Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 24, 2014
arrowPress Releases
October 24, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Core gamers to grow game industry revenues to $70B by 2017 - analyst
Core gamers to grow game industry revenues to $70B by 2017 - analyst
June 8, 2012 | By Eric Caoili




Revenues for video game software around th world and across all platforms -- console, PC, web, and mobile -- will grow from $52 billion in 2011 to $70 billion in 2017, according to new a study.

Market research firm DFC Intelligence admits that new and casual audiences are expanding the industry, but it argues that "core gamers," or male consumers aged 12 to 30 years old, will drive that revenue growth as access and monetization capabilities for that demographic improve.

"Digital distribution, already widely accepted among core gamers globally, is clearly broadening access to products and driving much of the industry growth," says DFC Intelligence CEO David Cole. He expects digitally distributed games to make up 66 percent (46.2 billion) of the game industry's revenues by 2017.

DFC Intelligence also notes that games played on PCs will make up most of that revenue growth, as much as 39 percent (27.3 billion), compared to 36 percent (25.2 billion) for console software and 25 percent for mobile titles (17.5 billion).

The company worked with firms like Xfire, Live Gamer, GamerDNA for the past five years for its study, using data from their respective services for its analysis of global consumer behaviors.

Underlining the importance of digital distribution for core audiences, DFC says the three most popular PC titles in the West according to Xfire -- League of Legends, Diablo III, and Minecraft -- managed to consistently attract as many as one million active daily users despite having little to no retail presence.

The firm also adds that browser and social games need to appeal to core gamers in order to grow its revenues. "The bottom line is core gamers spend money on products they like and right now the game offerings on sites like Facebook are simply not appealing to that demographics," says Cole.


Related Jobs

Next Games
Next Games — Helsinki, Finland
[10.24.14]

Senior Level Designer
Activision Publishing
Activision Publishing — Santa Monica, California, United States
[10.24.14]

Tools Programmer-Central Team
Crystal Dynamics
Crystal Dynamics — Redwood City, California, United States
[10.23.14]

Senior/Lead VFX Artist
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]

Level Designer










Comments


Jack Lee
profile image
I'm not sure I'd characterize Diablo 3 as having "little to no retail presence," but I take his meaning; in my peer group, I can't think of any who didn't just buy it as a download from Blizzard. The strictly digital nature of many of the most successful PC games is an interesting point.

Addison Siemko
profile image
Agreed.

Ian Uniacke
profile image
this is just my back of the hand calculation, but comparing blizzard figures of (approx) over 7 million versus the vgchartz estimate retail of 2 million copies says that it's probably quite accurate.


none
 
Comment: