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+ | {{main|Video game industry}} |
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⚫ | |||
+ | == Asia-Pacific == |
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⚫ | |||
+ | |||
+ | === Asia-Pacific market revenues === |
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+ | |||
+ | {| class="wikitable sortable" style="float:right" |
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+ | |- |
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+ | ! Region / Country |
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+ | ! 2013 |
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+ | ! 2012 |
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+ | ! 2011 |
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+ | ! 2010 |
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+ | ! Note(s) |
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+ | |- |
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+ | ! [[Asia|Asia-Pacific]] |
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+ | ! $49.623 billion |
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+ | ! $44.063 billion |
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+ | ! $42.358 billion |
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+ | ! $38.77 billion |
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+ | ! <ref>Asia, 2006, consumer market: $14 billion [http://www.prweb.com/releases/2006/05/prweb383812.htm] [http://www.oecd.org/internet/ieconomy/34884414.pdf]</ref> |
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+ | |- |
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+ | | [[Video games in Japan|Japan]] |
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+ | | $22.29 billion |
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+ | | $22.29 billion |
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+ | | $23.04 billion |
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+ | | $21.13 billion |
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+ | | <ref name="japan">[[Video games in Japan]]</ref> |
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+ | |- |
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+ | | [[China]] |
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+ | | $14 billion<ref>http://www.reuters.com/article/2014/01/07/china-gamesconsoles-idUKL3N0KH16C20140107</ref> |
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+ | | $9.8 billion<ref name="china12">[http://www.gamesinasia.com/chinas-game-market-took-in-13-billion-in-2013-pc-games-generate-way-more-than-mobile/] [http://www.techinasia.com/learn-south-korea-gaming-market-600-million-chinas-double-japans/] [http://www.cnbc.com/id/100799045] [http://www.cinemablend.com/games/China-Gaming-Market-Pulls-9-1-Billion-51184.html]</ref> |
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+ | | $7.3 billion<ref>http://kotaku.com/what-about-companies-like-spicy-horse-that-moved-to-sha-1491520578</ref><ref>$6 billion (PC) (2011) [http://www.cinemablend.com/games/PC-Game-Sales-Top-18-6-Billion-2011-40337.html]</ref> |
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+ | | $6.9 billion<ref>China, 2010: [http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012 CN¥44.6 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=44.6&C1=CNY&C2=USD&DD1=01&MM1=01&YYYY1=2011&B=1&P=&I=1&DD2=31&MM2=06&YYYY2=2011&btnOK=Go%21 $6.9 billion]</ref> |
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+ | | <ref>China |
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+ | *2008: [http://www.entertainmentbusiness.nl/sites/default/files/documents/2012/Video%20games.pdf $3.916 billion] |
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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] |
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+ | ***Online: [http://www.edge-online.com/news/chinese-online-gaming-revenue-jumps-61-percent $2.75 billion] |
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+ | *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] |
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+ | **[http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 40 million] online gamers |
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+ | *2006, online game market: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA147 $788 million] |
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+ | *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 |
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+ | *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] |
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⚫ | |||
+ | |- |
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+ | | [[South Korea]] |
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+ | | $9.64 billion<ref>[http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2013/11/19/UM3mpLQqzHbm.pdf ₩10 trillion] = [http://fxtop.com/en/historical-exchange-rates.php?A=10000&C1=KRW&C2=USD&DD1=01&MM1=04&YYYY1=2014&B=1&P=&I=1&DD2=15&MM2=04&YYYY2=2014&btnOK=Go%21 $9.64 billion]</ref> |
