Wikia

Video Game Sales Wiki

Video game industry

Talk2
355pages on
this wiki

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.[1]

See also Worldwide market in 2008 (revenues).

Overview

European market

European market (2008)[2]

US Inflation-Adjusted Revenues

Overall United States video game market revenues from 1973 to 2013, adjusted for inflation (in 2012 dollars for years prior to 2012).
Blue - Arcade sector
Red - Consumer sector (incl. console, PC, handheld, mobile, tablet)
Green - Overall US market (all sectors)

Japan Inflation-Adjusted Revenues

Japanese video game industry revenues from 1982 to 2013, adjusted for inflation.
Blue - Domestic Japanese arcade market
Red - Domestic Japanese retail market, including the console, handheld and computer sectors (hardware and software)
Purple - Domestic Japanese mobile game market
Green - Total domestic Japanese video game market, including all sectors
Cyan - Japanese retail exports (hardware and software) to overseas markets (console, handheld and computer sectors)
Orange - Overall Japanese video game industry, including both domestic Japanese market and overseas retail exports

The worldwide the game industry in 2007 was valued at $44.9 billion.[3] This number was expected to grow 9.1% annually to $48.9 in 2011 and $68 billion in 2012, making it the fastest-growing component of the international media sector.[4][5] In 2004, the worldwide industry generated more than $25.4 billion.[6]

Over a decade before, the US retail video game market was worth $7 billion (1994)[7] and $4.7 billion (1990) before that.[8] This period coincided with the arcade renaissance, when US arcades generated $7 billion in 1994,[9] thus the total US market was worth $14 billion in 1994. The total worldwide retail video game market was worth $20.8 billion in 1994,[10] equivalent to over $32 billion with 2012 inflation.[11] By 1990, over 40% of gamers were adults and over 30% of gamers were female.[12]

A decade before that in 1982, $1.5 billion of revenue was generated from console sales in the nascent US home video game market,[13] just before the video game crash of 1983. The total US console market was worth $3.8 billion in 1982.[14] This period coincided with the golden age of arcade video games, which generated annual US revenues of $8 billion from arcade quarters in 1981[15] and 1982.[16] 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,[17] equivalent to over $88 billion with 2012 inflation.[18]

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.[19] In 2011, the PC game market increased to $18.6 billion, largely due to the rise of the $6 billion Chinese PC gaming market.[20] By 2015, analysts predict the global video game industry will reach $91 billion.[21]

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)[22] and $30 to $40 billion globally [23][24]
  • Movie industry - $9.5 billion (US)[25] and $27 billion globally.[26]
  • Book industry - $35.69 billion (US 2007) [27] and roughly $63 billion globally (2002) (Euromonitor Intl)
  • DVD industry - $23 billion (US)[28] (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.[29]

Regional video game industry revenues

See also: Video games in Japan for Japan figures and Video games in the United States for US figures

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

Region / Country 2013 2012 2011 2010 Note(s)
Asia-Pacific $49.623 billion $44.063 billion $42.358 billion $38.77 billion
Japan $22.29 billion $22.29 billion $23.04 billion $21.13 billion [30]
China $14 billion[31] $9.8 billion[32] $7.3 billion[33][34] $6.9 billion[35] [36]
South Korea $9.64 billion[37] $9.23 billion[38] $9.082 billion[39][40] $7.784 billion[39][41] [42]
Australia $2 billion[43] $1.16 billion[44] $1.5 billion[44] $1.67 billion[45] [46]
Taiwan $825 million $773 million $713 million $660 million [45][47]
Indonesia $492 million $463 million $429 million $396 million [45]
India $376 million[48] $347 million[49][50] $294 million[51] $230 million[52]
Europe $20 billion[53] $21.3 billion[54] $21.3 billion[54] $20.66 billion[54] [55]
United Kingdom $3.67 billion[56] $2.6 billion[57] $5.4 billion[58] $3.812 billion[45] [59]
France $6.9 billion[60] $4 billion[61] $3.352 billion[45] $3.416 billion[45] [62]
Germany $3.7 billion[63][64] $3.36 billion[65] $2.757 billion[45] $2.659 billion[45] [66]
Italy $1.961 billion[67] $1.85 billion[67] $1.428 billion[45] $1.371 billion[45] [68]
Russia $1.5 billion[69][70] $1.3 billion[71] $1.4 billion[45] $1.207 billion[45]
Netherlands $807 million[72] $807 million[72] $809 million[45] $801 million[45] [73]
North America $22.8 billion[74] $20.7 billion[54] $20.7 billion[54] $20.49 billion[54]
United States $17.39 billion[75] $17.1 billion[76] $16.6 billion[77] $18.58 billion[78]
Canada $2.3 billion[79] $2.773 billion[80] $2.171 billion[81] $1.682 billion[45] [82][83]

