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May 2006

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U.S. consumer spent $1.4 billion on PC Games in 2005

According to recent research conducted by The NPD Group, total U.S. consumer spending on PC Games reached $1.4 billion in 2005. Of this total, online subscriptions to PC games and gaming web sites were estimated to account for $344 million. The research, which was designed to better capture sales of digital downloads and, for the first time, online subscriptions, also addressed gamer demographics, such as the ages of online and casual game subscribers.

The NPD Group’s research indicates that paid game-specific subscriptions, such as those allowing online play of massively multiplayer games like World of Warcraft, reached approximately $292 million in 2005, with about 1.4 million paid subscribers. The research also found empirical evidence of a growing trend in online subscriptions.

According to the research, paid casual gaming sites, such as those allowing users unlimited play of a variety of games from services like Pogo.com or RealOne Arcade, reached sales of $52 million in 2005 with about 1.05 million paid subscribers, while casual online gamers pay an average of just under $5 per month. There are fewer paid casual game subscribers than there are game-specific subscribers, with the highest percentage of gamers in both categories being in the 25-34 age range, at 30 percent and 29 percent, respectively.

Mobile game sales soared 53% in 1Q'06

Mobile game sales continue to show strong performance during the first quarter of 2006, with wireless consumers buying more than 8.2 million games on their phones in March, up 53 percent from 5.4 million in January 2006. The number of unique mobile game buyers also jumped significantly, surging 44 percent from nearly 3.5 million in January to 5.0 million in March.

The Telephia Mobile Game Report shows that EA Mobile, I-Play, Gameloft, Namco, Hands-On Mobile, Glu Mobile, THQ Wireless, Oasys Mobile, Sony Pictures Mobile, and Mobliss were the top 10 revenue generators, accounting for 75 percent of mobile game industry revenue.

Telephia’s Q1 2006 Mobile Game Report ranks Tetris (5.2%), Tetris Deluxe (3.6%), Bejeweled (2.6%), JAMDAT Mahjong (2.2%), and Ms. Pac-Man (2.0%) as the top five mobile game titles in terms of revenue share.

China's Online-Games Beat the Box-Office

China's online-games industry generated revenues of $455 million in 2005, more than the box-office gross at China's cinemas according to BDA China. BDA estimates that online-games revenues will rise 44% to $655 million this year and expand to $1.8 billion by 2010.

Disney has just stuck a deal Shanda Interactive Entertainment to create games featuring Disney Characters.

Total average concurrent users for all Shanda's games in commercial service increased to 1.35 million in the first quarter of 2006 from 1.3 million in the fourth quarter of 2005, according to the company. Average concurrent users for Shanda's massively multiplayer online games increased to 706,000 in the first quarter of 2006 from 548,000 in the fourth quarter of 2005.

 

vnunet story: China gets Goofy in Disney deal

U.S. video game sales rose 16% in April - NPD

U.S. video game sales rose 16% to $699 million in April, after seven consecutive months of declines.  Sales of Microsoft's Xbox 360 console and the popularity of two games contributed to the growth, according to market research firm NPD Group. The $13 billion U.S. video game industry is transitioning to new console technology with Microsoft's  Xbox 360 out in the market and Sony's PlayStation 3 and Nintendo's Wii to be launched later this year.

Video game industry highlights from NPD Group and Entertainment Software Association (ESA):

  • Hardware sales rose to $223 million from $192 million on greater availability of Microsoft's Xbox 360s.

  • Game sales were up almost 16% to $395 million in April.

  • Game publishers expect U.S. video game sales to be flat to down 5% in 2006.
  • Video game software sales for consoles, PCs, mobile, and online hit $8.2 billion in 2004 and are forecasted to grow to $15 billion in 2010, according to the report “Video Games: Serious Business for America’s Economy”, sponsored by the ESA ( www.theesa.com) The report estimated that the industry would support over 250,000 jobs by 2009 -- a 75% increase over the 144,000 full-time jobs the industry supported in 2004.
  • In 2005, more than 228 million computer and video games were sold, almost two games for every household in America.

 

A study by Price Waterhouse Coopers estimates that worldwide spending on entertainment software in 2004 reached $25.4 billion.

Additional Entries ...

Metrics 2.0 - User Preferences Survey