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+ | | $9.23 billion<ref name="kor12">South Korea, 2012: [http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2013/11/19/UM3mpLQqzHbm.pdf ₩9.752 trillion] = [http://fxtop.com/en/historical-exchange-rates.php?A=9750&C1=KRW&C2=USD&DD1=01&MM1=01&YYYY1=2013&B=1&P=&I=1&DD2=31&MM2=01&YYYY2=2013&btnOK=Go%21 $9.23 billion]</ref> |
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+ | | $9.082 billion<ref name="korea">http://www.slideshare.net/hibigogo/review-of-the-global-game-market-2011-and-forecast-of-2012</ref><ref>http://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf</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> |
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+ | | <ref>South Korea |
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+ | *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] |
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+ | *2006: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA3 $2.877 billion] |
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+ | **Online: $1.776 billion |
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+ | **Arcade: $700 million |
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+ | **Mobile: $239 million |
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+ | **Console: $136 million |
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+ | **PC (offline/retail) market: $26 million |
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+ | *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] |
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+ | *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] |
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+ | **Online: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA4 $855.1 million] |
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+ | *2002: [http://www.oecd.org/internet/ieconomy/34884414.pdf €2.73 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=2.73&C1=EUR&C2=USD&DD1=01&MM1=01&YYYY1=2004&B=1&P=&I=1&DD2=31&MM2=02&YYYY2=2004&btnOK=Go%21 $3.51 billion] |
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+ | **Online: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA4 $452.2 million] |
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+ | *2001: [http://webcache.googleusercontent.com/search?q=cache:qaEYxq4HG3EJ:www.mgmt.uestc.edu.cn/Meeting/4ebiz/documents/word_pdf/session%25207/7-1%2520presenter%2520park%2520sungjoo.pdf+&cd=8&hl=en&ct=clnk&gl=uk ₩1020 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=1251&C1=KRW&C2=USD&DD1=01&MM1=09&YYYY1=2000&B=1&P=&I=1&DD2=31&MM2=09&YYYY2=2000&btnOK=Go%21 $1.14 billion] |
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+ | **Online: [http://books.google.co.uk/books?id=TgkXKra9kowC&pg=PA4 $268.2 million] |
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+ | </ref> |
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+ | |- |
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+ | | [[Australia]] |
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+ | | $2 billion<ref>[http://www.computerandvideogames.com/449390/grand-theft-auto-5-best-selling-game-in-australia-in-2013/ Grand Theft Auto 5 best selling game in Australia in 2013]</ref> |
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+ | | $1.16 billion<ref name="australia">[http://www.gamesindustry.biz/articles/2013-02-13-australian-game-industry-sees-USD1-16-billion-in-sales-in-2012 Australian game industry sees $1.16 billion in sales in 2012]</ref> |
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+ | | $1.5 billion<ref name="australia"/> |
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+ | | $1.67 billion<ref name="world_markets"/> |
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+ | | <ref>Australia |
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+ | *2008: [http://www.mcvuk.com/news/32995/AUSTRALIA-Market-jumps-by-47-per-cent $1.3 billion] |
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+ | *2003: [http://www.oecd.org/internet/ieconomy/34884414.pdf $800 million] |
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+ | </ref> |
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+ | |- |
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+ | | [[Taiwan]] |
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+ | | $825 million<ref name="world_markets"/> |
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+ | | $773 million<ref name="world_markets"/> |
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+ | | $713 million<ref name="world_markets">[http://www.entertainmentbusiness.nl/sites/default/files/documents/2012/Video%20games.pdf Video Games], Entertainment Business, 2012</ref> |
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+ | | $660 million<ref name="world_markets"/> |
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+ | | <ref>Taiwan, online game market |
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+ | *2002: [http://www.taipeitimes.com/News/feat/archives/2003/09/28/2003069633 NT$3 billion] = [http://fxtop.com/en/historical-exchange-rates.php?A=3000&C1=NTD&C2=USD&DD1=01&MM1=03&YYYY1=2001&B=1&P=&I=1&DD2=31&MM2=03&YYYY2=2001&btnOK=Go%21 US$93.32 million] |
