• Pointlessly reciting some game industry factoids

    From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Jul 29 11:36:55 2025
    From Newsgroup: comp.sys.ibm.pc.games.action


    I dunno; maybe some of you will find these interesting.
    Pulled from a variety of websites. Who knows how accurate they are.


    Money Stuff
    - 2024 value of the worldwide video games market: $283 Billion USD
    - 2024 total US box office earnings Hollywood movies: $8.6 billion USD
    - 2024 mobile gaming revenue: $99 billion USD
    - 2024 in-game purchases revenue: $71 billion USD
    - 2024 PC gaming revenue: $46.7 billoon USD
    - 85% of all gaming revenue comes from free-to-play games
    - The Entertainment Retail Association says 89.5% of all games in the
    US are digital purchases... but they include mobile in that.


    Demographics stuff
    - 2024 total people playing video games worldwide: 3.26 billion
    - 85% of US households have a 'gaming device'
    - 74% of USAian gamers play online games at least once a week
    - 60% of USAian gamers play at least once a day
    - GenZ dominates the gaming population, representing 81% of gamers
    - 94% of GenAlpha prefer playing on mobile (32% of millenials say its
    their preferred device)
    - Average gamer age is 35, with 1.7 billion men and 1.4 billion women
    - Most used gaming devices in US are phone (58%); console (37%) and PC
    (29%)
    - GenX/Millenials trend towards loyalty towards platforms or genres
    (e.g., 'PC Gamer' or 'FPS') whilst GenZ and Alpha identify more as
    players of specific games.


    But here's a weird one:

    Digital video game purchases in the US (2023) by store
    Amazon: 37%. Makes sense.
    Google Play Store: 36% Sure, mobile is popular
    Amazon App Store 33% Ditto.
    Playstation store 34% Okay, consoles still dominate
    Microsoft Store 23% Ditto (Xbox just can't compete)

    but here's where it gets weird
    EA Play/Origin 26%
    Epic Game Store 22%
    Blizzard Battle Net 21%
    Steam 17% Yeah, I'm calling shenanigins
    (GOG is 13%, Humble 10%, UPlay 9%)




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  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Tue Jul 29 17:40:58 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 7/29/2025 8:36 AM, Spalls Hurgenson wrote:

    I dunno; maybe some of you will find these interesting.
    Pulled from a variety of websites. Who knows how accurate they are.


    Money Stuff
    - 2024 value of the worldwide video games market: $283 Billion USD
    - 2024 total US box office earnings Hollywood movies: $8.6 billion USD
    - 2024 mobile gaming revenue: $99 billion USD
    - 2024 in-game purchases revenue: $71 billion USD
    - 2024 PC gaming revenue: $46.7 billoon USD
    - 85% of all gaming revenue comes from free-to-play games

    This strikes me as pretty damning for _how_ the game industry makes its
    money.

    - The Entertainment Retail Association says 89.5% of all games in the
    US are digital purchases... but they include mobile in that.


    Demographics stuff
    - 2024 total people playing video games worldwide: 3.26 billion
    - 85% of US households have a 'gaming device'
    - 74% of USAian gamers play online games at least once a week
    - 60% of USAian gamers play at least once a day
    - GenZ dominates the gaming population, representing 81% of gamers
    - 94% of GenAlpha prefer playing on mobile (32% of millenials say its
    their preferred device)
    - Average gamer age is 35, with 1.7 billion men and 1.4 billion women
    - Most used gaming devices in US are phone (58%); console (37%) and PC
    (29%)
    - GenX/Millenials trend towards loyalty towards platforms or genres
    (e.g., 'PC Gamer' or 'FPS') whilst GenZ and Alpha identify more as
    players of specific games.