[84]

Latin America $3.9 billion[85] $5.4 billion[54] $5.4 billion[54] $4.74 billion[54]
Brazil $1.4 billion[85] $2 billion[86] $2 billion[86] $391 million[45]
Mexico $1.56 billion[86] $1.2 billion[86] $636 million[45] $1.25 billion[87] [88]
Middle East $2.6 billion[89] $2.6 billion[89] $1.983 billion $1.2 billion[54] [90]
Arab World $1.31 billion[91] $1.31 billion[91]
Turkey $593 million[92] $593 million[92] $50 million[45]
Israel $89 million $85 million $80 million $76 million [45]


History of worldwide video game industry revenues

See also: Video games in Japan for Japan figures and Video games in the United States for US figures

Worldwide video game industry revenues.

Year Video game industry revenue
(nominal US dollars, without inflation)
Inflation-adjusted revenue
(2012 US dollars)[93]
2013 $76 billion[53] $76 billion
2012 $63 billion[94][95] $63 billion
2011 $65 billion[96] $66.2 billion
2010 $62.7 billion[96] $65.9 billion
2009 $60.4 billion (worldwide)[97] $64.5 billion (worldwide)
2008

$67.48 billion (worldwide)

$54 billion (worldwide retail market)[98]

$13.48 billion (Japan arcade & online)[30]

$72.22 billion (worldwide)
2007

$61.34 billion (worldwide)

$49.4 billion (worldwide retail)[98][99]

$11.94 billion (Japan arcade & online)[30]

$67.92 billion (worldwide)
2006

$42.51 billion (worldwide)

$31.63 billion (worldwide retail)[99][100]

$10.88 billion (Japan arcade & online)[30]

$48.41 billion (worldwide)
2005

$37.64 billion (worldwide)

$29 billion (worldwide consumer market)[101]

$8.64 billion (Japan arcade market)[30]

$44.25 billion (worldwide)
2004

$44.88 billion (worldwide)

$33.52 billion (worldwide consumer market)[102][103]

$7.86 billion (Japan arcade market)[30]

$3.5 billion (US arcade market)[104]

$54.55 billion (worldwide)
2003 $33.2 billion (worldwide)[105][106] $41.43 billion (worldwide)
2002

$37.84 billion (worldwide)

$31 billion (worldwide consumer market)[107][105][108][109]

$6.84 billion (Japan arcade & online)[30]

$48.29 billion (worldwide)
2001 $35 billion (worldwide)[110][111] $45.4 billion (worldwide)
2000

$36.17 billion (worldwide)

$28.8 billion (worldwide consumer market)[112][113][114]

$7.37 billion (Japan arcade market)[30]

$48.23 billion (worldwide)
1999

$39.44 billion (worldwide)

$16.74 billion (Japan)[30]

$16.7 billion (US)[104]

$6 billion (EU retail software)[115]

$54.35 billion (worldwide)

1998 $30 billion (worldwide estimate) [27] $42.2 billion
(worldwide estimate)
1997

$25.85 billion (worldwide)

$18 billion (worldwide retail)[116]

$7.85 billion (Japan arcade)[117]

$36.98 billion (worldwide)
1996

$44 billion (worldwide)

$26 billion (worldwide arcade market)[118]

$18 billion (worldwide retail market)[119]

$64.39 billion (worldwide)

1995

$29.32 billion (worldwide)

$15 billion (worldwide retail) [28]

$9.52 billion (Japan arcade)[120]

$4.8 billion (US arcade)[104]

