Line 37: | Line 37: | ||
**Online & Mobile: [http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012 CN¥20 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=20&C1=CNY&C2=USD&DD1=01&MM1=07&YYYY1=2008&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=2008&btnOK=Go%21 $2.93 billion] |
**Online & Mobile: [http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012 CN¥20 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=20&C1=CNY&C2=USD&DD1=01&MM1=07&YYYY1=2008&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=2008&btnOK=Go%21 $2.93 billion] |
||
***Online: [http://www.edge-online.com/news/chinese-online-gaming-revenue-jumps-61-percent $2.75 billion] |
***Online: [http://www.edge-online.com/news/chinese-online-gaming-revenue-jumps-61-percent $2.75 billion] |
||
− | *2007, online |
+ | *2007, online game market: [http://www.apira.org/data/upload/Fumi_OnlineGamesandOnlineVideosinJapan_WIt7JF.pdf JP¥158.6 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=158.6&C1=JPY&C2=USD&DD1=01&MM1=03&YYYY1=2008&B=1&P=&I=1&DD2=31&MM2=03&YYYY2=2008&btnOK=Go%21 $1.64 billion] |
**[http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 40 million] online gamers |
**[http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 40 million] online gamers |
||
− | *2006, online |
+ | *2006, online game market: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 $788 million] |
− | *2005, online |
+ | *2005, online game market: [http://translate.google.co.uk/translate?sl=ja&tl=en&u=http://web.archive.org/web/20061206080227/http://www3.jetro.go.jp/jetro-file/search-text.do?url=05001279 26.34 million] online gamers |
− | *2004, online |
+ | *2004, online game market: [http://www.apira.org/data/upload/Fumi_OnlineGamesandOnlineVideosinJapan_WIt7JF.pdf JP¥37.1 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=37100&C1=JPY&C2=USD&DD1=01&MM1=01&YYYY1=2005&B=1&P=&I=1&DD2=31&MM2=01&YYYY2=2005&btnOK=Go%21 $363 million] |
</ref> |
</ref> |
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|- |
|- |
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| $7.784 billion<ref name="korea"/><ref>http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf</ref> |
| $7.784 billion<ref name="korea"/><ref>http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf</ref> |
||
| <ref>South Korea |
| <ref>South Korea |
||
− | *2007, online |
+ | *2007, online game market: [http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2010/05/02/74414.pdf ₩5143.6 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=5143.6&C1=KRW&C2=USD&DD1=15&MM1=10&YYYY1=2007&B=1&P=&I=1&DD2=15&MM2=11&YYYY2=2007&btnOK=Go%21 $5.71 billion] |
*2006: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA3 $2.877 billion] |
*2006: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA3 $2.877 billion] |
||
**Online: $1.776 billion |
**Online: $1.776 billion |
||
Line 57: | Line 57: | ||
**Console: $136 million |
**Console: $136 million |
||
**PC (offline/retail) market: $26 million |
**PC (offline/retail) market: $26 million |
||
− | *2004, online |
+ | *2004, online game market: ¥122.2 billion [http://www.apira.org/data/upload/Fumi_OnlineGamesandOnlineVideosinJapan_WIt7JF.pdf] [http://translate.google.co.uk/translate?sl=ja&tl=en&u=http://web.archive.org/web/20061206075657/http://www3.jetro.go.jp/jetro-file/search-text.do?url=05001271] = [http://fxtop.com/en/historical-exchange-rates.php?A=122.2&C1=JPY&C2=USD&DD1=25&MM1=01&YYYY1=2004&B=1&P=&I=1&DD2=31&MM2=01&YYYY2=2005&btnOK=Go%21 $1.19 billion] |
*2003: [http://www.oecd.org/internet/ieconomy/34884414.pdf €3 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=3&C1=EUR&C2=USD&DD1=01&MM1=01&YYYY1=2004&B=1&P=&I=1&DD2=31&MM2=02&YYYY2=2004&btnOK=Go%21 $3.85 billion] [http://www.cs.lamar.edu/faculty/osborne/COSC1172/elspawhitepaper3.pdf] |
*2003: [http://www.oecd.org/internet/ieconomy/34884414.pdf €3 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=3&C1=EUR&C2=USD&DD1=01&MM1=01&YYYY1=2004&B=1&P=&I=1&DD2=31&MM2=02&YYYY2=2004&btnOK=Go%21 $3.85 billion] [http://www.cs.lamar.edu/faculty/osborne/COSC1172/elspawhitepaper3.pdf] |
||
**Online: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA4 $855.1 million] |
**Online: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA4 $855.1 million] |
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| $429 million<ref name="world_markets"/> |
