Posts Tagged ‘Smartphones’

US Gamers spend $25.3 billion per year

Monday, May 10th, 2010

A recent report issued by industry analysts Newzoo indicates that the U.S. gaming consumers spend approximately $25.3 billion per year.

Culled from data pulled from the 2009 Today’s Gamers Survey, operated in conjunction with global search firm TNS, the Newzoo Games Market Report brings to light not only some staggering monetary figures, but also reveals where, exactly, this money is being spent. A total of 13,000 gamers were surveyed, and Newzoo speculates that there are approximately 183.5 million gamers in the U.S.

Almost half of all sales made in the video game industry in the United States (46 percent) can be attributed to the trading (buying/selling) of used titles, as well as online forms of payment(s) – subscriptions, virtual currencies, microtransactions, and digital distribution or downloadable content.

What this means is that the remaining 54 percent of sales are still coming from “traditional” (read:boxed) forms of games revenue generation. When viewed from Europe, these numbers are even higher with Belgium having a 59 percent “traditional” revenue making model, with up to 78 percent in France.

U.S. gamers clearly prefer consoles, as the largest percentage of the spending is on console based games – $15 billion. This includes both home and handheld gaming software. PC spending scores a paltry 2nd, with only $4.5 billion headed in it’s direction. Mobile device (i.e. smartphones) take home around $1.1 billion, MMOs, $2.12 billion, and Game Portals $2.78 billion.

Below are highlights from the Newzoo Games Market Report available for only 299 EU

GamesMarketReport_SpendingOverview

newzooshare

 

Microtransactions take the cake in anticipated development survey

Tuesday, March 24th, 2009

According to a survey of approximately 160 members of the games industry, as conducted by VentureBeat, microtransactions took the number one spot in the ‘most impactful’ areas of the games industry.  Smartphones took the number two spot.

Sixty six percent of respondents voted for microtransactions as THE area to watch, while sixty one percent clocked smartphones.  The VentureBeat survey broke user generated content out into it’s own category, but this area has obvious microtransaction implications, and forty three percent gave UGC top ratings.  Without surprise, the current advertising rates freefall also factors into the survey, with only twenty one percent calling IGA the hot spot, and voice recognition rounds out the top four with an eighteen percent vote.
VentureBeat lead writer Dean Takahashi comments, “The trends match closely to what is currently being funded by the venture capital community”

When speaking of platforms with the most potential, naturally, Apple’s iPhone received kudos, receiving a massive seventy four percent vote of confidence from survey responders.  Never left out of a good party, Social Networking nabbed sixty five percent of the vote, casual, web-based platforms, sixty two percent,  and home consoles rounding out the top four in this category at fifty seven percent.

This survey was conducted as part of VentureBeat’s GamesBeat event, which kicks off today in San Francisco, literally just down the street from the GDC.

“The content of GamesBeat was designed to stimulate discussion and understanding of the current and future market trends and attendees will find each of the top trends on the agenda and under discussion both on stage and in the hallways,” says Takahashi.

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