- See also: NPD sales data
Video games in the United States. Sales data since the 1990s is covered by the NPD.
NPD sales figures[]
- Main article: NPD sales figures
Industry revenue[]
- Further information: NPD sales figures
- See also: Video game industry for worldwide figures and Video games in Japan for Japan figures
These figures are for United States only. Some numbers may exclude/include PC games, arcade games, and/or mobile games.
Domestic market[]
Year | Annual revenue | Breakdown | Ref | |
---|---|---|---|---|
Nominal | Inflation | |||
2013 | $17,390,000,000 | $22,000,000,000 | $15.39 billion consumer market $2 billion arcade market |
[1] |
2012 | $17,100,000,000 | $22,000,000,000 | $14.8 billion consumer market $2.3 billion arcade market |
[2] |
2011 | $16,600,000,000 | $22,000,000,000 | NPD 2011 sales figures | |
2010 | $18,580,000,000 | $25,000,000,000 | NPD 2010 sales figures | |
2009 | $19,660,000,000 | $22,000,000,000 | NPD 2009 sales figures | |
2008 | $22,000,000,000 | $30,000,000,000 | NPD 2008 sales figures | |
2007 | $18,850,000,000 | $27,000,000,000 | NPD 2007 sales figures | |
2006 | $13,500,000,000 | $20,000,000,000 | NPD 2006 sales figures | |
2005 | $11,500,000,000 | $17,000,000,000 | $11.5 billion retail market NPD 2005 sales figures |
|
2004 | $14,500,000,000 | $22,000,000,000 | $11 billion consumer market $3.5 billion arcade market NPD 2004 sales figures |
|
2003 | $11,923,000,000 | $19,000,000,000 | $11.923 billion retail market[3] NPD 2003 sales figures |
|
2002 | $14,100,000,000 | $23,000,000,000 | $12.4 billion retail[4] $1.7 billion arcade[5] NPD 2002 sales figures |
|
2001 | $11,900,000,000 | $20,000,000,000 | $11.9 billion[6] retail (incl. PC games) GC, GBA, XBX launches |
[7][8] |
2000 | $11,000,000,000 | $19,000,000,000 | $11 billion retail[6] $6.6 billion retail (excl. PC games) |
[9] |
1999 | $16,700,000,000 | $29,000,000,000 | $11 billion retail[10] $5.7 billion arcade[11] |
[6][12] |
1998 | $8,900,000,000 | $16,000,000,000 | $8.9 billion retail[6] | [13] |
1997 | $14,000,000,000 | $26,000,000,000 | $7.5 billion retail[6][14] $6.5 billion arcade[15] |
[16] |
1996 | $15,000,000,000 | $28,000,000,000 | $8 billion arcade[17] $7 billion retail[18][6] |
[19] |
1995 | $12,700,000,000 | $24,000,000,000 | $7.9 billion retail[20] $4.8 billion arcade[21] |
[22] |
1994 | $15,500,000,000 | $31,000,000,000 | $7 billion arcade[23] $8.5 billion retail[24] |
|
1993 | $15,500,000,000 | $31,000,000,000 | $8 billion arcade[25][26] $7.5 billion retail[27] |
|
1992 | $14,342,000,000 | $30,000,000,000 | $9 billion arcade[28] $5 billion console software[29][30] $342 million computer software[31] |
|
1991 | $8,100,000,000 | $17,000,000,000 | $6 billion retail[32] $2.1 billion arcade[33] Arcade renaissance begins with Street Fighter II |
|
1990 | $10,000,000,000 | $22,000,000,000 | $5.1 billion retail (Nintendo 90%) $4.9 billion arcade |
[34][35][36][37][38] |
1989 | $11,400,000,000 | $27,000,000,000 | $7.9 billion arcade $3.5 billion retail) |
[39] |
1988 | $9,900,000,000 | $24,000,000,000 | $6.4 billion arcade $3.5 billion retail[40] |
[41][42] |
1987 | $1,162,000,000 | $3,000,000,000 | $1.162 billion retail $1.1 billion console[43][44] $62 million computer software[45] |
|
1986 | $4,430,000,000 | $12,000,000,000 | $4 billion arcade[46] $430 million retail[44][47] |
