SuperData Reports Games and Interactive Media Earned a Record $120.1B in 2019
SuperData Research | Games data and market research
by Ziming Wang
4y ago
New report shows single-digit growth in sector, spotlights Fortnite at the top spot and previews top trends for 2020   SuperData, a Nielsen company, today is releasing its 2019 Year in Review report focusing on the health of digital games and interactive media market, breakout moments of 2019 and top trends going into 2020. Some of the top areas of focus include revenue growth, regional data, gaming video content (GVC) and esports.    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 i ..read more
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SuperData Launches First-ever XR Market Intelligence Platform
SuperData Research | Games data and market research
by Ziming Wang
4y ago
Provides gaming publishers, developers and hardware manufacturers better understanding of global XR trends to inform XR-related business and product strategies    SuperData, a Nielsen company (NYSE: NLSN),  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.   The new interactive platform provides gaming publishers, developers, hardware manufacturers, investors and brands fast access to timely XR-related intelligence to help inf ..read more
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Black Friday and Cyber Monday sales push digital spending to a record $4.36B
SuperData Research | Games data and market research
by Ziming Wang
4y ago
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. Overall, digital spending rose 9% compared to the same weekend in 2018 thanks to in-game content deals and big releases that include Call of Duty: Modern Warfare and Death Stranding. In addition to a seasonal boost in premium console and premium PC revenue, in-game spending in free-to-play games climbed to $3.3B worldwide, up 13% compared to last year’s sales event while ..read more
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Call of Duty Mobile Players Spend 86% More Time In-Game Compared To Fortnite Mobile
SuperData Research | Games data and market research
by Ziming Wang
4y ago
Karim Lahlou | Director of Research Activision’s (NASDAQ: ATVI) strategy of extending their best-selling PC and console titles to smartphones is paying off. In its first 14 days after launch, gamers spent an average of 58 minutes a day playing Call of Duty Mobile, an 86% increase over the 31 daily minutes players averaged in the first two weeks of Fortnite Mobile’s Android launch in December 2018.  The high engagement rate bodes well for the franchise’s first foray into the mobile segment.  According to SuperData’s initial estimates, Call of Duty Mobile generated $57.3M in revenue after launc ..read more
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Players aren’t spending on Fortnite like they used to
SuperData Research | Games data and market research
by Ziming Wang
4y ago
Courtney Sanders | Research Analyst   For years, the sale of additional in-game content has been the lifeblood of revenue streams for premium and free-to-play games alike. A majority of total PC revenue (85%) and almost half of total console revenue (48%) was generated by in-game spending in 2018. However, only the mobile segment has seen a significant increase in additional content spending over the past two years. 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 acros ..read more
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Russia to Become the Third Biggest European Market for Video Games
SuperData Research | Games data and market research
by Ziming Wang
4y ago
TBD ..read more
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Latest SuperData report focuses on the attitudes and habits of preteen gamers
SuperData Research | Games data and market research
by Ziming Wang
4y ago
SuperData, a Nielsen company, today released an in-depth study on preteen gamers ages 7-12 years old. Download the market brief here.   Preteens are the latest generation of video gamers with more access to games than any other age group before them. Overall, the 7-9 year-olds are more likely to play on mobile devices like tablets and smartphones, while the 10-12 year-olds are more likely to play on consoles. When parents were asked about their gaming habits, the majority (65%) said they played video games with their kids. However, children tend to grow out of playing with their parents as the ..read more
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SuperData XR Q3 2019 update
SuperData Research | Games data and market research
by Ziming Wang
4y ago
Here are the updates from SuperData’s Q3 XR market report.   2019 earnings from consumer sales of VR headsets are set to grow 16% over 2018. However, enterprise headset revenue is on track to jump by 69% during the same period. Businesses have been sold on the potential of VR. Enterprise customers are rapidly adopting VR for purposes like employee training and automotive design. Consumer VR software revenue is on track to earn over $1B for the first time in 2019. Location-based entertainment revenue is set to earn roughly half the total as attractions like Avengers: Damage Control‎ from The V ..read more
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A KFC dating sim and 4 other ways to reach Millennials and Gen Z through games
SuperData Research | Games data and market research
by Ziming Wang
4y ago
Bethany Lyons | Research Analyst   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. Games account for one-quarter (27%) of their time spent consuming media, meaning at least one in every four media dollars targeting these audiences should be spent on gaming marketing channels, which also includes gaming video content** (GVC). Here are the best ways to engage these consumers through their love of gaming. Gaming media makes up one-quarter o ..read more
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Joost van Dreunen of SuperData shares his thoughts on Apple Arcade announcement
SuperData Research | Games data and market research
by Ziming Wang
5y ago
  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.  ^ Credit: Apple A price point of $4.99 suggests that Apple is keen on provoking a land grab in subscription-based game services. It also builds on its experience with Apple Music: after initially offering a 3-month free trial period, it reduced this to one month in July this ye ..read more
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