- Main article: Video game industry
Asia-Pacific
Asia-Pacific market revenues
Region / Country | 2013 | 2012 | 2011 | 2010 | Note(s) |
---|---|---|---|---|---|
Asia-Pacific | $47.823 billion | $42.233 billion | $38.438 billion | $36.571 billion | [1] |
Japan | $20.49 billion[2] | $20.46 billion[3] | $19.12 billion[4] | $18.98 billion[5] | [6][7][8] |
China | $14 billion[9] | $9.8 billion[10] | $7.3 billion[11][12] | $6.9 billion[13] | [14][15] |
South Korea | $9.64 billion[16] | $9.23 billion[17] | $9.082 billion[18][19] | $7.784 billion[18][20] | [21][22][23][24] |
Australia | $2 billion[25] | $1.16 billion[26] | $1.5 billion[26] | $1.67 billion[27] | [28] |
Taiwan | $825 million[27] | $773 million[27] | $713 million[27] | $660 million[27] | [29][30] |
Indonesia | $492 million[27] | $463 million[27] | $429 million[27] | $396 million[27] | |
India | $376 million[31] | $347 million[32][33] | $294 million[34] | $230 million[35] | [36] |
Japan
- Main article: Video games in Japan
China
Australia
Popular titles
- First person shooters [14]
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: $14 billion [1] [2]
- ↑ Japan, 2013
- Retail: ¥556.8 billion = $6.46 billion
- Mobile: ¥546.8 billion = $6.35 billion
- Arcade: ¥661.3 billion (¥487.5 billion operation, ¥173.8 equipment) = $7.68 billion
- ↑ Japan, 2012
- Arcade - ¥661.3 billion (¥487.5 billion operation, ¥173.8 equipment) = $8.72 billion
- Retail: ¥485 billion = http://fxtop.com/en/historical-exchange-rates.php?A=485&C1=JPY&C2=USD&DD1=01&MM1=10&YYYY1=2011&B=1&P=&I=1&DD2=30&MM2=10&YYYY2=2011&btnOK=Go%21 $6.4 billion]
- Mobile: ¥404.8 billion = $5.34 billion
- ↑ Japan, 2011
- Arcade: ¥699.581 billion (¥495.8 billion operation, ¥184.781 billion equipment, ¥19 billion revenue-sharing) = $9.23 billion
- Retail: $5.9 billion ($3.6 billion software, $2.3 billion hardware)
- Mobile: $3.99 billion
- ↑ Japan, 2010
- Arcade market: ¥660.9 billion (¥504.3 operation, ¥156.6 billion equipment) = $8.38 billion
- Consumer market: $10.6 billion
- ↑ $20 billion (2008)
- ↑ Sambe, Yukiharu (2009). "Japan’s Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009 5709: 338. Error: Bad DOI specified. http://www.springerlink.com/content/tkv51714762l3645/. Retrieved 25 January 2012.
- ↑ [3] [4] [5]
- ↑ http://www.reuters.com/article/2014/01/07/china-gamesconsoles-idUKL3N0KH16C20140107
- ↑ [6] [7] [8] [9]
- ↑ http://kotaku.com/what-about-companies-like-spicy-horse-that-moved-to-sha-1491520578
- ↑ $6 billion (PC) (2011) [10]
- ↑ 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
- ↑ China, 2005: 263.4 million online gamers
- ↑ ₩10 trillion = $9.64 billion
- ↑ South Korea, 2012: ₩9.752 trillion = $9.23 billion
- ↑ 18.0 18.1 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 gaming market: ₩5143.6 billion = $5.71 billion
- ↑ South Korea, 2004: ₩1 trillion = $1 billion
- ↑ South Korea, 2003: €3 billion = $3.85 billion [11]
- ↑ South Korea, 2002: $130.17 million
- ↑ Grand Theft Auto 5 best selling game in Australia in 2013
- ↑ 26.0 26.1 Australian game industry sees $1.16 billion in sales in 2012
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 Video Games, Entertainment Business, 2012
- ↑ $1.3 billion (2008)
- ↑ $76.68 million (2002)
- ↑ 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 [12] [13]
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