The folks at [a]listdaily have translated a report from Enterbrain stating that:
- Social gaming in Japan was $326 million in 2009
- This rose to $1.43 billion in 2010
- 37 percent of all social game users have spent money on a social game
- 20 percent are still spending money
- 30 percent of social game players own a smartphone
EEDAR released new research stating that:
- 51% of Xbox 360 and PlayStation 3 console owners in the US downloaded digital content in 2011
- 40% downloaded digital content in 2010
- 39% downloaded digital content in 2009
- DLC generated more than $875 million in sales in 2011
- EEDAR estimated DLC to rise to $1 billion in 2012
- 20 million consumers in North America bought DLC in the past 12 months
- 14 million consumers bought DLC in 2010
- 9 million consumers bought in 2009
EA also release numbers stating that their ORIGIN digital distribution platform now has 5 million users.
IHS Screen Digest released a new report outlining the MMO sector in North America and Europe. Here are some of the key data points:
- PC MMOGs and MOGs in North America and Europe generated subscription revenue of $1.58 billion in 2010
- PC MMOGs and MOGs in North America and Europe generated subscription revenue of $1.66 billion in 2009
- Screen Digest estimates that subscription revenue will decline on an annual basis through the year 2015, where it will be $1.33 billion
- Microtransaction revenue in North America and Europe rose to $1.13 billion in 2010, an increase of 24.2 percent.
- Microtransaction revenue in North America and Europe was $909 million in 2009.
- Microtransaction revenue is predicted to reach $1.8 billion in 2015.
- Combined MMOG/MOG revenue in North America and Europe is predicted to reach $3.13 billion in 2015
- Spending on all games content in North America and Europe reached $31 billion in 2010
Dean Takahashi over at VentureBeat pulled together a great story on game industry investments in 2010 noting that:
There is a lot of interest in what the average ARPU and ARPPU is in social games and I thought it would be good to link to some articles and blogs that define the numbers and give insight into what we use:
- Andrew Chen of Mohr Davidow Ventures (MDV) cites ARPU at between $0.01 and $0.25/user per day as a good number for social games. With a destination site, $1/user per day is a more common and respectable number, although that’s for more niche titles.
- Andrew de Andrade, formerly of Mentez, a major Brazilian social games company says, “Most conversion rates for a successful game are between 1 and 3%, but even 0.5% is pretty good.”
- Social Times has an article that uses data from Love Gamer to illustrate 12 different social titles with ARPPUs ranging from $0.54 to $19.51/month
- MocoSpace’s mobile browser game is achieving a $13 ARPPU/month
- For Tarsnap, ARPU is slightly more than $3/month. About 50% of users are less than $0.15/month, about 70% of users are less than $1/month, about 85% are less than $3/month. The top 15% are responsible for about 85% of the total revenue.
- The Gambit blog shows the ARPPU increases with age from $2.65 at age 15, to $3.33 at age 29
- Playspan released data on ARPPU by country – the U.S. has an ARPPU of $22.76
- Virtual Economy Research Network has a lot of great stats from last year, including Outspark’s $50 ARPU and Bill Gurley’s Facebook estimate of a $2.57 ARPU
The Flurry blog has info from Michael Pachter of Wedbush Morgan Securities where he states that social gaming was:
- $600 million in 2008
- $1 billion in 2009
And the growth will continue as social gaming reaches:
- $1.6 billion in 2010
- $4 billion in 2013
On iOS platforms, in-game sales of virtual items is about 80% of the revenue generated per user, up to a current ARPU of $9.
A new study by Juniper Research estimates that revenues from mobile content and applications in North America will reach $10 billion by 2015 up from $4.0 billion in 2009
Other findings include:
• Competition in the Canadian wireless market is heating up as new carriers launch HSPA networks
• The future of Mobile TV in North America is in streaming content as consumers embrace on-demand viewing
DFC Intelligence today released a report that forecasts the market for English language client-based free-to-play (F2P) games on the PC as:
- $250 million in 2009
- $2 billion by 2015
Other interesting data points includes:
- By the end of 2010, it is expected that English language client based F2P games will have a combined total of 128 million registered users
- 8 of the top 12 cities in terms of internet connection speed, are in Korea
VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces.
The median spent on digital goods in 2009 was:
- $50 per year for Social Networks
- $40 per year for MMOs
- $40 per year for Casual Games
- $40 per year for Free to Play Games
- $37 per year for PC Games with Online Play
- $20 per year for Console Games with Online Play
Other key points include:
- 32% of respondents made purchases within social networks
- Males are playing significantly more games and are the primary drivers of total digital goods sales
- North American women 25 and older are spending disproportionately large sums of money on digital goods
- The average female spent $55 dollars on Social Network games compared to $30 for males
According to NPD, new retail game sales were $10.5 billion in 2009. If you add used video games, rentals, subscriptions, digital game downloads, DLC, and mobile games, there is an additional $4.5 – $4.75 billion in sales.