- See also: PC sales figures
The personal computer (PC) gaming industry dates back to the late 1970s. After video games helped popularize home computers in the 1980s,[1] the PC game industry boomed in the 1990s. In 2005, consumers spent $1.4 billion on video games for PCs in 2005, according to research released by analysts NPD Group. Of that, $344 million came from subscriptions to online games and gaming Web sites, according to NPD's estimate.[1] This number has since increased along with the generally growing video game market and with the release of popular PC games such as World of Warcraft and The Sims. The worldwide PC-based game market is worth as much as $10.7 billion as of 2008. This number includes retail sales, online revenue, digital distribution and relevant ad sales.[2]
According to Forbes [3], A many years the PC has become the most lucrative market in the industry, thanks to its unique hardware performance and characteristics. In consequence of this, the PC receives a average 300 new monthly releases, 90% of them is Exclusive titles, while other platforms receive 10-30 Title month to month and Exclusive titles just represent 10% on these platform.
In 2017, the worldwide PC game industry generated a global revenue of $33 billion.[2]
Largest PC gaming markets[]
- See also: Video game industry
The largest PC gaming markets:
- China – $13.1 billion (2016)[3]
- United States – $5.3 billion (2017)[4]
- South Korea – $2.34 billion (2016)[5]
- Japan – $1.8 billion (2015)[6]
- Germany – $1.4 billion (2015)[6]
- United Kingdom – $800 million (2016)[7]
- Russia – $600 million (2016)[8]
PC game industry in the United States[]
- See also: NPD sales figures
It's important to keep in mind, however, that this NPD data concerns retail data only and does not include sales of digitally downloaded games, micro-transactions, online subscriptions (e.g. World of Warcraft), etc. The NPD Group recently started paying more attention to online revenue, but this data does not include that.
Year | Game industry |
---|---|
2008 | $701 million |
2007 | $911 million |
2006 | $970 million |
2005 | $953 million |
2004 | $1.1 billion |
2003 | $1.2 billion |
2002 | $1.4 billion |
2001 | $1.6 billion |
Sales milestones[]
- See also: Steam and PC sales figures
Year | Title | Platform(s) | Sales milestone | Market | Ref |
---|---|---|---|---|---|
1977 | Microchess | KIM-1 | 1,000 | USA | [9] |
1978 | Computers | 40,000 | Worldwide | [10] | |
1980 | Computers | 50,000 | Worldwide | [11] | |
1983 | Suspended | Computers | 53,654 | Worldwide | [12] |
Starcross | Computers | 55,547 | |||
Portopia Renzoku Satsujin Jiken | Computers | 60,000 | Japan | [13] | |
Choplifter | Computers | 60,000 | Worldwide | [14] | |
Deadline | Computers | 85,000 | Worldwide | [12] | |
Zork | Computers | 144,070 | |||
Door Door | Computers | 200,000 | Japan | [15] | |
Sokoban | Computers | 400,000 | Japan | [16] | |
Pac-Man | Computers | 1,000,000 | USA | [17] | |
1987 | Kung-Fu Master | Computers | 1,000,000 | Worldwide | [18] |
Ghostbusters | Computers | 1,000,000 | Worldwide | [19] | |
1989 | Hydlide | Computers | 1,000,000 | Japan | [20][21] |
Thexder | Computers | 1,000,000 | Worldwide | [22] | |
RoboCop | Computers | 1,000,000 | Worldwide | [23] | |
International Karate | Computers | 1,500,000 | Worldwide | [24] | |
Pac-Man | Computers | 2,000,000 | USA | [25] | |
Kung-Fu Master | Computers | 2,000,000 | Worldwide | [26] | |
Ghostbusters | Computers | 2,000,000 | Worldwide | [19] | |
1991 | Where in the World Is Carmen Sandiego? | Computers | 2,000,000 | Worldwide | [27] |
The Last Ninja | Commodore 64 | 2,000,000 | Worldwide | [28] | |
1995 | Where in the World Is Carmen Sandiego? | Computers | 4,000,000 | Worldwide | [29] |
The Last Ninja | Computers | 4,000,000 | Worldwide | [30] | |
1997 | Myst | Computers | 4,000,000 | Worldwide | [31] |
Last Ninja 2 | Computers | 5,500,000 | Worldwide | [30] | |
1999 | Myst | Computers | 5,500,000 | Worldwide | [32] |
2000 | 6,300,000 | [33] | |||
2002 | The Sims | PC | 6,300,000 | Worldwide | [34] |
2007 | World of Warcraft | Computers | 9,000,000 | Worldwide | [35] |
The Sims | PC | 11,240,000 | Worldwide | [36] | |
Lineage II | Computers | 14,000,000 | Worldwide | [37] | |
2013 | Diablo III | Computers | 14,500,000 | Worldwide | [38] |
2014 | 20,000,000 | [39] | |||
2017 | PUBG | PC | 30,000,000 | Worldwide | [40] |
2018 | 50,000,000 | [41] |
See also[]
References[]
- ↑ High-tech Society: The Story of the Information Technology Revolution. 1987. p. 155.
