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EEDAR: Video Game Data from 2017 - Trends, sales, demographics, kickstarters, etc.

Lime

Member
EEDAR's founder Geoffrey Zatkin did the annual EEDAR data presentation on the games industry and consumer habits. Here are the notes from GameDev.net (no articles yet)

Trends

  • Gamers are entertainment consumers on every possible medium
  • 65% of US population are game players
  • Who games?
  • 48% of population in 2016
  • Households on average have 2 consoles
Platforms

  • Wii most popular platform over 100m units
  • 50M PS4’s
  • 85m Xbox 360 and PS3
  • 3DS 65M
  • Core consoles in current generation (8th) - (w/out Nintendo) - are outselling 7th generation
  • There is a shift from a balanced portfolio of genres to a more core focused portfolio of shooter and action genres. Casual genres slowing trend.

Genres

  • Mobile most popular: Puzzle, Arcade, Strategy
  • Console most popular: Action, RPG, Shooter
Mobile

  • Most gamers play games on a variety of devices
  • Different games depending on device available or time
  • Most people upgrade phones 18-24 months
  • Average smartphone 6 months to 1 year old
  • Android fragmentation making market sizing difficult - variety of device power and not all games can run on all devices
  • North American mobile market is maturing
  • Fewer new device owners entering market
  • Gaming population increasing faster than hardware adoption
  • 155 million mobile gamers in 2016

Large percent of mobile gamers owning more than one device generate revenue
  • 51% own more than one mobile device
  • 60% of revenue

Virtual Reality

  • More VR units in mobile
  • High end VR (PSVR, Oculus, Vive) making most revenue
  • Critical mass of VR hardware is building - enough to begin having a profitable VR ecosystem

Demographics

  • Average age of gamers in US 2016: 35
  • Age distribution:
  • ​Less than 18 yrs old - 27%
  • 18-35 yrs old - 29%
  • 36-49 yrs old - 18%
  • 50+ yrs old - 26%
  • Mobile market payers also shifting older y/o/y - 37 yrs old 2016 vs 32 2014
  • 60/40 ratio of male/female gamers
  • More women playing games longer than people think
  • Men tend to play PC (64%), Women tend to play mobile (55%)
  • 55% women pay in mobile

Distribution

  • Barriers to create games of quality have never been lower, yet retail console, handheld, PC title releases in 2016 lowest it’s been
  • But when we consider Retail and Digital distribution - most ever.
  • 6500 games released for console, PC, handheld
  • 4600 games released on Steam in 2016
  • 2015 - 3400 games
  • 2014 - 1500 games
  • More games on Steam last year than the entire console, handheld, etc.
  • No more physical-only released games in consoles - digital distribution always included
  • Number of games released by publishers has decreased
  • Massive consolidation in top tier publishers, more stringent, less risky
  • 50% drop in games released by publishers since 2012
Financials

  • $16.5 billion industry in US
  • ~1/3 of revenue coming from mobile
  • Mobile payers defined as less than $100 per year spent average of $43 in 2016
  • Heavy payers defined as over $100 spent average of $310 in 2016
  • Population of heavy payers has increased
  • More people in category, but less per average
  • 7% of mobile gamer population brings in 55% of mobile revenue
  • Heavy correlation between people who play and people who pay
  • Top 50% of games generate 99% of revenue
  • Top 10% of games generate 60% revenue
  • Top 2% of games generate 30% revenue
  • 12% of retail titles have generated 75% of retail revenue since 2012

Discoverability and Behavior

  • Average review score in industry is 69 - below 80 which is the cutoff in consumers for “good enough” game
  • Most games receive a score in 70’s
  • Advertising matters. Without good marketing you may do well but never as well as you could and usually substantially less.
  • Direct correlation between review scores and sales.
  • Those who market get ~2x in sales. Discovery is the biggest issue for developers.
  • Top factors affecting discovery
  • ads in apps, games, social media
  • social sources
  • ads on website
  • storefront charts/featured
  • Price and Genre key factors affecting engagement
  • User reviews, theme/graphics, recommendations are top factors. Storefront elements (featured, top spot, trailers) bottom factors.
  • Players leaving the game - key factor was general loss of interest/boring
  • Might leave for a better user experience.
  • Perspective is very important in your game
  • Top factors: had to pay real money to progress/complete, game was not what expected.
  • Western plays are okay with spending money to progress quickly despite stigma in paying to play
  • Top 5 most played genres
  • brain puzzle
  • matching puzzle
  • skill and chance
  • casino

Kickstarter

  • 29,216 successfully funded projects
  • $600 million to games
  • $535m successful
  • $53m unsuccessful
  • $5.6m live dollars
  • Some using kickstarter as a marketing opportunity or to engage commnity earlier
  • ~1/3 successfully funded
  • This year so far, 76 games > $1million. 3867 games $1k to 10k, most popular funding level
  • Kickstarter getting more difficult, especially as more finished games enter
  • 67% of unsuccessful get < 20% funded
  • More than half the games on kickstarter got no significant money

Pokemon Go

Virality - more than 1/3 heard of game from friend. App Store 5%

Images from Twitter
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