What’s new in the industry
Digital games spending totaled $9.2B in February, up 4% year-over-year. Much like in recent months, mobile revenue (up 16% year-over-year) made up for lower console and PC revenue (down 22% and 6%, respectively). A release schedule largely devoid of AAA games resulted in limited spending on console games. In comparison, February 2019 featured the launches of major titles like Anthem and Apex Legends, which contributed to the year-over-year revenue drop across the free-to-play (down 49%) and premium console segments (down 17%).
Overall, digital games are up three percent year over year having generated $120.1 billion in 2019 with $64.4 billion in mobile, $29.6 billion in PC and $15.4 billion in gaming console. SuperData’s findings include:
SuperData, a Nielsen company, today is launching SuperData XR Dimensions, the most comprehensive, powerful XR business intelligence platform, covering global and regional virtual reality (VR), augmented reality (AR) and mixed reality (MR) segments.
Consumers flocked to online retailers on Black Friday and Cyber Monday to take advantage of deep discounts offered by digital storefronts like PlayStation Store and Steam during the busiest shopping days of the holiday season.
SuperData and Wargaming have published a detailed report today on the current state and development prospects of the gaming market in the Commonwealth of Independent States (CIS).
The high engagement rate bodes well for the franchise’s first foray into the mobile segment.
PC in-game spending revenue has remained static while console in-game spending revenue has slowly declined over the past year. This stagnation in additional content spending across the board is the result of a combination of several different factors:…
SuperData, a Nielsen company, today released an in-depth study on preteen gamers ages 7-12 years old.
Gaming is now a truly mainstream form of entertainment among US consumers, and it is imperative that brands and advertisers understand how to use the medium to reach Millennial and Gen Z gaming audiences. Here are the best ways to engage these consumers through their love of gaming.
With the announcement of Apple Arcade gaming subscription yesterday, a new era has officially begun. After initially making billions from freemium titles, Apple is intent on offering premium content for a monthly fee. As mobile gaming starts to reach saturation, platform holders seek for novel ways to differentiate.
A SuperData analysis shows that while the titles share a genre, they appeal to distinct audiences. Among gamers who have purchased either title, just 2% have bought both games. This means publishers releasing a strategy game need to focus on a more specific audience than simply “strategy fans.”
Approaching the Oculus Quest’s launch optimistically, it could be a major game changer.
Google’s announcement of Stadia today on its entry into games via its cloud gaming service marks a key milestone in the industry’s history.
According to SuperData, enterprises that adopt XR training technology will save $13.5 billion that would otherwise have been spent on traditional training that includes instructors, dedicated learning spaces and traveling to remote facilities.
Steam is a fixture of PC gaming with a seemingly unassailable position. Some of the largest publishers in the business depend on the platform. However, more so now than ever before, Steam’s position is at risk.
Early excitement for the new technology brought a lot of curiosity, but with a modest addition of 250 apps since the last quarter, there aren’t many new ways to experience AR. App developers are also less attracted to the tech now that the hype has come down due to a lack of a clear monetization path.