“Video games will be the fastest-growing and most exciting form of media over the next decade.”
- The Economist, December 10, 2011
- PricewaterhouseCoopers (“PwC”) reports consumer spending on console, mobile, and personal computer game software, topped $56 billion in 2010. This revenue represents:
- More than 2X the size of the music industry.
- Almost 1/4 more than what is earned by the global magazine business.
- Nearly 3/5 the size of the entire film industry (including Blu-Ray and DVD sales and box-office receipts).
- Games Industry revenue is projected to reach $82 billion by the year 2015, according to PwC.
- Sales revenues are receiving increased contributions from digital downloads, game content subscription services, social network games, and “App” sales, as opposed to strictly retail sales.
- In 2010, sales of game downloads, game “Apps,” and various games played over social networks, earned approximately $15.6 billion in revenue.
“The stereotypical image of the gamer – teenaged, male and probably rather nerdy – is no longer accurate, if it ever was.”
- The Entertainment Software Association (ESA)
- The world’s largest gaming market is North America. American consumers are projected to spend $14.1B on games in ’12.
- The average age of game players in the U.S. is 37.
- 42% of the U.S. gaming audience is female.
- 72% of U.S. households play games (mobile, console, or computer).
- 1 in 3 adults over 50 play games.
- Consoles dominate in Britain (the fifth largest gaming market) and are very strong across Europe. In Germany, and many other European countries, computer gaming is dominant.
- Computer games, especially those played online, dominate in China and Korea. China is the second largest gaming market in the world, and the fastest growing. South Korea is fourth.
- The launch of the Wii (2006) and Xbox 360 Kinect (2010) targeted female, family (specifically “under 12”), and “new adopter” or “mature” players. This broadened the gaming demographic.