- ↑ http://strivesponsorship.com/wp-content/uploads/2018/02/SuperData-2017-year-in-review-digital-games-and-interactive-media.pdf
- ↑ https://www.gamesindustry.biz/articles/2017-07-05-chinese-games-market-is-the-worlds-biggest-at-USD25-6bn
- ↑ https://newzoo.com/insights/articles/xbox-one-x-microsoft-fights-back-booming-console-market/
- ↑ https://technology.ihs.com/592232/games-market-monitor-korea-pc-online-games-market-2016
- ↑ 6.0 6.1 http://www.gamesindustry.biz/articles/2016-08-02-pc-games-revenue-to-hit-usd42-billion-in-2020-dfc
- ↑ https://newzoo.com/insights/infographics/the-uk-games-market-2016/
- ↑ https://newzoo.com/insights/infographics/russian-games-market-2016/
- ↑ "Oral History of Peter Jennings". Computer History Museum. February 1, 2005. Retrieved July 27, 2023.
- ↑ 1978
- ↑ "Personal Software Introduces Backgammon & Checkers Programs". Intelligent Machines Journal. January 21, 1980. p. 10. Retrieved January 22, 2015.
- ↑ 12.0 12.1 "Great Scott: Infocom's All-Time Sales Numbers Revealed". GameSetWatch. Think Services. September 20, 2008. Archived from the original on September 24, 2008. Retrieved September 23, 2008.
- ↑ "潮 [Tide]" (in ja). 潮 (372-374): 361. 1990. https://books.google.com/books?id=DHI3AAAAIAAJ. "このゲームは当時、六万本の売り上げを記録し、アドベンチャーゲームのなかでも突出した人気を誇っていた。 (At the time, the game sold 60,000 copies and was one of the most popular adventure games.)"
- ↑ "Games". InfoWorld 5 (14): 4. April 4, 1983. https://books.google.com/books?id=8y8EAAAAMBAJ&pg=PA4. Retrieved January 26, 2012.
- ↑ Fujii, Daiji (2003). "Entrepreneurial Choices of Strategic Options in Japan's RPG Development" (PDF). p. 13. Archived from the original (PDF) on December 30, 2008. Retrieved August 12, 2006.
{{cite web}}
: Cite has empty unknown parameter:|curly=
(help) - ↑ Green, W., ed. (1988). "Made in Japan". InCider 6: 158. https://books.google.com/books?id=M2NRAAAAYAAJ. Retrieved January 27, 2012.
- ↑ McGuire, Christine H. (1983). Handbook of Health Professions Education. Jossey-Bass.
It is estimated that 30,000 Pac Man disks have been sold for home computers at $30 each and that there are a million copies in existence.
- ↑ https://archive.org/details/Computer_Gamer_Issue_25_1987-04_Argus_Press_GB/page/n15
- ↑ 19.0 19.1 Advokat, Stephen (August 31, 1989). "Movies hit a smaller screen". Detroit Free Press. p. 19. Retrieved October 25, 2022 – via Newspapers.com.