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+ | *2001: [http://web.archive.org/web/20130119102219/http://jiad.org/article43 US$49.48 million] |
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+ | </ref><ref name="jiad">{{cite journal|last=Chou|first=Yuntsai|title=G-commerce in East Asia: Evidence and Prospects|journal=Journal of Interactive Advertising|date=Fall 2003|volume=4|issue=1|url=http://jiad.org/article43|accessdate=31 January 2012|archiveurl=http://web.archive.org/web/20130119102219/http://jiad.org/article43|archivedate=2013-01-19}}</ref> |
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+ | |- |
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+ | | [[Indonesia]] |
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+ | | $492 million<ref name="world_markets"/> |
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+ | | $463 million<ref name="world_markets"/> |
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+ | | $429 million<ref name="world_markets"/> |
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+ | | $396 million<ref name="world_markets"/> |
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+ | | |
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+ | |- |
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+ | | [[India]] |
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+ | | $376 million<ref>[http://www.mcvindia.com/news/read/indian-games-industry-records-16-growth-in-2012/ 20 billion Indian rupees] = [http://fxtop.com/en/historical-exchange-rates.php?A=20000&C1=INR&C2=USD&DD1=20&MM1=01&YYYY1=2013&B=1&P=&I=1&DD2=10&MM2=02&YYYY2=2013&btnOK=Go%21 $376 million]</ref> |
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+ | | $347 million<ref>[http://www.mcvindia.com/news/read/indian-games-industry-records-16-growth-in-2012/ 15 billion Indian rupees] = [http://fxtop.com/en/historical-exchange-rates.php?A=15000&C1=INR&C2=USD&DD1=01&MM1=02&YYYY1=2012&B=1&P=&I=1&DD2=31&MM2=02&YYYY2=2012&btnOK=Go%21 $347 million]</ref><ref>http://www.mcvuk.com/news/read/indian-video-games-industry-grew-16-in-2012/</ref> |
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+ | | $294 million<ref>[http://www.mcvindia.com/news/read/indian-games-industry-records-16-growth-in-2012/ 13 billion Indian rupees] = [http://fxtop.com/en/historical-exchange-rates.php?A=13000&C1=INR&C2=USD&DD1=01&MM1=04&YYYY1=2011&B=1&P=&I=1&DD2=31&MM2=07&YYYY2=2011&btnOK=Go%21 $294 million]</ref> |
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+ | | $230 million<ref>http://web.archive.org/web/20111209145902/http://capcom.co.jp/ir/english/business/market.html</ref> |
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+ | |<ref>India, 2004: $30 million [http://www.atimes.com/atimes/South_Asia/HJ28Df02.html] [http://www.outsource2india.com/why_india/articles/game-development.asp]</ref> |
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+ | |} |
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+ | |||
+ | === Japan === |
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+ | {{Main|Video games in Japan}} |
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+ | |||
+ | === China === |
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+ | *[http://www.edge-online.com/news/report-china-gaming-boom-underway Report: China Gaming "Boom" Underway] |
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+ | *[http://www.gamasutra.com/php-bin/news_index.php?story=23483 Chinese Online Games Market To Reach $8.9 Billion By 2013] |
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+ | |||
⚫ | |||
+ | |||
⚫ | |||
*First person shooters [http://www.gamasutra.com/php-bin/news_index.php?story=18438] |
*First person shooters [http://www.gamasutra.com/php-bin/news_index.php?story=18438] |
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− | === |
+ | === New Zealand === |
+ | |||
+ | ==== Software ==== |
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+ | *SingStar series - 266,000 |
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+ | *SingStar Abba - 12,000 (first six weeks) |
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+ | |||
+ | ==== Hardware ==== |
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+ | |||
+ | Total as of December 2008: |
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+ | *[[Playstation 2]] - PlayStation is cheeks Xbox is better |
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+ | *[[Playstation Portable]] - 142,000 |
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+ | *[[Playstation 3]] - 60,000 |
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+ | |||
+ | ==== 2008 ==== |
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+ | |||
+ | Yearly software sales: ~ 1,220,000<br /> |
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+ | [[Sony]]: 818,000 (67%) |
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+ | |||
+ | Yearly hardware sales: ~ 180.000<br /> |
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+ | [[Sony]]: almost 100,000 (55%) |