[41] |
1985 | $4,600,000,000 | $13,000,000,000 | $4.5 billion arcade[46] $100 million retail[48][49] NES and Super Mario Bros. begins market revival |
[50] |
1984 | $5,300,000,000 | $15,000,000,000 | $4.5 billion arcade[46] $800 million retail[51] Arcade golden age ends |
|
1983 | $9,900,000,000 | $29,000,000,000 | $7.9 billion arcade $2 billion retail[51] Video game crash of 1983 |
[46][52][53] |
1982 | $14,200,000,000 | $43,000,000,000 | $9-11.8 billion arcade $3.8 billion retail (Atari accounting for nearly 80%) |
[54][55][56][48] |
1981 | $11,600,000,000 | $37,000,000,000 | $8-10.2 billion arcade $1-2.5 billion retail |
[57][58][54][59] |
1980 | $7,614,000,000 | $27,000,000,000 | $7.15 billion arcade[46][54] $464 million retail[60] |
|
1979 | $4,150,000,000 | $17,000,000,000 | $3.445 billion (arcade games)[61][62][63] $1.475 billion (video games) $375 million (retail games)[64][44] |
[61] |
1978 | $2,661,000,000 | $12,000,000,000 | $2.2 billion (arcade games) $826 million (video games) $336 million (console games) Arcade golden age begins with Space Invaders |
[65][66][67] |
1977 | $725,190,000 | $3,500,000,000 | $653.19 million (video games) $481.39 million (arcade games) $319 million (console games) |
[68][69][70] |
1976 | $668,300,000 | $3,400,000,000 | $691 million (video games) $437.3 million (arcade games) $231 million (console games) |
[71][72] |
1975 | $287,000,000 | $1,600,000,000 | $247 million (arcade games) $192 million (video games) $40 million (video game consoles) |
[73] |
1974 | $444,300,000 | $2,600,000,000 | $433 million (arcade games) $261.3 million (video games) $11.3 million (video game consoles) |
[74] |
1973 | $189,000,000 | $1,200,000,000 | $182 million (arcade games) $161 million (video games) $7 million (video game consoles) |
[75][76] |
1972 | $187,500,000 | $1,300,000,000 | $182 million (arcade games) $11.5 million (video games) $5.5 million (video game consoles) |
[77] |
1971 | $135,000,000 | $980,000,000 | $134 million (electro‑mechanical arcade games) $1 million (arcade video games) Video game industry begins with Computer Space |
[78] |
1970 | $105,000,000 | $790,000,000 | Arcade games (electro‑mechanical games) | [79] |
Overseas exports[]
Year | Video game market revenue | Inflation-adjusted revenue (2012 dollars)[80] |
---|---|---|
2004 | $2.1 billion[81] | $2.55 billion |
2000 | $3.05 billion[82] | $4.07 billion |
Most famous game franchises[]
Rank | Franchise | Fame | Ref |
---|---|---|---|
1 | Pac-Man | 94% | [83] |
2 | Mario | 93% | |
3 | Pokémon | 90% | [84] |
4 | Candy Crush Saga | 90% | [85] |
5 | Grand Theft Auto | 89% | |
6 | Angry Birds | 89% | |
7 | Minecraft | 88% | |
8 | Sonic the Hedgehog | 85% | [86] |
9 | Mortal Kombat | 84% | [85] |
10 | Sega | 83% |
Other popular games[]
- First person shooters - Halo, Half-Life, Gears of War, Ghost Recon, Rainbow Six
- Military shooters (in 2000s) - Call of Duty, Medal of Honor, Battlefield series
- Super Smash Bros.
- The Sims
- Sports games - Madden (NFL), Golf, Baseball, Basketball
- Metal Gear Solid
Biggest launches[]
- See also: NPD Fastest selling games
Tidbits[]
- According to Nintendo, the U.S. makes up approximately 85% of the Americas sales, which includes Latin America, Canada, and South America. Mexico is the top Latin American market for Nintendo, followed closely by Brazil.
