U.S. video game industry new physical retail content sales reach $10.1 Billion.
PORT WASHINGTON, NY, January 13, 2011 – According to leading market
research company, The NPD Group, the preliminary estimate* for total
consumer spend on gaming content via all monetization methods, including
new physical video and PC games, used games, game rentals,
subscriptions, digital full-game downloads, social network games,
downloadable content, and mobile game apps, is between $15.4 to $15.6
billion. This total consumer spend on games content in 2010 represent
sales that are flat to down by as much as 1 percent when compared to
2009.
Based on this estimate, spending on new physical content at
retail continues to account for the majority of the total consumer
spend on games content. U.S. retail sales of new physical video game
content, which includes portable, console and PC game software,
generated revenues of $10.1 billion, a 5 percent decline over the $10.6
billion generated in 2010.
Bright spots came from PC games new
physical retail software, which was up 3 percent in 2010, as well as
increases in the consumer spend on used games sales, full-game digital
downloads and downloadable content, mobile gaming apps, and social
network gaming, which offset declines in console and portable new
physical game sales, rentals, and subscriptions.
“December 2010
represented one of the strongest monthly performances the industry has
ever had at retail. It was a robust finish to a year marked by
innovation and engaging millions of consumers through a multitude of
delivery models,” said Michael D. Gallagher, president and CEO of the
Entertainment Software Association, the trade group that represents U.S.
computer and video game publishers. “Computer and video games led all
other entertainment options as we responded to consumers’ demands for
creative content on every platform from consoles to smart phones to
handheld game devices. I look forward to a strong 2011 with a great
pipeline of titles, many of which will be unveiled at the global center
of video games—the E3 Expo.”
“The dynamics of games content
purchasing changed dramatically in 2010 with options ranging from the
physical product to digital downloads on connected devices as well as
in-store digital kiosks,” said Anita Frazier, industry analyst, The NPD
Group. “The increasing number of ways to acquire the content has allowed
the industry to maintain total consumer spend on content as compared to
2009, and we should expect 2011 to be a growth year in the games
industry as the consumer demand for gaming continues to evolve.”
*A
final estimate of the total consumer spend on the games industry will
be released in March with the final 2010 issue of the Games Industry:
Total Consumer Spend (2010).