$44.17 billion (worldwide)
1994

$29.3 billion (worldwide)

$20.8 billion (worldwide retail sales)[121]

$8.5 billion (US arcade & rentals)[104]

$45.4 billion (worldwide)
1993

$29.3 billion (worldwide)

$19.8 billion (worldwide retail sales)[121]

$9.5 billion (US arcade & rentals)[104]

$47 billion (worldwide)
1992

$19.79 billion (worldwide)

$12.85 billion (US total) [29]

$6.07 billion (Japan retail)[30]

$870 million (UK arcade)[122][123][124]

$32.39 billion (worldwide)

1991

$12.73 billion (US & Japan)

$8.1 billion (US total)[104]

$4.63 billion (Japan retail)[30]

$21.46 billion (US & Japan)
1990

$17.9 billion (worldwide)

$13 billion (worldwide retail, Nintendo with nearly 90% market share) [30]

$4.9 billion (US arcade)[104]

$31.44 billion (worldwide)
1989

$19.9 billion (worldwide)

$13.5 billion (worldwide retail)[125]

$6.4 billion (US arcade)[104]

$36.85 billion (worldwide)
1988

$13.86 billion (US & Japan)

$9.9 billion (US total)[104]

$3.96 billion (Japan retail)[30]

$26.9 billion (US & Japan)
1987

$4.45 billion (Japan & US retail)

$3.7 billion (Japan retail)[30]

$750 million (US retail) [31]

$8.99 billion
(Japan & US retail)
1986

$8.71 billion (US & Japan)

$4.43 billion (US)[104]

$4.28 billion (Japan retail)[30]

$18.25 billion (US & Japan)
1985

$7.21 billion (US & Japan)

$4.6 billion (US)[104]

$2.61 billion (Japan retail)[30]

$15.38 billion (US & Japan)
1984

$6.82 billion (US & Japan)

$5.3 billion (US)[104]

$1.52 billion (Japan retail)[30]

$15.07 billion (US & Japan)
1983

$11.65 billion (US & Japan)

$9.9 billion (US)[104]

$1.75 billion (Japan retail)[30]

$26.86 billion (US & Japan)
1982

$17.73 billion (worldwide)

$15.6 billion (US)[104]

$1.33 billion (Japan retail)[30]

$800 million (EU)[126]

$42.18 billion (worldwide)

1981 $20-$35 billion (worldwide estimate)[127] $50-$88 billion
(worldwide estimate)
1980

$7.614 billion (US)[104]

$21.22 billion (US)
1979

$1.88 billion (US)[104]

$5.95 billion (US)
1978

$1.8 billion (US & Japan)

$1.2 billion (US)[104]

$600 million (Japan arcade cabinet sales of Space Invaders)[30]

$6.34 billion (Japan & US)
1977 $400 million (worldwide) [32] $1.5 billion (worldwide)
1976 $242 million (US retail)[104] $977 million (US retail)
1975 $22 million (US retail)[104] $94 million (US retail)
1973 $40 million (US)[104] $207 million (US)