See also[]
- NPD sales figures
- Video game industry
- Video games in Japan
- Video games in the United Kingdom
- Nintendo Entertainment System
References[]
- ↑ US, 2013
- Consumer market: $15.39 billion
- Arcade market: $2 billion
- ↑ US, 2012
- Consumer market: $14.8 billion
- Arcade market: $2.3 billion [1] [2]
- ↑ $11.2 billion sales, $723 million rentals
- ↑ $11.7 billion sales, $690.62 million rentals
- ↑ NPD 2002 sales figures $12 billion (console & arcade) - $10.3 billion (console) = $1.7 billion (arcade)
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Yuko Aoyama & Hiro Izushi (2003), Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry, Research Policy 32: 423-44
- ↑ NPD Reports Annual 2001 U.S. Interactive Entertainment Sales Shatter Industry Record, Business Wire (February 7, 2002)
- ↑ http://news.bigdownload.com/2009/02/20/npd-pc-game-retail-sales-numbers-are-just-half-the-stor/
- ↑ [3] [4]
- ↑ Video Games, Drugs, and The ‘New Violence’ (Fall 2000)
- ↑ 'Dancing Arcade Game' Draws Huge Crowds (December 4, 2000)
- ↑ [5] [6] [7]
- ↑ http://findarticles.com/p/articles/mi_m3092/is_9_38/ai_54624732
- ↑ $5.8 billion retail software
- ↑ https://www.gamasutra.com/view/feature/131612/developing_games_for_coinop.php
- ↑ [8] [9] [10] [11]
- ↑ Spielberg's Arcade of the Future (March 12, 1997)
- ↑ Om Malik (9/19/1997), The Game: Sony PlayStation versus Nintendo64, Forbes
- ↑ [12] [13] [14] [15]
- ↑ GameCase - Home Video-game industry (1983-1996)
- ↑ 3Dfx INTERACTIVE ANNOUNCES LOW-COST SYSTEM FOR COIN-OP/ARCADE VIDEO GAME INDUSTRY, 3/7/1996
- ↑ [16] [17] [18]
- ↑ Business Week, Issues 3392-3405, p. 58, 1994
- ↑ $7 billion sales, $1.5 billion rentals
- ↑ Patricia Ann McKanic (March 24, 1994), Video values, Lakeland Ledger
- ↑ http://news.google.com/newspapers?nid=1842&dat=19940403&id=8UoeAAAAIBAJ&sjid=DccEAAAAIBAJ&pg=1756,337084
- ↑ $6.5 billion sales, and $1.5 billion rentals
- ↑ [19]
- ↑ http://news.google.com/newspapers?nid=1314&dat=19931101&id=9QQSAAAAIBAJ&sjid=5PADAAAAIBAJ&pg=5433,116151
- ↑ Rivalry in Video Games
- ↑ https://archive.org/stream/Electronic-Games-1993-06/Electronic%20Games%201993-06#page/n15/mode/2up
- ↑ Video-Game Industry May Be Hit With Revolt By Parents (December 23, 1992)
- ↑ Tracy Johnson (April 3, 1992), Are Arcades Archaic? Business down, owners add zip and zap to lure players, Boston Globe
- ↑ Encyclopedia of New Media, p. 198
- ↑ http://findarticles.com/p/articles/mi_m3092/is_n1_v30/ai_9349308
- ↑ https://archive.org/stream/06Kahle001551#page/n9/mode/2up
- ↑ http://nl.newsbank.com/nl-search/we/Archives?p_product=MH&s_site=miami&p_multi=MH&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB342D8DFB4F4B8&p_field_direct-0=document_id
- ↑ http://www.nytimes.com/1990/12/08/business/waiting-for-the-zapping-of-nintendo.html?pagewanted=2&src=pm
- ↑ $7.9 billion arcade, $3.5 billion retail
- ↑ NEC Tries to Zap Nintendo In the Video Game Market, The New York Times (May 24, 1989)
- ↑ 41.0 41.1 Video Games Are an Exercise In Annihilation, The Atlanta Journal and The Atlanta Constitution (May 30, 1989)
- ↑ Lisa Holton (June 5, 1989), Firms nip at Nintendo's heels, Chicago Sun-Times