    But here's a weird one:

    Digital video game purchases in the US (2023) by store
    Amazon: 37%. Makes sense.
    Google Play Store: 36% Sure, mobile is popular
    Amazon App Store 33% Ditto.
    Playstation store 34% Okay, consoles still dominate
    Microsoft Store 23% Ditto (Xbox just can't compete)

    but here's where it gets weird
    EA Play/Origin 26%
    Epic Game Store 22%
    Blizzard Battle Net 21%
    Steam 17% Yeah, I'm calling shenanigins
    (GOG is 13%, Humble 10%, UPlay 9%)

    I'm not sure you should be calling shenanigans here considering "Most
    used gaming devices in US are phone (58%)". One suspects that many more "phone/mobile" games are bought per person than game station or PC
    games. (Remember Spalls, you are waaaaaayyyy out there on the end of
    the bell curve. :) )
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Jul 30 11:00:27 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 29 Jul 2025 17:40:58 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:

    On 7/29/2025 8:36 AM, Spalls Hurgenson wrote:

    I dunno; maybe some of you will find these interesting.
    Pulled from a variety of websites. Who knows how accurate they are.


    Money Stuff
    - 2024 value of the worldwide video games market: $283 Billion USD
    - 2024 total US box office earnings Hollywood movies: $8.6 billion USD
    - 2024 mobile gaming revenue: $99 billion USD
    - 2024 in-game purchases revenue: $71 billion USD
    - 2024 PC gaming revenue: $46.7 billoon USD
    - 85% of all gaming revenue comes from free-to-play games

    This strikes me as pretty damning for _how_ the game industry makes its >money.

    But not really suprising. There _is_ a reason that the triple-As keep
    pumping out live-service games. There is a reason they keep absorbing
    companies that produce mobile games (it's the main reason Microsoft
    purchased Activision, after all; they wanted King Developer
    (publishers of "Candy Crush" and other similar games) far more than
    they wanted "World of Warcraft"). These are extremely lucrative
    markets, all the moreso since -at least on mobile- the investment
    costs are relatively low.

    The markets would LOVE to turn console/PC gaming into a similar market
    but -so far- they've only had limited success. People demand more from
    their games on this platforms, which makes the cost of entry much
    higher. Plus, gaming habits are different; players don't mind if a
    mobile game is shitty because they aren't sticking with it for more
    than five or twenty minutes at a time. But people sit in front of the
    TV (or monitor) for hours, and demand much better production values.
    So costs for PC/console games are higher. This also means there's only
    room for so many successful live-service games too. So the risk is
    much higher. Which is something publishers are starting to slowly
    realize and (hopefully) diversify away from chasing entirely after live-service.

    At least until they can frog-boil us into thinking we should be
    playing PC games the same way we do mobile ;-)


    But here's a weird one:

    Digital video game purchases in the US (2023) by store
    Amazon: 37%. Makes sense.
    Google Play Store: 36% Sure, mobile is popular
    Amazon App Store 33% Ditto.
    Playstation store 34% Okay, consoles still dominate
    Microsoft Store 23% Ditto (Xbox just can't compete)

    but here's where it gets weird
    EA Play/Origin 26%
    Epic Game Store 22%
    Blizzard Battle Net 21%
    Steam 17% Yeah, I'm calling shenanigins
    (GOG is 13%, Humble 10%, UPlay 9%)

    I'm not sure you should be calling shenanigans here considering "Most
    used gaming devices in US are phone (58%)". One suspects that many more >"phone/mobile" games are bought per person than game station or PC
    games. (Remember Spalls, you are waaaaaayyyy out there on the end of
    the bell curve. :) )

    The shenanigans aren't about the first part, but the second bit. As I
    said, I completely understrand how Amazon or Android app store take
    the top roosts. But Epic game store over Steam? _ORIGIN_ over Steam?
    These aren't mobile platforms, so the fact that mobile dominated video
    gaming isn't an issue. Epic Game Store still isn't profitable!


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  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Jul 30 11:49:00 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 7/29/2025 8:36 AM, Spalls Hurgenson wrote:
    but here's where it gets weird
    EA Play/Origin 26%
    Epic Game Store 22%
    Blizzard Battle Net 21%
    Steam 17% Yeah, I'm calling shenanigins
    (GOG is 13%, Humble 10%, UPlay 9%)

    I'd guess they're counting give-aways, FTP etc. You're helping Epic and Amazon's numbers every time you post their "freebies." :)
    --
    -Justisaur

    ø-ø
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