See also

References

  1. http://next-gen.biz/index.php?option=com_content&task=view&id=11156&Itemid=2
  2. http://www.pushsquare.com/1614/european-lifetime-system-sales-figures-249-million-ps2-80-million-psp-45-million-ps3/
  3. [1]
  4. http://arstechnica.com/news.ars/post/20080618-gaming-expected-to-be-a-68-billion-business-by-2012.html
  5. http://www.businessweek.com/innovate/content/aug2007/id20070813_120384.htm?chan=search
  6. [2]
  7. COMPANY NEWS; Sony Starts a Division To Sell Game Machines
  8. Market Place; Differing Views On Video Games (June 19, 1991)
  9. http://books.google.co.uk/books?ei=-DogT8i_I4TsOenhsbAO&id=kAseAQAAMAAJ
  10. 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
  11. http://www.bls.gov/data/inflation_calculator.htm
  12. The Console Wars -- XMas 1990, YouTube
  13. http://www.intellivisionlives.com/bluesky/home.shtml
  14. http://books.google.co.uk/books?id=frYrAAAAYAAJ
  15. 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
  16. http://books.google.co.uk/books?id=frYrAAAAYAAJ
  17. http://books.google.co.uk/books?id=XjAEAAAAMBAJ&pg=PA16
  18. http://www.bls.gov/data/inflation_calculator.htm
  19. http://www.gamasutra.com/php-bin/news_index.php?story=19914
  20. http://www.cinemablend.com/games/PC-Game-Sales-Top-18-6-Billion-2011-40337.html
  21. [3]
  22. http://www.twice.com/article/CA6556315.html
  23. http://archive.salon.com/tech/feature/2000/06/14/love/print.html]
  24. [http://www.videogamesblogger.com/2007/06/27/global-videogame-sales-surpass-music-industry-in-2007.htm
  25. http://www.slyck.com/story1436_MPAA_Reports_Record_Movie_Sales_in_2006]
  26. [http://www.abc.net.au/news/stories/2008/03/06/2181568.htm
  27. http://www.bisg.org/news/press.php?pressid=42
  28. http://www.usatoday.com/life/movies/news/2008-01-07-dvd-sales-slippage_N.htm
  29. http://www.gamedaily.com/articles/news/report-game-sales-blow-past-music-in-uk/?biz=
  30. 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 30.11 30.12 30.13 30.14 30.15 30.16 30.17 30.18 Video games in Japan
  31. http://www.reuters.com/article/2014/01/07/china-gamesconsoles-idUKL3N0KH16C20140107
  32. [4] [5] [6] [7]
  33. http://kotaku.com/what-about-companies-like-spicy-horse-that-moved-to-sha-1491520578
  34. $6 billion (PC) (2011) [8]
  35. China, 2010: CN¥44.6 billion = $6.9 billion
  36. China, 2008: $3.916 billion
  37. ₩10 trillion = $9.64 billion
  38. South Korea, 2012: ₩9.752 trillion = $9.23 billion
  39. 39.0 39.1 http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012
  40. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  41. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  42. South Korea, 2007: ₩5143.6 billion = $5.71 billion
  43. Grand Theft Auto 5 best selling game in Australia in 2013
  44. 44.0 44.1 Australian game industry sees $1.16 billion in sales in 2012
  45. 45.00 45.01 45.02 45.03 45.04 45.05 45.06 45.07 45.08 45.09 45.10 45.11 45.12 45.13 45.14 45.15 45.16 45.17 45.18 Video Games, Entertainment Business, 2012
  46. $1.3 billion (2008)
  47. $76.68 million (2002)
  48. 20 billion Indian rupees = $376 million
  49. 15 billion Indian rupees = $347 million
  50. http://www.mcvuk.com/news/read/indian-video-games-industry-grew-16-in-2012/
  51. 13 billion Indian rupees = $294 million
  52. http://web.archive.org/web/20111209145902/http://capcom.co.jp/ir/english/business/market.html
  53. 53.0 53.1 Lisa Galarneau, 2014 Global Gaming Stats: Who’s Playing What, and Why?, Big Fish Games
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 54.8 54.9 LU-CIX Key Facts and Trends on the Ever- Changing Global Games Market, Newzoo (October 18, 2012)
  55. $18.9 billion (2007)
  56. £2.19 billion = $3.67 billion
  57. £1.598 billion = $2.6 billion
  58. £3.226 billion = $5.4 billion
  59. 2008: £4 billion = $8.2 billion
  60. €5 billion = $6.9 billion
  61. €3 billion = $4 billion
  62. $4.05 billion (2008)
  63. http://www.newzoo.com/insights/europes-largest-games-market-germany-grows-5-3-7bn-2013/
