Wikia

Video Game Sales Wiki

Video game industry

Talk2
330pages on
this wiki
Asia $36.44 billion (2012)
Japan

$17.31 billion (2012)[1][2][3]

$20 billion (2008)[4]

China

$13.7 billion (2013) [26]

$9.7 billion (2012) [5]

$7.3 billion (2011) [27] [6][7]

South Korea

$9.15 billion (2012)[8]

$8.4 billion (2011)[9]

$5.71 billion (2007)[10][11]

India $277 million (2012) [28]
Taiwan $76.68 million (2002)[12]
Europe $20 billion (2013)[13][14][15]
United Kingdom

$2.61 billion (2012)[16]

$5.4 billion (2011)[17]

$5.59 billion (2008)[18]

France $4.05 billion (2008)[19]
Germany $3.8 billion (2008)[20]
Netherlands $1.89 billion (2008)[21]
Italy $1 billion (2007)[22]
North America $20.7 billion (2011)[23]
United States

$12.97 billion (2013) [29]

$14.8 billion (2012) [30]

$18.58 billion (2010)[24]

Canada $2.09 billion (2008)[25]
Latin America $5.4 billion (2011)[23]
Mexico

$1.25 billion (2010) [31]

$1 billion (2008)[26]

Middle East & Africa $1.4 billion (2011)[23]
Australia $1.3 billion (2008)[27]
European market
European market[28]
W3stfa11Added by W3stfa11
Us revenues 1995-2007
United States retail video game revenues (2008), without inflation, from 1995 to 2007, not including arcade sector.
W3stfa11Added by W3stfa11
US Inflation-Adjusted Revenues
Overall United States video game industry revenues from 1973 to 2013, adjusted for inflation (in 2012 dollars for years prior to 2012).
Blue - Arcade sector
Red - Retail & digital sector (incl. console, handheld, PC, mobile, tablet)
Green - Overall US video game industry (all sectors)
Jagged85Added by Jagged85

The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video and computer games to millions of people worldwide. There are over 11 countries with revenues of over $1 billion.[29]

See also Worldwide market in 2008 (revenues)

Overview

Worldwide the game industry in ??? .[30] This number is expected to grow 9.1% annually to $48.9 in 2011 and $68 billion in 2012, making it fastest-growing component of the international media sector.[31][32] In 2004, the worldwide industry generated more than $25.4 billion.[33]

Over a decade before, the US home video game market was worth $7 billion (1994)[34] and $4.7 billion (1990) before that.[35] This period coincided with the arcade renaissance, when US arcades generated $7 billion in 1994,[36] thus the total US market was worth $14 billion in 1994. The total worldwide market was worth $20.8 billion in 1994,[37] equivalent to over $32 billion with 2012 inflation.[38]

A decade before that in 1982, $1.5 billion of revenue was generated from console sales in the nascent US home video game market,[39] just before the video game crash of 1983. The total US console market was worth $3.8 billion in 1982.[40] This period coincided with the golden age of arcade video games, which generated annual US revenues of $8 billion from arcade quarters in 1981[41] and 1982.[42] At the height of the arcade golden age, the worldwide video game industry was estimated to be worth as much as $35 billion in 1981,[43] equivalent to over $88 billion with 2012 inflation.[44]

The worldwide PC-based game market is worth as much as $10.7 billion as of 2008. This number includes retail sales, online revenue, digital distribution and relevant ad sales.[45] In 2011, the PC game market increased to $18.6 billion, largely due to the rise of the $6 billion Chinese PC gaming market.[46] By 2015, analysts predict the global video game industry will reach $91 billion.[47]

Comparison with other forms of entertainment

The U.S. video game industry boomed in the early 2000s and became one of the leading forms of entertainment in terms of total revenue. Presently, the industry is at around $22 billion for 2008 (conservative estimate) in the US and $30 to $40 billion globally. Here is how it compares with other entertainment industries.

  • Music industry - $10.4 billion (US 2008)[48] and $30 to $40 billion globally [49][50]
  • Movie industry - $9.5 billion (US)[51] and $27 billion globally.[52]
  • Book industry - $35.69 billion (US 2007) [53] and roughly $63 billion globally (2002) (Euromonitor Intl)
  • DVD industry - $23 billion (US)[54] (buying $16B, renting $7B)

It surpassed the U.S. movie and music industry in 2005 and 2007 respectively. In the 2008, the UK industry blew past the music industry and is expected top DVD sales in the near future.[55]

History of video game industry revenues

See also: NPD sales figures for US figures and Video games in Japan for Japan figures

Worldwide video game industry revenues. It is difficult to estimate figures in many countries so some numbers may vary by a few billion dollars.

