eMarketer projects that US in-game advertising spending will increase from $295 million in 2007 to $650 million in 2012. The global in-game advertising market is poised to grow to a $2B global industry by 2012.
The latest Nielsen study also showed that 82% of consumers react positively to receiving contextual in-game ads during game play.
According to Niko Partners, the leading analyst firm on the Chinese market, China’s gaming industry is really taking off over the next several years:
- China’s 46 million gamers spent $1.7 billion on online games in 2007, up 71% from 2006
- Advanced casual and casual online games made up 21% of the total
- Online revenue is expected to reach $2.5 billion in 2008 and $6 billion in 2012, for a 29% compound annual growth rate in the five-year period
This is actually from a SharpBrains research report from March, but I thought it appropriate to post:
- In 2007, the US Brain Fitness software market, reached $225 million in revenues – up from an estimated $100 million in 2005
- The consumer part of this grew from a few million in 2005 to an estimated $80 million in 2007
This puts the non-consumer portion at $145 million, so companies and the government are definitely investing in the software to increase attentions spans and productivity, a trend we would expect to continue.
According to DFC Intelligence
- There are 11 countries that have annual video game revenue in excess of $1 billion
- the Video Game Market will Reach $57 Billion in 2009
“Consumer spending on software is at record levels and the game business seems to actually benefit from a recession because games are a relatively cheap form of home entertainment,” said DFC analyst David Cole.
According to the new Online Game Market Forecasts report:
- PC online game revenue passed $7 billion in 2007, not including retail sales
- PC gaming revenue will hit $19 billion by 2013