What’s new in the industry
Markets in Asia continue to be the biggest source of revenue for the free-to-play segment.
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.
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.
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.
Certain remakes have been blockbuster successes, but game makers should take care to avoid becoming over-reliant on repackaging classic titles.
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 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:…
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.