Video Game Sales Wiki
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**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 gaming 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]
+
*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 gaming market: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 $788 million]
+
*2006, online game market: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 $788 million]
*2005, online gaming 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
+
*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 gaming 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]
+
*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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| $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 gaming 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]
+
*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
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**Console: $136 million
 
**Console: $136 million
 
**PC (offline/retail) market: $26 million
 
**PC (offline/retail) market: $26 million
*2004, online gaming 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]
+
*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"/>
|
+
|
 
|-
 
|-
 
| [[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:

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, consumer market: $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
  9. ₩10 trillion = $9.64 billion
  10. South Korea, 2012: ₩9.752 trillion = $9.23 billion
  11. 11.0 11.1 http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012
  12. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  13. http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
  14. South Korea
  15. Grand Theft Auto 5 best selling game in Australia in 2013
  16. 16.0 16.1 Australian game industry sees $1.16 billion in sales in 2012
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 Video Games, Entertainment Business, 2012
  18. Australia
  19. Taiwan, online game market
  20. 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.
  21. 20 billion Indian rupees = $376 million
  22. 15 billion Indian rupees = $347 million
  23. http://www.mcvuk.com/news/read/indian-video-games-industry-grew-16-in-2012/
  24. 13 billion Indian rupees = $294 million
  25. http://web.archive.org/web/20111209145902/http://capcom.co.jp/ir/english/business/market.html
  26. 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