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.
The number of American social gamers is 88.9 million, of which, 19 million are paying users
There number of social gamers in brazil is 29 million, of which 8.1 million are paying users and growing at 26.1 percent year-over-year Almost half of the 200 million Brazilians now have access to the internet
28% of social network gamers in Brazil spend money on social games, higher than the 21% share in the US
Key Facts on Demographics & Preferences of Brazilan Social Gamers
Players consist of an equal amount of men and women (49% v 51%) but when it comes to payers, males dominate (56% v 44%)
In Brazil, 21-35 year olds makeup the largest portion of players (47%) and payers (50%)
86% of Brazilian social network gamers play on Facebook and 31% play on Orkut
38% of social gamers in Brazil social games developer Zynga, making it the most recognized international publisher brand, followed by GameHouse (19%) and King.com (17%)
Strategy is the most popular genre in both Brazil and the US
“Core” genres make up the top three in Brazil with action/adventure and race games in 2nd and 3rd place compared to “Casual” genres Puzzles and Quizzes/Trivia in the US.
PopCap Games announced the results of the National Gamers Surveys which found more than half of all adults in the United Kingdom, France and Germany play games.
Over 153 million men and women are estimated to play consoles, casual games, social network games and mobile games
Gamers split their time between all types of devices – but spend more money on console games
The United Kingdom has the highest ratio of gamers, with 68% of men and 59% of women playing games
In Germany, 63% of men and 54% of women play games
In France, 61% of men and 52% of women play games
The French that spend the most money per player, spending an average of £22.3 per month
Players in the United States spend an average of £17.5 each month
In the United Kingdom players spend an average of £18.6 per player
Germans spend £13.9 per month
In Europe, games are most popular in the age group between 10 and 20-years-old, with 87% of 10 – 20-year-olds in in the U.K., 81% in France and 78% in Germany all playing games
Behind the US, which spends £13.2bn per year on gaming, the biggest gaming economy is Germany (£4bn from 24m payers), followed by the United Kingdom (£3.6bn from 16.1m payers), and France (£2.8bn from 10.4m payers)
European gamers spend more money towards gaming on console games than on casual, social or mobile gaming, with German gamers spending 34% of their gaming money (£4bn 2011 estimate) on console games compared to 8% on casual game sites, 4% on social networks and 8% on mobile games
U.K. gamers spend 44% of their gaming money (£3.6bn) on console games compared to 11% on casual game sites, 6% on social networks and 10% on mobile games
French gamers also spend 44% of their gaming money (£2.8bn) on console games compared to 10% on casual game sites, 6% on social networks and 10% on mobile games
The research was conducted by Newzoo in co-operation with Survey Sampling International Inc.