According to GamesIndustry.biz, Sony now has an install base of 30.2 Million PlayStation 4 consoles.

I gave this talk at OrlandoIx 2015 as the game industry keynote. I’ve done a lot of game marketing over the years and it has changed a lot. This is a great starting point for anyone looking to get their game out in the market, including some tools and lists that I start with when launching a game.

Unity released a report on the mobile game market. In just seven months in 2015, 174,000 games were built using the platform. Here’s a link to the full report complete with info and breakdowns on the install base by device: http://unity3d.com/profiles/unity3d/themes/unity/images/company/pr/ByTheNumbersUnityTechnologies.pdf

 

 

Here’s a presentation I gave at Colombia 3.0 as the game industry keynote. It has something for everyone if you’re in the business of games. There’s a lot of common sense stuff in here, but ultimately a lot of people don’t have this knowledge.

 

According to the Game Publishers Association, China (GPC):

  • China had 517 million gamers as of this time last year
  • 147 million of those players are core gamers
  • There were 358 million mobile gamers in China in 2014
  • The U.S. is now the top market by revenue for mobile games

According to Global Mobile Game Confederation (GMGC):

  • China will become the largest market for mobile games in 2016 with estimated revenue of $7.7 billion
  • The U.S. will reach $7.3 billion in mobile game revenue in 2016
  • The mobile game market in China will reach $9.3 billion in 2017
  • The mobile game market in the U.S. will reach $8.2 billion in 2017

Our friends at Niko Partners recently predicted that in China

  • 515 million people are expected to play mobile, PC online, and console games in 2015
  • 579 million smartphones were sold in 2013 in China
  • 452 million smartphones were sold in 2014 in China
  • 250 million 4G enabled smartphones are expected to sell in China in 2015

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SuperData released a new report on the US digital games market. Here are the interesting points:

  • There are 287 Million Mobile Active Gamers in the U.S.
  • $1.2 Billion in U.S. digital game sales for December 2014
  • 11% Year over on year growth in December 2014, compared to December 2013
  • 17% Growth in mobile digital revenues
  • 10% Increase in console digital sales
  • 10% Decrease in social game revenues
  • Average spend on PS4 was $11.09, down from $20 in November 2014
  • Average spend on Xbox One was $6.88, down from $21 in November 2014
  • Average spend on Steam was $2.35, down from $8 in November 2014

According to a new study from Insights Meta:

  • 75 percent of players play both F2P and P2P titles
  • Less than 10% of “pay to play” gamers don’t play free-to-play games
  • 28 percent of P2P players spend money on F2P games
  • 20 percent of F2P-exclusive players spend money on F2P games
  • 36 percent of gamers surveyed said they’d downloaded free content on their console
  • 1/3 of all gaming time is spent on F2P games

The full study is available from Insights Meta. There’s also an interactive infographic if you want to check it out.

According to the new “Mobile Gaming Social Motivations” study on U.S. mobile gamers:

  • U.S. mobile gamers are typically playing more than two games per month, and spending an average of $4.58 each per month
  • Males spend $5.68 per month on average
  • Women spend $3.49 per month on average
  • Super Whales, or those that spend over $50 per month on games, spend on average about $108 per month
  • This group only constitutes 1% of the sample size, but Super Whales contribute nearly 29% to the mobile gaming revenue
  • Male U.S. mobile gamers spend almost twice as much on games monthly than female mobile gamers
  • Whales drive the bulk of revenues – 10% of players considered “High Spenders” (spending over $10 per month) make up 66 percent of the revenue from mobile gaming
  • Those playing 10 hours per week spent over 3X  the average spender in primarily strategy, combat, RPG, action and casino games
  • Mobile gamers who play primarily on iOS devices tend to spend more than their Android counterparts; however, the greatest spending and game downloading comes from mobile gamers who play on both platforms

To download the full “Mobile Gaming Social Motivations” study, goto: files.unity3d.com/everyplay/Mobile_Gaming_Social_Motivations.zip

According to our friends at Niko Partners, the Chinese mobile-game market is expected to grow 93 percent to $2.9 billion in 2014

  • This is a CAGR of 37.6 percent from 2013 to 2018
  • 38 percent of Chinese mobile gamers will spend money in 2014
  • By 2018, the mobile-game market in China is expected to hit $7.7 billion