  64. €2.66 billion = $3.67 billion
  65. €2.5 billion = $3.36 billion
  66. $3.8 billion (2008)
  67. 67.0 67.1 http://www.slideshare.net/Newzoo/newzoo-italian-games-market-summary-report-2012
  68. $1 billion (2007)
  69. Eastern European & Russian Game Markets
  70. Russian Video Game Industry 2013 Overview
  71. Report: Gaming market in Russia reached $1.3 billion in 2012
  72. 72.0 72.1 €600 million = $807 million
  73. $1.89 billion (2008)
  74. Global Games Market to Grow 6% to $70.4bn in 2013, Newzoo
  75. US, 2013
  76. US, 2012
  77. NPD 2011 sales figures
  78. http://www.cnbc.com/id/41062675/Video_Game_Sales_Drop_6_in_2010_Second_Year_of_Declines
  79. http://theesa.ca/wp-content/uploads/2013/10/Essential-Facts-English.pdf
  80. Canada, 2012
  81. Canada, 2011
  82. $2.09 billion (2008)
  83. $746 million (2003)
  84. $1 billion 2002)
  85. 85.0 85.1 http://www.gamesindustry.com/brazil-leading-latin-americas-3-9-billion-digital-games-industry/
  86. 86.0 86.1 86.2 86.3 http://www.lai.com/en/latin-american-game-market-mexico-brazil
  87. http://www.vgchartz.com/article/84570/an-introduction-to-the-video-game-market-in-mexico/
  88. $1 billion (2008)
  89. 89.0 89.1 http://www.wixelstudios.com/arabian-abou-ahmad-demo/
  90. Middle East, mobile game market
    • 2007: $200 million
    • 2006: $100 million
  91. 91.0 91.1 ¥100 billion = $1.31 billion
  92. 92.0 92.1 ¥45 billion = $593 million
  93. CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
  94. Reuters
  95. http://www.pwc.com/gx/en/global-entertainment-media-outlook/segment-insights/video-games.jhtml
  96. 96.0 96.1 Reuters
  97. [11] [12] [13]
  98. 98.0 98.1 [Sales Age Worldwide market in 2008 (revenues)]
  99. 99.0 99.1 http://arstechnica.com/gaming/2008/06/gaming-expected-to-be-a-68-billion-business-by-2012/
  100. http://www.businessweek.com/innovate/content/aug2007/id20070813_120384.htm
  101. http://web.archive.org/web/20080121072803/http://www.dfcint.com/wp/?p=170
  102. Report Predicts $58.4 Billion Games Market (October 23, 2005)
  103. [14] [15] [16] [17]
  104. 104.00 104.01 104.02 104.03 104.04 104.05 104.06 104.07 104.08 104.09 104.10 104.11 104.12 104.13 104.14 104.15 104.16 104.17 104.18 104.19 Video games in the United States
  105. 105.0 105.1 FCJ-025 Precarious Playbour: Modders and the Digital Games Industry
  106. http://arstechnica.com/gaming/news/2008/06/gaming-expected-to-be-a-68-billion-business-by-2012.ars
  107. Rivalry in Video Games
  108. [18] [19]
  109. UK, 2002: £2 billion = $3.36 billion
  110. http://books.google.co.uk/books?id=Dz4dEG3UsJYC&pg=PA164
  111. http://articles.latimes.com/2001/sep/10/business/fi-44135
  112. International Expansion of the Japanese Content Industry
  113. 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.
  114. [20] [21]
  115. [22] [23]
  116. GameCase - Home Video-game industry (1983-1996)
  117. http://web.archive.org/web/20101216220530/http://essays.cc/free_essays/b2/iev101.shtml
  118. Developing Games For Coin-Op (June 19, 1997)
  119. http://web.archive.org/web/20101216220530/http://essays.cc/free_essays/b2/iev101.shtml
  120. http://web.archive.org/web/20101216220530/http://essays.cc/free_essays/b2/iev101.shtml
  121. 121.0 121.1 [24]
  122. In 1992, the game (Street Fighter II) captured 60% of the UK coin-op market, with individual machines taking up to £1000 per week, for an estimated total of £260 million per year.
  123. Interview with David Snook, editor of Coin Slot, published in Mega (magazine), issue 10, page 18, July 1993
  124. £434 million = $870 million in 1992
  125. [25] [26]
  126. http://2600connection.com/library/magazines/spectrum/spectrum_dec82.pdf
  127. http://books.google.co.uk/books?id=XjAEAAAAMBAJ&pg=PA16

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
NPD sales figures · Costs (Most expensive games) · Best-selling games
Regions
Worldwide
Japan · Europe
Americas — United States · Canada · Latin America
Other RegionsAsia-Pacific · South Africa

Around Wikia's network

Random Wiki