According to Newzoo, the top 100 countries in the world by game revenue includes:
1.7 billion gamers
$81.5 billion in revenue for 2014 this year
The US is the top country for game revenue in 2014 at $20.5 billion
Japan monetizes the most per person online at $120.20
I ran the numbers differently than they did. You can see the ranks of game revenue by country on the left, but I chose to look at it differently. I divided the revenue by the online population of each country. This gave me the RPPO (Revenue Per Person Online) – since I figure this is a good gauge of technology and that these people are also likely playing on mobile devices. Then I ran the ARPD (Average Revenue Per Day) based on that number divided by 365. It results in some interesting data.
For me, this is most interesting for geographic (soft) launches of mobile games. If we can look at how a game monetizes in specific country or two, we can make a more educated guess about how it might monetize given the propensity to spend per country. Of course it isn’t flawless, but it sure does give an interesting set of benchmarks to measure against. Here’s the full list.
According to NPD, the highest price parents are willing to pay for an App for their children tends to be about $4.10, with $2.40 being the average price of the last App they purchased.
NPD released more info here. Kids tend to play on devices that have 12 Apps installed, but 88 percent of those are free Apps.
Children spend approximately five days a week using mobile devices such as a smartphone, tablet or iPod Touch, with an average session generally lasting just under one hour
An average of 6.5 gaming applications are on the device
Gaming is the most popular type of app used by children, followed by listening to or downloading music, and taking pictures
87% of boys play games
80% of girls play games
Gaming applications are the apps most frequently paid for at 35%, followed closely by educational games and movie apps
“Those who already own a device but don’t let their child use it would allow their child to do so if more educational apps were available or if the devices were durable enough to withstand the child’s use.”
Newzoo’s 2011 National Gamers Surveys has some interesting data derived from surveys of people in Brazil, Russia, Mexico, Spain, the US, and key EU countries. Active players in the following countries are listed below as well as the percentage of the user base paying for virtual goods:
Mexico – 16 Million (47% paying)
Brazil – 35 Million (57% paying)
Russia – 38 Million (53% paying)
USA – 145 Million (43% paying)
U.K. – 31 Million (52% paying)
Germany – 36 Million (66% paying)
France – 24 Million (42% paying)
Spain – 15 Million (42% paying)
The Netherlands – 8 Million (39% paying)
Belgium – 4 Million (43% paying)
Some other interesting findings:
At least 75% of the active internet population – 46 million in Brazil and Russia as well – play games.
Total virtual item transactions grew 103% in Russia and 228% in Brazil in 2010 over 2009
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.