I just got some new data points on the video game industry in Turkey:

  • Turkey has a population of 78 million people, with 50 percent under 25 years old
  • 33 percent of the population of Turkey has Facebook accounts
  • 92 percent of the total population has a mobile phone, 30 percent of which are smartphone users
  • Turkey has seen a 25 percent increase in video games sales 2009-2011
  • 28 percent of the population plays video games
  • Turkey has 22,500 cyber cafés
  • 40 percent of the population has internet access at home, 72 percent of which are playing games
  • 52 percent of the gaming population pays for games

According to Newzoo’s free 2012 US Country Report, the U.S. market is almost flat in terms of total consumer spending. Here are some key points:

    • The U.S. Games market grows 1% to $ 21.9 Billion in 2012
    • Of the 157 million US gamers, 86 million spend money on games
    • Time spent on games in the US is up significantly: +26% versus +18% for Europe
    • The biggest growth is in the number of gamers that actually spend money: +33% US versus +17% for Europe

According to the Q3 2012 Games Market Dynamics: U.S. report from The NPD Group:

  • U.S. consumers spent $1.07 billion on new physical video and PC game software in the third quarter of 2012 (July – Sept)
  • Used and rental combined were $399 million in the quarter
  • Digital (full game and add-on content downloads, subscriptions, mobile games and social network games) generated $1.40 billion

  • Sony has sold 70 million PlayStation 3 units worldwide into retail as of November 4, 2012
  • The PlayStation Move motion controller surpassed 15 million units sold in worldwide as of November 11, 2012

A friend from Argentina recently sent me a report on the industry there. Here are a few interesting points:

  • There are more than 2,000 people employed in game development jobs in Argentina
  • More than 65 studios currently operate in the country
  • The games industry generates $85 Million in annual revenue
  • Revenue is growing at 342 percent year over year

In an article on GamesBeat, information was given as to how GREE values mobile installs when determining what to spend on user acquisition.

*In Japan, GREE’s mobile install Lifetime Value (LTV) is around $15
*In the U.S.A., a mobile install is valued between $2-$5
*GREE says they have a 50 percent organic install rate and they tune the amount they are willing to spend on an install accordingly.
*The average install they are paying is in the $2 range according to the article.

According to a new report from Newzoo:

  • The number of American social gamers is 88.9 million, of which, 19 million are paying users
  • There number of social gamers in brazil is 29 million, of which 8.1 million are paying users and growing at 26.1 percent year-over-year
    Almost half of the 200 million Brazilians now have access to the internet
  • 28% of social network gamers in Brazil spend money on social games, higher than the 21% share in the US

Key Facts on Demographics & Preferences of Brazilan Social Gamers

  • Players consist of an equal amount of men and women (49% v 51%) but when it comes to payers, males dominate (56% v 44%)
  • In Brazil, 21-35 year olds makeup the largest portion of players (47%) and payers (50%)
  • 86% of Brazilian social network gamers play on Facebook and 31% play on Orkut
  • 38% of social gamers in Brazil social games developer Zynga, making it the most recognized international publisher brand, followed by GameHouse (19%) and King.com (17%)
  • Strategy is the most popular genre in both Brazil and the US
  • “Core” genres make up the top three in Brazil with action/adventure and race games in 2nd and 3rd place compared to “Casual” genres Puzzles and Quizzes/Trivia in the US.