
What’s new in the industry

Games and interactive media earnings rose 12% to $139.9B in 2020
Markets in Asia continue to be the biggest source of revenue for the free-to-play segment.

Worldwide digital games market: November 2020
Digital games earned $11.5 in November 2020, the highest monthly revenue ever.

Digital games earned $3.9B worldwide between Black Friday and Cyber Monday, a decline of 10% year-over-year
Changes in consumer buying patterns led to a drop in Black Friday and Cyber Monday digital game revenue in 2020. Game spending is still on track for a record-breaking 2020 but consumer anticipation for next-generation consoles and the growing popularity of subscription services diminished the importance of the holiday weekend as a main revenue driver.

SuperData XR Q3 2020 Update
Widespread consumer adoption of AR/MR headsets is not expected to take off until at least 2023; PC VR game earnings are now on track to rise 119% year-over-year from $86.1M in 2019 to $189M in 2020 thanks to the release of Half-Life: Alyx and other major titles. Read more about worldwide XR market update for Q3 2020.

Fortnite is the New IRL: Why Brands Must Plan for a Rise in Virtual Gatherings
Brands that previously reached consumers in real-world settings through physical media like billboards will need to plan for more gatherings to happen inside video games.

AAA publishers are doing just fine without E3
So far, it looks like the biggest publishers will be absolutely fine without big conferences like E3, but indie and mid-size developers may fall behind during this new normal.

Game Makers Need to Plan for the End of the Remake and Remaster Gravy Train
Certain remakes have been blockbuster successes, but game makers should take care to avoid becoming over-reliant on repackaging classic titles.

SuperData Reports Games and Interactive Media Earned a Record $120.1B in 2019
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 Launches First-ever XR Market Intelligence Platform
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.

Russia to Become the Third Biggest European Market for Video Games
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).

Call of Duty Mobile Players Spend 86% More Time In-Game Compared To Fortnite Mobile
The high engagement rate bodes well for the franchise’s first foray into the mobile segment.

Players aren’t spending on Fortnite like they used to
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:…

Latest SuperData report focuses on the attitudes and habits of preteen gamers
SuperData, a Nielsen company, today released an in-depth study on preteen gamers ages 7-12 years old.

A KFC dating sim and 4 other ways to reach Millennials and Gen Z through games
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.

Joost van Dreunen of SuperData shares his thoughts on Apple Arcade announcement
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.

What other games are strategy fans playing?
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.”

Thoughts on Google Stadia announcement
A convoluted pricing scheme and bland title inventory tell us that this is a tech play more than a fully formulated strategy to become the leading cloud gaming platform.

Will the Oculus Quest be the answer to VR’s prayers?
Approaching the Oculus Quest’s launch optimistically, it could be a major game changer.


SuperData’s POV on Google’s Latest Gaming Announcement
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.