An interesting occurrence, as yesterday both the NPD Group and Interpret LLC issued reports stating that digital distribution was on the rise and decline at the same time.
The NPD report
According to NPD, in the PC gaming space, unit sales by download may have already surpassed traditional brick-and-mortar sales. January-June of 2010 saw 11.2 million PC games purchased in the U.S. via digital distribution methods versus the 8.2 million boxed, in store counterpart. When viewing 2009’s data, the year saw 21.3 million digital distro puchases, with 23.5 million boxes moving out the door.
However, NPD reports that PC software sales are down overall, with both digital and physical revenues down 21 percent from this time last year, attributed to a 14 percent drop in overall unit sales.
Another noteworthy factor in NPD’s research is their lack of direct relationships with digital retailers. Meaning, a large percentage of the data collected for this study was culled from third party tracking data, which, is generally quite accurate, but NPD still isn’t getting the figures directly from the supplier.
“One major finding from this latest report is that the ‘big got bigger’ in the first half of 2010, with both Steam and Big Fish capturing a bigger share of full-game PC games digital download sales than they did last year,” says NPD analyst Anita Frazier.
The Interpret LLC report
On the other side of the coin (and country), Santa Monica, CA based market research firm Interpret LLC found that between Q1 2009 and Q1 2010, 80 percent of gamers did not purchase games digitally. Obviously, after reading the above referenced NPD report, results and claims may vary depending on the data used.
Of the 20 percent of gamers that did purchase games digitally, Interpret found that this segment also tended to purchase more games at physical store locations as well. Interpret also found only “moderate” advances in digital distribution channels such as Steam, and similar “moderate” growth on console digital downloads such as the PlayStation Store, Xbox Live Marketplace, etc..
What’s key to note about Interpret’s report may be found in managing strategist Brenton Lyle’s statement, “It is critical that both the publishing and retail sides of the game industry avoid overreacting to a vision of rapid transition to digital distribution that fails to reflect reality,” meaning, depending on which data set you want to look at, the reality can be viewed quite differently.
Neither report took into account today’s highly active (and lucrative) microtransaction and/or subscription revenues that are generally associated with such large titles, nor did they include any virtual currency or goods purchased via social networking platforms.
Again, depending on your viewpoint, Digital Distribution has either already overtaken brick-and-mortal, boxed games, or…80 percent of gamers do NOT purchase games via digital distribution methods. You decide?






In an interview with 


As reported by Mike Rose from
This new appointment clearly indicates that the retailer can no longer ignore the proliferation of digital downloads and game acquisition, even though the company has downplayed the mechanism previously. Heck, even 
“Social games are a phenomenon occurring on both the business and the development side of the industry”, says Segerstrale. During his talk on Thursday, Segerstrale also commented that social networks reach a half a billion people on a global scale. These networks connect new and old friends, and the bridge to playing games together isn’t that far of a leap. Segerstrale notes that these games are a natural extension of real world sociability, and that this form of word-of-mouth recommendations is fueling the expansive growth in the casual/social games segment. Audience members were treated to Segerstrale’s five industry trends, including digital distribution and games as a service (gaas?).![Reblog this post [with Zemanta]](http://img.zemanta.com/reblog_e.png?x-id=bdd476c8-44ad-44d2-aa14-b4965f055303)

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