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+ | <br /> |
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+ | # [[Playstation 2]] - 40,000 |
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+ | |||
+ | [http://www.scoop.co.nz/stories/BU0902/S00359.htm%7C Source of All Data] |
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+ | |||
+ | == South Africa == |
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+ | |||
+ | === Hardware === |
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+ | |||
+ | ==== Total as of October 2008: ==== |
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+ | # [[Xbox 360]] - 72,000 - released October 2006 - 3,000 units per month |
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+ | # [[Nintendo Wii]] - 58,000 - released October 2007 - 4,850 units per month |
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+ | # [[Playstation 3]] - 45,500 - released March 2007 - 2,400 units per month |
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+ | |||
+ | ==== 2008 ==== |
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+ | |||
+ | In 2008 [[Nintendo]] had 40% more sales as of October 2008 as the year before. |
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+ | '''Quarter 3 2008 percentages:''' |
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+ | |||
+ | Console Market: |
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+ | |||
+ | # Wii – 36% |
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+ | # [[PS2]] – 29% |
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+ | # 360 – 22% |
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+ | # PS3 – 14% |
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+ | |||
+ | Portable Market: |
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+ | |||
+ | # [[Nintendo DS]] - 51% |
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+ | # [[Playstation Portable]] - 49% |
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+ | |||
+ | Portable Market share development:<br /> |
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+ | Quarter 1 2008: [[NDS]]: 39% [[PSP]]: 61%<br /> |
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+ | Quarter 2 2008: NDS: 42% PSP: 58%<br /> |
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+ | Quarter 3 2008: NDS: 51% PSP: 49%<br /> |
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+ | |||
+ | ==== Seventh Generation First Year ==== |
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+ | |||
+ | # [[Nintendo Wii]] - 58,100 - 4.841 units per month |
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+ | # [[Xbox 360]] - 39,500 - 3.292 units per month |
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+ | # [[Playstation 3]] 33,200 - 2.767 units per month |
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+ | [http://www.el33tonline.com/past/2008/11/10/core_gaming_soars_in_sa/ All Data by Core Gaming, distributors of Nintendo in South Africa] |
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− | ==Mexico== |
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− | <pre> |
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− | Mexico LTD till end of Dec. 07: |
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+ | ==References== |
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− | PS2: 860.000 [Launch: 2004] |
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+ | {{Reflist}} |
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− | 360: 550.000 [Launch: Feb. 06] [23.913 units/month] |
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− | PSP: 380.000 |
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− | NDS: 330.000 |
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− | WII: 220.000 [Launch: Nov. 06] [15.714 units/month] |
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− | PS3: 60.000 [Launch: Aug. 07] [12.000 units/month] |
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⚫ | |||
− | *http://neogaf.com/forum/showthread.php?t=333012 ([[NeoGAF]]er Captain Smoker) |
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− | *http://www.edigital.economia.gob.mx/evento2008/presentaciones/Mixteca%201/May_2008_-_Mexico_Presentation_PP_2003_pdf.pdf |
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− | *http://www.edge-online.com/features/south-america-the-lost-continent?page=0%2C1 |
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{{Regions}} |
{{Regions}} |
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− | {{ |
+ | {{VGI}} |
[[category:Video games by location]] |
[[category:Video games by location]] |
Revision as of 02:19, 25 March 2019
- Main article: Video game industry
Asia-Pacific
Asia-Pacific market revenues
Region / Country | 2013 | 2012 | 2011 | 2010 | Note(s) |
---|---|---|---|---|---|
Asia-Pacific | $49.623 billion | $44.063 billion | $42.358 billion | $38.77 billion | [1] |
Japan | $22.29 billion | $22.29 billion | $23.04 billion | $21.13 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 - PlayStation is cheeks Xbox is better
- 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]
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