Year Video game industry revenue Source(s) Inflation (2012)

[56]

2013 $76 billion [13] $76 billion
2012 $63 billion Reuters [32] $63 billion
2011 $65 billion Reuters $66.2 billion
2010 $62.7 billion Reuters $65.88 billion
2009 $52.7-$60.4 billion [33] [34] [35] $56.4-$64.5 billion
2008 $54 billion [36] $57.46 billion
2007 $41.7 billion [37] $46.08 billion
2006 $31.6 billion [38] $35.91 billion
2005 $29 billion [39]

[40]

$34.02 billion
2004 $25.4 billion - $31 billion [41]

[42] [43]

$30.81 billion - $37.6 billion
2003 $33.2 billion

[44]

[45] [46]

$41.43 billion
2002 $31 billion

[57]

[47] [48]

$40 billion
2001 $26.3 billion

[57]

[49]

$34.1 billion
2000 $20.22 billion (worldwide)

[57]

[50] [51] [52]

$27 billion (worldwide)
1999

$32.88 billion (worldwide)

$18.15 billion (Japan)

$8.73 billion (US)

$6 billion (Europe retail software)

[3]

[53]

[54]

[55]

[56]

[57]

$45.31 billion (worldwide)
1998 $30 billion (worldwide) [58] $42.17 billion (worldwide)
1997

$22.5 billion (Japan & US retail)

$17 billion (Japan retail)

$5.5 billion (US retail)

[3]

[59]

$32.2 billion (Japan & US retail)

$24.32 billion (Japan retail)

$7.87 billion (US retail)

1996

$15 billion (Japan & US retail)

$8 billion (US retail)

$7 billion (Japan retail software)

[60]

[3]

$22 billion (Japan & US retail)

$11.7 billion (US retail)

$10.24 billion (Japan retail software)

1995

$15 billion (global retail)

$5 billion (US retail)

[61]

[62]

$23 billion (global retail)

$7.53 billion (US retail)

1994

Over $27.8 billion (worldwide)

$20.8 billion (global retail)

Over $14 billion (US)

[63]

[64]

[65]

Over $43.1 billion (worldwide)
1993

Over $27.8 billion (worldwide)

$19.8 billion (global retail)

$14.5 billion (US total)

[66]

[67]

[68]

[69]

Over $44.2 billion (worldwide)
1992 $9 billion (US arcade) [70] $15 billion (US arcade)
1991 $6 billion (US) [71]
[72]
$9.85 billion (US)
1990 $13 billion (global retail, Nintendo with nearly 90% market share) [73] $23 billion (global retail)
1989 $13.5 billion (global retail)
$3.5 billion (US retail)
[74] [75] $25 billion (global retail)
$6.47 billion (US retail)
1988 $9.2 billion (US)

$2.3 billion (Nintendo console sales)

[76]

[77]

[78]

$17.82 billion (US total)
1987 $750 million (US retail) [79] $1.513 billion (US retail)
1986 $4.43 billion (US total)

[80]

[81]

$9.26 billion (US total)
1985

$4.6 billion (US total)

$4.5 billion (US arcade)

$100 million (US retail)

[82]

[83]

[84]

$9.28 billion (US total)
1984

$5.3 billion (US total)

$4.5 billion (US arcade)

$800 million (US retail)

[85]

[86]

$11.74 billion (US total)
1983

$9.9 billion (US total)

$7.9 billion (US arcade)

$2 billion (US retail)

[87]

[88]

[89]

[90]

$22.82 billion (US total)
1982

$12.8-$15.6 billion (US total)

$9-$11.8 billion (US arcade)

$3.8 billion (US retail)

[91] [92] [93]

[94]

[95] [96]

$30.45-$37.12 billion (US total)
1981

$25-$35 billion (worldwide estimate)

$10.5-$12.7 billion (US total)

$8-$10.2 billion (US arcade market)

$1-$2.5 billion (US retail market)

[97]

[98] [99]

[100]

[101]

[102]

$63.14-$88.21 billion (worldwide estimate)

$26.52-$32.08 billion (US total)

1980

$7.614 billion (US total)

$7.15 billion (US arcade market)

$464 million (US retail market)

[103]

[104]

[105]

[106]

$21.22 billion (US total)
1979 $1.25 billion (US total)

$1 billion (US arcade quarters)

$250 million (US retail market)

[107]

[108]

[109]

$4 billion (US total)
1978

$1.02 billion  (Japan & US total)

$900 million (Japan & US arcade market)

$600 million (Space Invaders arcade cabinet sales in Japan)

$300 million (US arcade market)

$120 million (US retail market)

[110]

[111]

[112]