- ↑ Szczepaniak, John (2016). The Untold History of Japanese Game Developers. Vol. 2. United States. pp. 38-49 (30). ISBN 9781518655319. OCLC 890601504.
{{cite book}}
: CS1 maint: location missing publisher (link) - ↑ John Szczepaniak, History of Japanese Video Games, Kinephanos, ISSN 1916-985X
- ↑ "Back Cover", Fire Hawk: Thexder The Second Contact (Game Arts & Sierra On-Line), 1990, https://www.mobygames.com/game/64/fire-hawk-thexder-the-second-contact/cover/group-1984/cover-81/, retrieved February 10, 2012
- ↑ Mellor, Robert (January 2008). "The Making Of: RoboCop". Retro Gamer. No. 46. Future Publishing. pp. 62–65. Archived from the original on 2017-02-02. Retrieved 2018-09-05.
- ↑ Fox, Matt (3 January 2013). The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed. McFarland & Company. p. 150. ISBN 978-0-7864-7257-4. Archived from the original on February 7, 2023. Retrieved November 18, 2021.
- ↑ Pac-Man
- ↑ Kung-Fu Master
- ↑ Rabinovitz, Jonathan (October 6, 1991). "TELEVISION; The Case of the Game-Show Ploy". The New York Times. ISSN 0362-4331. Archived from the original on December 1, 2017. Retrieved November 25, 2017.
- ↑ Rosenberg, Adam (June 4, 2008). "Ninjas in Games". UGO Networks. Archived from the original on June 15, 2011. Retrieved December 25, 2011.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ↑ "That's Edutainment". Billboard. Vol. 107, no. 19. Nielsen Business Media. May 1, 1995. p. 91. ISSN 0006-2510. Archived from the original on February 7, 2023. Retrieved August 8, 2009.
- ↑ 30.0 30.1 "Mark Cale interrogation". Retro Gamer (18): 56–57 (57). October 2005.
- ↑ https://books.google.com/books?id=2VORKwuPT6kC&pg=PA325
- ↑ https://books.google.com/books?id=i5SuCsRrb4sC&pg=PA131
- ↑ GameSpot Staff (November 7, 2000). "The 15 Most Influential Games of All Time; Myst". GameSpot. p. 14. Archived from the original on May 25, 2005.
- ↑ Walker, Trey (March 22, 2002). "The Sims overtakes Myst". GameSpot. CNET Networks. Archived from the original on January 19, 2010. Retrieved January 13, 2019.
- ↑ https://www.gamedeveloper.com/business/seven-years-of-i-world-of-warcraft-i-
- ↑ Guinness World Records 2016 Gamer's Edition. Macmillan. 2015. p. 145. ISBN 978-1-910561-13-3.
- ↑ Jin, Dal Yong (October 2010). Korea's Online Gaming Empire. MIT Press. p. 128. ISBN 0262288966.
- ↑ "Diablo III's One-Year Anniversary Infographic". Blizzard Entertainment. May 20, 2013. Retrieved May 21, 2013.
- ↑ "Diablo 3 tops PC charts with 20 million copies sold". Activision Blizzard. August 5, 2014. Archived from the original on October 13, 2020. Retrieved Aug 5, 2014.
- ↑ Makuch, Eddie (January 2, 2018). "PUBG Passes 3 Million Concurrent Users On PC". GameSpot. Retrieved January 11, 2019.
- ↑ https://web.archive.org/web/20181230154714/steamspy.com/app/578080
External links[]
- Personal computer (Encyclopedia Gamia)
- In a Fragmented Market PC Games Lead the Way (Feb 2008)
- US PC game sales down $210 million in '08
- $911M PC game haul puts '07 US total near $19B
- PC gaming stops slide in 2006
- NPD paints mixed picture of PC gaming in 2005
- 『国産初のパソコン』について考える
- 古いPC関係
- 8 Bitters: Old Game SNS