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The games industry globally was worth an estimated US$48.3 billion in 2008 and is projected to grow to US$68.3 billion by 2012
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Music games were responsible for 15 per cent of all games sales in the first half of 2008 and 32 per cent of the industry’s year-on-year growth in the US.
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The original Guitar Hero and its sequels have sold more than 23 million copies across all platforms in less than three years, grossing more than US$1 billion in North America alone.
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Microsoft reported sales of 3.8 million songs a month through Xbox Live, which includes downloads from both Guitar Hero and Rock Band.
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U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996.
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Growth – From 2003 to 2006, the entertainment software industry's annual growth rate exceeded 17 percent. Over the same period, the entire U.S. economy grew at a less than four percent rate.
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GDP – In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP) was $3.8 billion. The industry also makes a disproportionate contribution to the real growth of the nation as whole. For example, in 2005-06 the industry's contribution to real growth exceeded its share of GDP by more than four to one.
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Computer and video game companies posted records sales in 2007. The industry sold 267.8 million units, leading to an astounding $9.5 billion in revenue.
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Game console software sales totaled $6.6 billion with 153.9 million units sold;
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There was a record $2.0 billion in portable software sales with 77.5 million units sold.
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On average, nine games were sold every second of every day of 2007;
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Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales
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The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units.
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The genre with the greatest growth was "Family Entertainment," which grew 110 percent over the previous year. Family games accounted to 17.2 percent of all games sold in 2007, more than one of every six games sold, up from 9.1 percent in 2006. In addition, of the games sold in 2007, 56.6 percent were rated "Early Childhood (EC)," "Everyone (E)" and "Everyone 10+ (E10+)." The NPD Group's data also indicates that only 15 percent of games sold last year were rated "Mature (M)."
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45% (Everyone), 12% (Everyone 10+), 28% (Teen), 15% (Mature)
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4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing), 12.1% (Shooter), 8.3% (Racing), 14.1% (Sports), 22.3% (Action), 0.7% (Flight), 0.5% (Arcade), 1.0% (Children), 2.3% (Other)
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33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shooter), 1.5% (Racing) 2.5% (Sports), 2.6% (Action), 2.2% (Flight), 0.9% (Arcade), 3.5% (Children), 3.0% (Other)
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1.(Halo 3), 2. (Wii Play With Remote) 3. (Call Of Duty 4: Modern Warfare) 4. (Guitar Hero 3:Legends Of Rock(PS2)) 5. (Super Mario Galaxy) 6. (Pokemon Diamond Version), 7. (Madden NFL 08 (PS2)), 8. (Guitar Hero 2 (PS2)), 9. (Assassin's Creed), 10. (Mario Party 8), 11. (Pokemon Pearl Version), 12. (Madden NFL 08 (X360)), 13. (Guitar Hero2 (X360)), 14. (Guitar Hero 3:Legends Of Rock (X360)), 15. ( New Super Mario Bros), 16. (Brain Age 2), 17. (Guitar Hero 3:Legends Of Rock (Wii)), 18. (God Of War 2), 19. (Legend Of Zelda), 20. (Mario Kart)
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1.(WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK), 2. (WORLD OF WARCRAFT) 3. (THE SIMS 2 SEASONS EXPANSION PACK) 4. (CALL OF DUTY 4: MODERN WARFARE) 5. (SIM CITY 4 DELUXE) 6. (THE SIMS 2), 7. (COMMAND & CONQUER 3: TIBERIUM WARS), 8. (THE SIMS 2 BON VOYAGE EXPANSION PACK), 9. (MS AGE OF EMPIRES III), 10. (THE SIMS 2 PETS EXPANSION PACK), 11. (THE ORANGE BOX), 12. (WARCRAFT III BATTLE CHEST), 13. (STARCRAFT: BATTLE CHEST), 14. (BATTLEFIELD 2142), 15. ( THE SIMS 2 DELUX), 16. (HALO: COMBAT EVOLVED), 17. (THE SIMS 2 UNIVERSITY EXPANSION PACK), 18. (THE SIMS 2 H&M FASHION STUFF EXPANSION PACK), 19. (BIOSHOCK), 20. (LORD OF THE RINGS ONLINE: SHADOWS OF ANGMAR)
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Video Game DOLLAR Sales (2006 and 2007): $6.46 billion (2006), $8.64 billion (2007)
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Computer Game DOLLAR Sales (2006 and 2007): $0.98 billion (2006), $0.91 billion (2007)
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Computer and Video Game Dollar Sales (2006 and 2007): $7.4 billion (2006), $9.5 billion (2007)
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Video Game UNIT Sales (2006 and 2007): 201.8 million (2006), 231.5 million (2007)
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Computer Game UNIT Sales (2006 and 2007): 39.7 million (2006), 36.4 million (2007)
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Computer and Video Game UNIT Sales (2006 and 2007): 241.6 million (2006), 267.9 million (2007)
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U.S. Computer and Video Game DOLLAR Sales (1996-2007): 2.6 billion (1996), 3.7 billion (1997), 4.8 billion (1998), 5.5 billion (1999), 5.6 billion (2000), 6.1 billion (2001), 6.9 billion (2002), 7.0 billion (2003), 7.3 billion (2004), 7.0 billion (2005), 7.4 billion (2006), 9.5 billion (2007),
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U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 million (1997), 152.4 million (1998), 184.5 million (1999), 196.3 million (2000), 210.3 million (2001), 225.8 million (2002), 240.9 million (2003), 249.5 million (2004), 229.5 million (2005), 241.6 million (2006), 267.9 million (2007)
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$73 million in HDTV sales can be directly attributed to the XBox 360 game console
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In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP) was $3.8 billion
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There was a record $2.0 billion in portable software sales with 77.5 million units sold.
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On average, nine games were sold every second of every day of 2007
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Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales.
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The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units.
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U.S. video game sales were up 13% in January 2009, to $1.33 billion.
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42% of total gaming industry revenues come from digital sales in 2011.
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