 2012, smartphone revenue will reach $191 billion
- By 2012, $152 billion that’s will be spent on mobile PCs
- Smartphones account for 14% of overall mobile device sales today
- By 2012, smartphones devices will make up 37% of global handset sales
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-Stat has predicted that there will be:
- 412 million smartphones worldwide by 2014
- More than 250 million of these smartphones units will have accelerometers
- Symbian OS will be the dominant operating system, however their market share will be in decline
If you’re interested in learning how to develop for Symbian, you can get access to tools and help here.
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
The Associated Press ran a story today quoting GigaOM Pro Analyst Alfred Poor predicting:
- An install base of up to 46 Million 3D Televisions by 2013
- 2.6 Million 3D TV sales in 2010
- U.S. home video revenues in the first half of 2009 fell 3.9 percent from a year ago to $9.4 billion
This is very positive for 3D gaming as it emerges in 2010-2011 as a feature consumers will want and expect.
The Canadian province of Ontario just announced new tax credits and incentives that will make developing game in the region even more attractive. Details include:
Increasing the digital media tax credit for large game developers from 25% to 40% for original IP development
The tax credit was also raised to 35% for studios doing work-for-hire projects for international clients.
Ontario will also allow game developers that spend more than$1 million per year on labor costs in the province to benefit from a new 35% Ontario interactive digital media tax credit.
All of this makes development in Canada more attractive and will likely mean less projects going to Australia and Europe unless similar incentives can be added in those regions.
According to an article in BusinessWeek, the mobile app market is currently a $1 billion per year market. Analysts estimate the market will grow to $4 Billion per year by 2012. That’s a CAGR of 100%.
- The article also talks about social games, stating:
- U.S. revenues from social games to $720 million
- Analysts project that U.S. revenues from social games will grow to $2 billion by 2012.
According to Microsoft, the install base of the Xbox 360 is now nearly 34 Million units worldwide. This is an increase of 3 Million since August. The company also stated that Xbox Live revenues are up 50% over a year ago. This means more online gamers to sell to, which is great for digital distribution’s continuing growth. The attach rate is now 8.7 units per system, which is more than three times that of the Nintendo Wii.
According to NPD, impulse buyers are paying less for games, meaning lower prices are spurring software sales.
- 40% of video game buyers have purchased a game on impulse in the past 6 months
- Impulse shoppers in the industry are
- 26% of impulse shoppers are age 13 – 17
- 23% of impulse shoppers are age 35 – 44
- The average price of impulse purchases is $27.19
- The average price of planned purchases is $42.97
- 1/3 of gamers have bought a used game in the past 6 months
- 10% gamers say they would never buy a used game
- Only 3% of reported purchases were pre-ordered
- 46 % of impulse buyers are females
- 37 % of planned buyers are females
- Almost 20% of gamers bought a game that was a sequel to one they had enjoyed
- 43% of impulse buyers paid only $10 – $20 for their last game
- Only 15% of impulse purchases were made online
Video Business has an article today talking about the PS3 and it’s appeal as a Blu-ray player.
- NPD Group said 34% of PS3 owners had never tried to watch a Blu-ray movie on their PS3
- The number of people watching Blu-ray is higher than the number that watched DVDs on the PS2 at the same point in the lifestyle.
- 58% bought the PS3 to play games
- 34% bought the PS3 for games and Blu-ray movies equally
- 8% bought the PS3 mostly for Blu-ray movies