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! [[Asia|Asia-Pacific]]
 
! [[Asia|Asia-Pacific]]
! $50.053 billion
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! $47.823 billion
! $44.473 billion
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! $44.403 billion
! $40.518 billion
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! $43.208 billion
! $36.62 billion
+
! $39.92 billion
 
! <ref>Asia, 2006: $14 billion [http://www.prweb.com/releases/2006/05/prweb383812.htm] [http://www.oecd.org/internet/ieconomy/34884414.pdf]</ref>
 
! <ref>Asia, 2006: $14 billion [http://www.prweb.com/releases/2006/05/prweb383812.htm] [http://www.oecd.org/internet/ieconomy/34884414.pdf]</ref>
 
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|-
 
| [[Video games in Japan|Japan]]
 
| [[Video games in Japan|Japan]]
| $22.72 billion
+
| $20.49 billion
| $22.7 billion
+
| $22.63 billion
| $21.2 billion
+
| $23.89 billion
| $18.98 billion
+
| $22.28 billion
 
| <ref name="japan">[[Video games in Japan]]</ref>
 
| <ref name="japan">[[Video games in Japan]]</ref>
 
|-
 
|-

Revision as of 02:09, 28 April 2014

Main article: Video game industry

Asia-Pacific

Asia-Pacific market revenues

Region / Country 2013 2012 2011 2010 Note(s)
Asia-Pacific $47.823 billion $44.403 billion $43.208 billion $39.92 billion [1]
Japan $20.49 billion $22.63 billion $23.89 billion $22.28 billion [2]
China $14 billion[3] $9.8 billion[4] $7.3 billion[5][6] $6.9 billion[7] [8][9][10][11]
South Korea $9.64 billion[12] $9.23 billion[13] $9.082 billion[14][15] $7.784 billion[14][16] [17][18][19][20]
Australia $2 billion[21] $1.16 billion[22] $1.5 billion[22] $1.67 billion[23] [24]
Taiwan $825 million[23] $773 million[23] $713 million[23] $660 million[23] [25][26]
Indonesia $492 million[23] $463 million[23] $429 million[23] $396 million[23]
India $376 million[27] $347 million[28][29] $294 million[30] $230 million[31] [32]

Japan

Main article: Video games in Japan

China

Australia

Popular titles

  • First person shooters [13]

New Zealand

Software

  • SingStar series - 266,000
  • SingStar Abba - 12,000 (first six weeks)

Hardware

Total as of December 2008:

2008

Yearly software sales: ~ 1,220,000
Sony: 818,000 (67%)

Yearly hardware sales: ~ 180.000
Sony: almost 100,000 (55%)

  1. Playstation 2 - 40,000

Source of All Data

South Africa

Hardware

Total as of October 2008:

  1. Xbox 360 - 72,000 - released October 2006 - 3,000 units per month
  2. Nintendo Wii - 58,000 - released October 2007 - 4,850 units per month
  3. Playstation 3 - 45,500 - released March 2007 - 2,400 units per month

2008

In 2008 Nintendo had 40% more sales as of October 2008 as the year before. Quarter 3 2008 percentages:

Console Market:

  1. Wii – 36%
  2. PS2 – 29%
  3. 360 – 22%
  4. PS3 – 14%

Portable Market:

  1. Nintendo DS - 51%
  2. Playstation Portable - 49%

Portable Market share development:
Quarter 1 2008: NDS: 39% PSP: 61%
Quarter 2 2008: NDS: 42% PSP: 58%
Quarter 3 2008: NDS: 51% PSP: 49%

Seventh Generation First Year

  1. Nintendo Wii - 58,100 - 4.841 units per month
  2. Xbox 360 - 39,500 - 3.292 units per month
  3. Playstation 3 33,200 - 2.767 units per month

All Data by Core Gaming, distributors of Nintendo in South Africa

References

  1. Asia, 2006: $14 billion [1] [2]
  2. Video games in Japan
  3. http://www.reuters.com/article/2014/01/07/china-gamesconsoles-idUKL3N0KH16C20140107
  4. [3] [4] [5] [6]
  5. http://kotaku.com/what-about-companies-like-spicy-horse-that-moved-to-sha-1491520578
  6. $6 billion (PC) (2011) [7]
  7. China, 2010: CN¥44.6 billion = $6.9 billion
  8. China, 2008: $3.916 billion
  9. China, 2007, online gaming market: JP¥158.6 billion = $1.64 billion
  10. China, 2005: 263.4 million online gamers
  11. China, 2004, online gaming market: JP¥37.1 billion = $363 million
  12. ₩10 trillion = $9.64 billion
  13. South Korea, 2012: ₩9.752 trillion = $9.23 billion
  14. 14.0 14.1 http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012
  15. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  16. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  17. South Korea, 2007, online gaming market: ₩5143.6 billion = $5.71 billion
  18. South Korea, 2004, online gaming market: ¥122.2 billion [8] [9] = $1.19 billion
  19. South Korea, 2003: €3 billion = $3.85 billion [10]
  20. South Korea, 2002: $130.17 million
  21. Grand Theft Auto 5 best selling game in Australia in 2013
  22. 22.0 22.1 Australian game industry sees $1.16 billion in sales in 2012
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Video Games, Entertainment Business, 2012
  24. $1.3 billion (2008)
  25. $76.68 million (2002)
  26. Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising 4 (1). Archived from the original on 2013-01-19. http://web.archive.org/web/20130119102219/http://jiad.org/article43. Retrieved 31 January 2012.
  27. 20 billion Indian rupees = $376 million
  28. 15 billion Indian rupees = $347 million
  29. http://www.mcvuk.com/news/read/indian-video-games-industry-grew-16-in-2012/
  30. 13 billion Indian rupees = $294 million
  31. http://web.archive.org/web/20111209145902/http://capcom.co.jp/ir/english/business/market.html
  32. India, 2004: $30 million [11] [12]
Regions
Worldwide
Asia: Japan · China
Europe: United Kingdom· France·Germany
Americas — United States · Canada · Latin America
Other RegionsAsia-Pacific · South Africa
Video game industry
Sales trends · Holidays · Price cuts · Launch price · Market research · Fiscal reports · Video game costs · Video game delays · Leaks
Dev kit · Attach rate · Gaming conventions · Recession · Rumors · Sales bumps · Casual and hardcore games · Game piracy · Grey market · Controversies · Developer disputes · Video game research · Game development
NPD sales figures · Costs (Most expensive games) · Best-selling games