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Here are the countries bringing in the most video game revenue
Here are the countries bringing in the most video game revenue
June 26, 2014 | By Mike Rose




A new report from Newzoo sheds light on where video game revenue is coming from around the world, ranking the top 100 countries by estimated total revenues from all games during 2014.

The U.S. is top of the table, with an estimated $20.5 billion to be had in game revenue during 2014, while China is just behind with $17.9 billion. Japan, Germany and the UK follow.

Grouping together the various regions of the world provides a different take on where all the money is coming from.

The Asia-Pacific region is estimated to bring in $36.8 billion during 2014, compared to $22.5 billion from the North American region. Europe will bring in around $15.4 billion, says Newzoo.

Newzoo believes that video games will bring in $81.5 billion in worldwide revenue this year, with 8.0 percent growth year-over-year, and the report notes that the top 100 countries by revenue represent 99.8 percent of total revenue.

Newzoo



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Comments


Ryan Barrett
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It just makes me happy to think that there's almost 2 Billion gamers in the world. :)

Michael O'Hair
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To put that number into context: there are almost 2 billion gamers -- right now. Who knows what the number will be a decade from now?

What are those players playing? And how?

Those players will grow old, may tire of electronic games, and want to climb real mountains or solve real-world problems. They'll want real experiences, real adventures, and real lives rather than simulated ones.

Some of us could only look for the Princess in yet another castle or be the Hero of Hyrule so many times before we lost interest as real life caught up to us. But just as another generation of prospective developers comes of age and fights tooth and nail to get their feet in doors, so too will another generation of players who will fall in love with virtual experiences.

I think that in the future, games should facilitate virtual heroes becoming real-world heroes, but that may not happen if the majority of game players are just tapping and dragging jewels or candy on phone screens or filling monsters and robots with bullets.

Tuomas Pirinen
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Would you consider eSports champions real-world heroes?

Andre Fobbe
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Grow how much older, exactly? A majority of players is already in their thirties, and it's unlikely they'll suddenly want to start climbing mountains at 50+. And being a gamer doesn't exclude also being physically active in the real world - if a person has any tendency towards real-world activities, they'll surely balance those along with their gaming pastime.

I'm not quite sure what you mean by "virtual heroes becoming real-world heroes", unless you want to send subliminal or overt messages to urge for social courage. This is just my opinion, but that has a very high chance of backfiring, making players avoid those games. I doubt anybody likes being preached to while dungeon crawling.
And if you want to create completely new game concepts to support your message, then your new genre will have to find a willing playerbase, first. You can't strongly influence a player's taste in games - if they like RPGs or match-3 games, then that's what they're going to play, no matter what.

John Gordon
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I kind of surprised that China is #2 on the list for generating the most revenue (ahead of Japan). There must be a lot of gaming going on in China that I am not even aware of.


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