| $429 million<ref name="world_markets"/> |
||
| $396 million<ref name="world_markets"/> |
| $396 million<ref name="world_markets"/> |
||
− | | |
+ | | |
|- |
|- |
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| [[India]] |
| [[India]] |
Revision as of 21:51, 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] |
South Korea | $9.64 billion[9] | $9.23 billion[10] | $9.082 billion[11][12] | $7.784 billion[11][13] | [14] |
Australia | $2 billion[15] | $1.16 billion[16] | $1.5 billion[16] | $1.67 billion[17] | [18] |
Taiwan | $825 million[17] | $773 million[17] | $713 million[17] | $660 million[17] | [19][20] |
Indonesia | $492 million[17] | $463 million[17] | $429 million[17] | $396 million[17] | |
India | $376 million[21] | $347 million[22][23] | $294 million[24] | $230 million[25] | [26] |
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:
- Playstation 2 - 525,000
- Playstation Portable - 142,000
- Playstation 3 - 60,000
2008
Yearly software sales: ~ 1,220,000
Sony: 818,000 (67%)
Yearly hardware sales: ~ 180.000
Sony: almost 100,000 (55%)
- Playstation 2 - 40,000
South Africa
Hardware
Total as of October 2008:
- Xbox 360 - 72,000 - released October 2006 - 3,000 units per month
- Nintendo Wii - 58,000 - released October 2007 - 4,850 units per month
- 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:
- Wii – 36%
- PS2 – 29%
- 360 – 22%
- PS3 – 14%
Portable Market:
- Nintendo DS - 51%
- 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
- Nintendo Wii - 58,100 - 4.841 units per month
- Xbox 360 - 39,500 - 3.292 units per month
- Playstation 3 33,200 - 2.767 units per month
All Data by Core Gaming, distributors of Nintendo in South Africa
References
- ↑ Asia, 2006, consumer market: $14 billion [1] [2]
- ↑ Video games in Japan
- ↑ http://www.reuters.com/article/2014/01/07/china-gamesconsoles-idUKL3N0KH16C20140107
- ↑ [3] [4] [5] [6]
- ↑ http://kotaku.com/what-about-companies-like-spicy-horse-that-moved-to-sha-1491520578
- ↑ $6 billion (PC) (2011) [7]
- ↑ China, 2010: CN¥44.6 billion = $6.9 billion
- ↑ China
- 2008: $3.916 billion
- Online & Mobile: CN¥20 billion = $2.93 billion
- Online: $2.75 billion
- Online & Mobile: CN¥20 billion = $2.93 billion
- 2007, online game market: JP¥158.6 billion = $1.64 billion
- 40 million online gamers
- 2006, online game market: $788 million
- 2005, online game market: 26.34 million online gamers
- 2004, online game market: JP¥37.1 billion = $363 million
- 2008: $3.916 billion
- ↑ ₩10 trillion = $9.64 billion
- ↑ South Korea, 2012: ₩9.752 trillion = $9.23 billion
- ↑ 11.0 11.1 http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012
- ↑ http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
- ↑ http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
- ↑ South Korea
- 2007, online game market: ₩5143.6 billion = $5.71 billion
- 2006: $2.877 billion
- Online: $1.776 billion
- Arcade: $700 million
- Mobile: $239 million
- Console: $136 million
- PC (offline/retail) market: $26 million
- 2004, online game market: ¥122.2 billion [8] [9] = $1.19 billion
- 2003: €3 billion = $3.85 billion [10]
- Online: $855.1 million
- 2002: €2.73 billion = $3.51 billion
- Online: $452.2 million
- 2001: ₩1020 billion = $1.14 billion
- Online: $268.2 million
- ↑ Grand Theft Auto 5 best selling game in Australia in 2013
- ↑ 16.0 16.1 Australian game industry sees $1.16 billion in sales in 2012
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 Video Games, Entertainment Business, 2012
- ↑ Australia
- 2008: $1.3 billion
- 2003: $800 million
- ↑ Taiwan, online game market
- 2002: NT$3 billion = US$93.32 million
- 2001: US$49.48 million
- ↑ 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.
- ↑ 20 billion Indian rupees = $376 million
- ↑ 15 billion Indian rupees = $347 million
- ↑ http://www.mcvuk.com/news/read/indian-video-games-industry-grew-16-in-2012/
- ↑ 13 billion Indian rupees = $294 million
- ↑ http://web.archive.org/web/20111209145902/http://capcom.co.jp/ir/english/business/market.html
- ↑ India, 2004: $30 million [11] [12]
Regions | |
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Worldwide Asia: Japan · China Europe: United Kingdom· France·Germany Americas — United States · Canada · Latin America Other Regions — Asia-Pacific · South Africa |