Contents
NPD: Behind the Numbers, May 2009
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 7, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [5]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 7, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
FarSight Studios
Software Engineer
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Network Programmer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 7, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [3]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part I [7]
 
arrow Valve's Writers And The Creative Process [11]
 
arrow Sony's Software Strategy: Shuhei Yoshida Speaks [3]
 
arrow A Holistic Approach to Game Dialogue Production [7]
 
arrow Ancients Reborn: Launching League of Legends [4]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 7, 2009
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [1]
 
Defining "Hard Core" and "Casual"? [10]
 
Comparative Ludology: A Case Study Using The Sims and Total War
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  NPD: Behind the Numbers, May 2009
by Matt Matthews
3 comments
Share RSS
 
 
June 15, 2009 Article Start Page 1 of 5 Next
 

[Gamasutra's industry-leading analysis of May 2009's U.S. console hardware and game sales gives some perspective on the startling industry slump, also discussing Wii hardware slowdown and PSP Go pricing.]

It's official: the videogame industry is feeling the pain of the global recession, just like almost every other business in the world. Overall U.S. market was down 23% in the month of May compared to the previous year, according to the retail tracker, the NPD Group.

Advertisement

Hardware unit sales are down on every system except the Xbox 360 and the Nintendo DS/DSi, and coupled with the Xbox 360 price cut from September 2008, hardware revenue is down 6% so far this year.

Software unit sales and corresponding prices are down, and as a result software revenue is off by 8% from the same time in 2009. Even accessories are down 5% year-on-year.

Below we'll cover the damage in more detail but also point out some solid reasons to temper the gloom that currently hangs over the industry.

Industry Figures at a Glance

The latest NPD Group data shows that the U.S. videogame industry was down in every major category in May 2009. The top-line figures are shown in the following table:

At-a-Glance for May 2009

Stronger sales in January and February have provided some buffer for the year-to-date (YTD) figures.

Many analysts, such as Michael Pachter of Wedbush Morgan Securities and Jesse Divnich of EEDAR, still expect middle single-digit annual growth by the end of the year, but such growth will require strong sales in the second half of the year, particularly through the holiday months.

 
Article Start Page 1 of 5 Next
 
Comments

Kouga Saejima
15 Jun 2009 at 11:56 am PST
profile image
[Sony's John Koller, director of hardware marketing, told Ben Kuchera of Ars Technica that they have “changed the model from a margin perspective from the 3000”, suggesting that retailers were possibly getting a bigger cut of the $250 retail price. However, we spoke with Mr. Pachter of Wedbush Morgan in email and he does not believe that “the higher pricing has anything to do with adding extra margin for retailers.”]

Koller said they changed the model from a margin perspective yet you still believe Pachter (who only "believes"!) more? I don't get it.

Ted Brown
15 Jun 2009 at 4:16 pm PST
profile image
Average Sale Price of around $40 seems right [page 4]. Anything higher, and I balk at buying the game unless it's a certified smash hit guaranteed to provide 20 to 30 hours of entertainment. I hope higher-ups start to remember their micro-economics, and reduce price to drive more sales...

Alex Chiang
15 Jun 2009 at 10:23 pm PST
profile image
@Ted I agree that the price point seems high, especially when you look at titles like the new Indiana Jones game or Velvet Assassin, but Triple-A titles with a proven track record would still go for 60, so you're essentially saying that the industry should adopt price tiering. I don't know if that'd be the best way out of this whole mess, as it seems like it'd just hurt developers trying to introduce new IP's. Who would "judge" which tier a game went into? Murky situation :s


none
 
Comment:
 


Submit Comment