$3.6 billion (Japan & US total)
1977 $400 million [113] $1.5 billion

See also

References

  1. Overview of Capcom’s Business and Outlook for the Future, 2012 Report, June 2013
  2. Smartphones not 'hurting' gaming consoles: Study, The Times of India, 17 September 2013
  3. 3.0 3.1 3.2 3.3 [1] [2] [3]
  4. Sambe, Yukiharu (2009). "Japan’s Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009 5709: 338. Template:Citation error. http://www.springerlink.com/content/tkv51714762l3645/. Retrieved 25 January 2012.
  5. [4] [5]
  6. $6 billion (PC) (2011) [6]
  7. $2.75 billion (Online) (2008) [7]
  8. [8] [9]
  9. [10] [11]
  10. [12][13]
  11. $130.17 million (2002) [14]
  12. Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising 4 (1). Archived from the original on 2013-01-19. http://web.archive.org/web/20130119102219/http://jiad.org/article43. Retrieved 31 January 2012.
  13. 13.0 13.1 Lisa Galarneau, 2014 Global Gaming Stats: Who’s Playing What, and Why?, Big Fish Games
  14. $21.3 billion (2011) [15]
  15. $18.9 billion (2007) [16]
  16. Overall UK games market down 17.4% in 2012 (currency conversion)
  17. Revealed: The REAL size of the UK games market (currency conversion)
  18. http://www.mcvuk.com/news/32840/UK-games-market-worth-4bn-in-2008
  19. http://www.lsa.fr/exclusif-lsa-nintendo-france-a-vendu-38-millions-de-consoles-en-2008,102674?xtor=RSS-7
  20. http://www.dw-world.de/dw/article/0,2144,3580736,00.html
  21. [17]
  22. [18]
  23. 23.0 23.1 23.2 [19]
  24. [20]
  25. http://www.mcvuk.com/news/32990/CANADA-Annual-games-market-soars]
  26. [21]
  27. [22]
  28. http://www.pushsquare.com/1614/european-lifetime-system-sales-figures-249-million-ps2-80-million-psp-45-million-ps3/
  29. http://next-gen.biz/index.php?option=com_content&task=view&id=11156&Itemid=2
  30. [23]
  31. http://arstechnica.com/news.ars/post/20080618-gaming-expected-to-be-a-68-billion-business-by-2012.html
  32. http://www.businessweek.com/innovate/content/aug2007/id20070813_120384.htm?chan=search
  33. [24]
  34. COMPANY NEWS; Sony Starts a Division To Sell Game Machines
  35. Market Place; Differing Views On Video Games (June 19, 1991)
  36. http://books.google.co.uk/books?ei=-DogT8i_I4TsOenhsbAO&id=kAseAQAAMAAJ
  37. http://books.google.co.uk/books?id=MfoHAQAAMAAJ&q=%22world+sales+estimated+at+usd%22&dq=%22world+sales+estimated+at+usd%22&hl=en&sa=X&ei=60keT5uhKc6GhQeWtZmBDg&ved=0CDMQ6AEwAA
  38. http://www.bls.gov/data/inflation_calculator.htm
  39. http://www.intellivisionlives.com/bluesky/home.shtml
  40. http://books.google.co.uk/books?id=frYrAAAAYAAJ
  41. http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM
  42. http://books.google.co.uk/books?id=frYrAAAAYAAJ
  43. http://books.google.co.uk/books?id=XjAEAAAAMBAJ&pg=PA16
  44. http://www.bls.gov/data/inflation_calculator.htm
  45. http://www.gamasutra.com/php-bin/news_index.php?story=19914
  46. http://www.cinemablend.com/games/PC-Game-Sales-Top-18-6-Billion-2011-40337.html
  47. [25]
  48. http://www.twice.com/article/CA6556315.html
  49. http://archive.salon.com/tech/feature/2000/06/14/love/print.html]
  50. [http://www.videogamesblogger.com/2007/06/27/global-videogame-sales-surpass-music-industry-in-2007.htm
  51. http://www.slyck.com/story1436_MPAA_Reports_Record_Movie_Sales_in_2006]
  52. [http://www.abc.net.au/news/stories/2008/03/06/2181568.htm
  53. http://www.bisg.org/news/press.php?pressid=42
  54. http://www.usatoday.com/life/movies/news/2008-01-07-dvd-sales-slippage_N.htm
  55. http://www.gamedaily.com/articles/news/report-game-sales-blow-past-music-in-uk/?biz=
  56. http://www.bls.gov/data/inflation_calculator.htm
  57. 57.0 57.1 57.2 Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising 4 (1). Archived from the original on 2013-01-19. http://web.archive.org/web/20130119102219/http://jiad.org/article43. Retrieved 31 January 2012.

External links

White papers
Video game industry
Sales trends · Holidays · Price cuts · Launch price · Market research · Fiscal reports · Video game costs · Video game delays · Leaks
Dev kit · Attach rate · Gaming conventions · Recession · Rumors · Sales bumps · Casual and hardcore games · Game piracy · Grey market · Controversies · Developer disputes · Video game research · Game development
Advertisement | Your ad here

Around Wikia's network

Random Wiki