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Ampere Analysis: Console market grew to record $60bn in 2021

Lunatic_Gamer

Gold Member
At a glance:
  • Report estimes 2021 console spending reached $60bn, forecast at over $61bn for 2022
  • Boxed games spend dropped below 30% market share for first time, services increased to 19%
  • Sony accounts for 46% of all money spent on console games, hardware and services

A study by Ampere Analysis has estimated that spending on console games, hardware and services reached $60 billion last year, which the firm describes as "a record high."

In the company's report, head of games research Piers Harding-Rolls wrote that this growth was "held back" by the lack of availability for PlayStation 5 and Xbox Series X|S, although their higher price when compared to previous gen models did help increase spending.

Spending on the actual games content -- encompassing full titles, expansion packs, in-game items and battle passes -- held steady when compared to 2020, declining by just 1%. This is all the more impressive given how much lockdown measures boosted spending two years ago while everyone was compelled to stay at home.

Meanwhile, game services -- such as Xbox Game Pass -- are increasing their share of total console spending.

Combined revenues from Xbox Live Gold, Xbox Game Pass, Xbox Game Pass Ultimate, PlayStation Plus, PlayStation Now and Nintendo Switch Online are estimated to account for 19% of all spending on games content.

This is up from the 15% share such services achieved in 2020, and Ampere expects this to increase to 21% in 2022.

Conversely, packaged games spending is in continued decline, with this segment's share of total software spending dropping below 30% for the first time.

Boxed games sales are sustained somewhat by the success of the Nintendo Switch, but Ampere predicts the market share of packaged game sales compared to digital will continue to drop in 2022, expected to slip to 26% of total spending.

Sony remains the market leader when it comes to driving spend, accounting for 46% of all revenues generated in the console market. Meanwhile, Nintendo's share dropped to 29% -- 2% less than in 2020 -- while Microsoft rose 1% to 25%.

Harding-Rolls noted that Sony's dominance "highlights the strength of [its] digital business" when compared to Nintendo, which "still lags behind" both Sony and Microsoft when it comes to digital full game sales, in-game monetisation and services.

Ampere predicts that the console market will continue to grow in 2022, with spending forecast to reach more than $61 billion by the end of the year.

 
Werid how you still have people saying Sony NEEDS a subcription service to rival gamepass, when they were the dominant market leader for console gaming revenue in what was supposedly a down year for them....
 
For services to go from 15% to 19% in one year is pretty significant considering how many consoles were sold last year with a $300 to $500 price point.

I know it's unpopular here, but it might not be that many more years until services overtake individual game sales in revenue.
 

TGO

Hype Train conductor. Works harder than it steams.
I'm sure in the 2000's it was a 75billion industry🤔
Edit
Spending.....oh, okay
Good to know MS is spending more then we are 😂
 
Last edited:

kingfey

Banned
If you are wondering other sector of the gaming industry


Key Gaming Industry Statistics 2022​

  • The global gaming industry is now worth more than $300 Billion.
  • There are 2.9 Billion players active worldwide.
  • The Asia Pacific gaming industry reached a revenue of 72.2 billion US dollars.
  • Players spent $4.5 billion on VR games in 2020.
  • Nintendo valued at $85 billion as the biggest video game company.
  • Razer plans to invest $7.2 million in Singapore.
  • Japan has more than 70 million players.

How Much is the Gaming Industry Worth in 2022?​

In 2022, the gaming industry is going strong in 2022 and has exceeded all expectations. As the COVID-19 pandemic struck, many people suddenly had a lot of time in their hands.

This led to people getting into games and playing them to relieve stress and boredom. This can impact how much is the gaming industry worth.

Leading into 2022, this trend hasn’t stopped growing, making the industry see a sudden spike in the charts.

Here are a few facts about the industry that might surprise you about how much the gaming industry is worth:

image 39
 
If you are wondering other sector of the gaming industry


Key Gaming Industry Statistics 2022​

  • The global gaming industry is now worth more than $300 Billion.
  • There are 2.9 Billion players active worldwide.
  • The Asia Pacific gaming industry reached a revenue of 72.2 billion US dollars.
  • Players spent $4.5 billion on VR games in 2020.
  • Nintendo valued at $85 billion as the biggest video game company.
  • Razer plans to invest $7.2 million in Singapore.
  • Japan has more than 70 million players.

How Much is the Gaming Industry Worth in 2022?​

In 2022, the gaming industry is going strong in 2022 and has exceeded all expectations. As the COVID-19 pandemic struck, many people suddenly had a lot of time in their hands.

This led to people getting into games and playing them to relieve stress and boredom. This can impact how much is the gaming industry worth.

Leading into 2022, this trend hasn’t stopped growing, making the industry see a sudden spike in the charts.

Here are a few facts about the industry that might surprise you about how much the gaming industry is worth:

image 39

Kind of interesting that in the past three years PC gaming slowly overtook console market share by a pretty significant percentage (25% PC vs 19% console).
 

kingfey

Banned
Kind of interesting that in the past three years PC gaming slowly overtook console market share by a pretty significant percentage (25% PC vs 19% console).
PC has untamed land from east (China, south korea, russia, and other asian countries). The difference is the currency in those countries is not strong as western currency, where EU, UK, and US currency are strong. Which makes the sales lower, when translated to $, euro or bound revenue.
 
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