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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
Market analyst group Newzoo projects games to reach a $70.4 billion global industry in 2013, with significant growth in Latin American and Asian-Pacific markets.
Newsbrief: Market analyst group Newzoo projects global game revenues to reach $70.4 billion in 2013, reflecting a six percent year-on-year increase. Of particular interest, the report highlights Latin American and Asian-Pacific regions as top growth sectors, with each expected to grow by 11 percent this year. While the Latin American market is expected to remain small overall ($3 billion in the coming year), Asia-Pacific is expected to reach 477 million players and total revenues of $25.1 billion in 2013, exceeding projected North American revenues ($22.8 billion).
North America: 192 million players
$22.8 billion in revenue
2 percent year-on-year market growth
Europe, Middle-East and Africa: 446 million players
$19.5 billion in revenue
4 percent year-on-year market growth
Asia-Pacific: 477 million players
$25.1 billion in revenue
11 percent year-on-year market growth
Latin America: 116 million players
$3.0 billion in revenue
11 percent year-on-year growth
Global: 1.23 billion players
$70.4 billion in revenue
6 percent year-on-year growth
Mobile games represents the biggest projected growth sector, expected to reach 18 percent of global market share in 2013, becoming a $12.3 billion industry.
PC boxed/download and casual/social markets tied at 9 percent of projected global market share. Casual/social games are expected to bring in $6.6 billion, over PC games' $6.0 billion.
Consoles are projected to continue to hold onto the lion's share of the global market at 43 percent, a slight decrease (one percent) from 2012.
Computer screens are estimated to beat out televisions as the dominant viewing device (39 percent versus 36 percent). Mobile devices come in behind both formats, at 25 percent.
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