- 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.
Capcom and GRIN announced that Bionic Commando had sold 130,000 units in the first week across PSN and XBLA. At a 70/30 publisher/platform split on a $10 game, they likely grossed $910,000 in the first week.
Digitimes reported Anyalysys International’s numbers for the Chinese Online games market.
Revenues are up 65.9% this year to 4.43 billion yuan ($637 Million)
They also break down the marketshares of the top operators in China:
|NOTE: *(Reverse Engineered from Percentages provided by DIGITIMES)|
GameIndustry Biz reported today that an analysis of the NPD numbers gives the following breakdowns of Per Unit Sales:
- Total third party sales for the Xbox 360 since launch is currently 67,929,999 units, followed by the Wii at 33,394,311 units and the PlayStation 3 at 19,976,325 units.
- Third party sales for the Xbox 360 since the launch of the Wii and PS3 is 54,065,728 units, still almost double the Wii’s 33,394,311 units.
- If you take the total number of units sold and divide that by the number of titles released since November 2006, the Xbox 360 and the PS3 are selling more units per title on average than the Wii. This puts the Xbox 360 at 217,252 units per title, the PS3 at 156,065 units and the Wii at 132,517 units.
Console games, the largest category, will grow by 6.9 percent annually, from $24.9 billion last year to $34.7 billion in 2012.
Online and wireless games will grow the fastest at 16.9 percent and 19 percent, respectively. Online will jump from $6.6 billion last year to $14.4 billion in 2012, while wireless games go from $5.6 billion to $13.5 billion in the same frame.
Just behind those is the emerging video game advertising sector, which will go from the $1 billion level in 2007 to $2.3 billion in 2012, a 16.7 percent annual growth rate.
“That’s phenomenal growth,” said PwC partner Stefanie Kane — especially considering that in-game advertising only works with certain kinds of games, sports being a primary example.
As has been the case, PC games are the laggards. That sector will fall 1.2 percent a year from 2007’s $3.8 billion to $3.6 billion in 2012.
The U.S. also will lag a bit compared with global growth, with overall video game revenue growing by 7.9 percent annually, from $12.1 billion in 2007 to $17.7 billion in 2012.
As of the end of 2007 in the U.S., there was an installed base of 9 million Microsoft launched in November 2005. That was followed in the next-generation category by 7 million for and 3 million for , both of which were introduced in November 2006.consoles, which
According to In-Stat, game industry revenue in the Asia-Pacific region is growing rapidly:
- Total revenue for the Asia-Pacific region was US$5.8 billion in 2007
- Expected to reach US$21.1 billion in 2013
- CAGR of 20.6%.
These numbers are different than the PriceWaterHouseCoopers we posted earlier.
Citing multiple articles:
- Korean online games market was $1.75 billion USD in 2006
- Online game exports were $672 million in 2006. Industry growth is estimated at 19.1 percent annual growth rate until 2009.
According to the Korea Game Development & Promotion Institute (KGDI) the games market in Korea will be 4 trillion won (US$3.39 billion) for the first time this year
- Fastest-growing segment of the Canadian market
- 20.2 percent CAGR
- Market of $346 million in 2012