- ↑ http://news.google.com/newspapers?nid=2199&dat=19881107&id=eFoyAAAAIBAJ&sjid=9eUFAAAAIBAJ&pg=6920,1808799
- ↑ 44.0 44.1 44.2 Nintendo revives video games, The Press-Courier (July 30, 1989)
- ↑ http://articles.latimes.com/1988-06-13/business/fi-3249_1_video-game-systems
- ↑ 46.0 46.1 46.2 46.3 46.4 Video Game Myth Busters - Did the "Crash" of 1983/84 Affect Arcades?, The Golden Age Arcade Historian (December 27, 2013)
- ↑ http://news.google.com/newspapers?nid=1665&dat=19890730&id=qKIbAAAAIBAJ&sjid=R04EAAAAIBAJ&pg=5459,6856521
- ↑ 48.0 48.1 Nintendo Scores Big, p.2, The New York Times (December 4, 1988)
- ↑ http://books.google.co.uk/books?id=82AEAAAAMBAJ&pg=PA88#v=onepage&q&f=false
- ↑ http://findarticles.com/p/articles/mi_m3092/is_n1_v30/ai_9349308
- ↑ 51.0 51.1 History of In-Game Advertising and Advergames: The First Wave, May 2008
- ↑ [20] [21]
- ↑ http://web.archive.org/web/20100101161115/http://nintendoland.com/history/hist3.htm
- ↑ 54.0 54.1 54.2 [http://vidgame.info/arcade/ Chronology of Arcade Video Game]
- ↑ [22] "In+1982%2C+video+arcade+sales+were+%249+billion"
- ↑ Everett M. Rogers & Judith K. Larsen (1984). Silicon Valley fever: growth of high-technology culture. Basic Books. p. 263. ISBN 0-465-07821-4. http://books.google.co.uk/books?id=frYrAAAAYAAJ. Retrieved 2011-04-23. "Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion, $10 billion if cassette sales and rentals are included). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades."
- ↑ Encyclopedia of New Media, p. 197
- ↑ [23] [24] [25]
- ↑ George Lucas and the Digital Revolution, 2006
- ↑ http://findarticles.com/p/articles/mi_m3092/is_n1_v30/ai_9349308
- ↑ 61.0 61.1 1979
- ↑ Electronic Education, Volume 2, Issues 5-8, p. 50, 1983 [26] [27]
- ↑ Coin-Op history — 1975 to 1998 — from the pages of RePlay
- ↑ Customers getting pickier about electronic games (December 16, 1980)
- ↑ 1978
- ↑ The Video Game Invasion (December 18, 1981)
- ↑ The Video Game Explosion: A History from PONG to Playstation and Beyond, p. 105, 2008
- ↑ 1977
- ↑ ThirdWay, p. 26, April 2003
- ↑ Electronic Toys Taking A Beating (December 17, 1980)
- ↑ 1976
- ↑ TV Games Probed, Reading Eagle (December 21, 1976)
- ↑ 1975
- ↑ 1974
- ↑ 1973
- ↑ "Magnavox Sues Firms Making Video Games, Charges Infringement". The Wall Street Journal. April 17, 1974. http://archive.is/lnZkL. "games of all kinds were sold last year by American manufacturers for a total of at least S40 million."
- ↑ 1972
- ↑ 1971
- ↑ 1970
- ↑ CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
- ↑ http://www.theesa.com/newsroom/seriousbusiness.pdf
- ↑ 45% of European market ($6.78 billion) = $3.05 billion
- ↑ Turi, Tim (December 21, 2009). "Gain Knowledge From Guinness 2010 Gamer's Edition". Game Informer. Archived from the original on 2009-12-23. https://web.archive.org/web/20091223064711/www.gameinformer.com/b/news/archive/2009/12/21/gear-guinness-2010-gamer-s-edition-has.aspx.
- ↑ https://www.vox.com/2016/7/19/12212052/pokemon-go-pikachu-joe-biden
- ↑ 85.0 85.1 https://today.yougov.com/ratings/technology/fame/video-games/
- ↑ https://web.archive.org/web/20220528202645/www.casino.org/features/video-game-characters/
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