Valve already did the research and released it a long time ago. Gross profit is not driven by single unit price, but volume.
Physical just seems like a hassle to me now. Changing disc, forgetting discs, having shit take up space. The only problem is pricing but the convience is unmatched
In the case of subscriptions why they are included, because that is very important in terms of how the console manufacturers are doing. Xbox Live / PS+ generate ENORMOUS revenue for Sony / MS so its pretty important when figuring the overall health of the industry
but it has nothing to do with digital vs. physical games sales, which is why i was wondering why they included it.
Physical just seems like a hassle to me now. Changing disc, forgetting discs, having shit take up space. The only problem is pricing but the convience is unmatched
Because the chart in the OP isn't about physical vs digital game sales? It's about industry revenue
Is this leaning more towards the mobile side inflating the numbers?
Difficult to say what this means, if we're including mobile games and in-app purchases.
It's too bad that they won't break it down by platform.
I believe this type of info is only interesting if removed 100% digital platforms like mobile and PC.
That top factor is a big reason I think we'll still see a lot of third parties passing on the Nintendo Switch. It'll more or less be the Wii U and Wii all over again in regards to software support.
it says physical and digital sales right at the top there.
i think what i'm not understanding is the following - on the top chart are they counting a person paying for an XBL subscription as a digital sale?
If a console manufacturer allowed some sort of trade in program for digital licenses towards new digital games it would be pretty crazy to see how much digital full sized games would increase.
A huge amount of people that are still buying physical do so for trade in / resale purposes. I would be very interested in seeing the effect such a platform on digital purchases would affect things.
Because the chart in the OP isn't about physical vs digital game sales? It's about industry revenue
Absolutely baffling conclusion to draw from this data. But you do you.
When talking about Digital vs Retail makes the info IMO biased because you don't have the choice between Retail or Digital in 100% Digital options... so it is not now how strong Digital is growing over retail or what exactly situation the retail market is facing.Actually, removing 100% digital platforms would make the info far less interesting. Consoles & Portable traditional gaming platforms are now niche.
When talking about Digital vs Retail makes the info IMO biased because you don't have the choice between Retail or Digital in 100% Digital options... so it is not now how strong Digital is growing over retail or what exactly situation the retail market is facing.
Retail software sales in the US experienced its worst month in December in two decadesdropping 16 percent year-over-year and GameStops stock price fell 28 percent from its highest point in 2016.
Meanwhile, SuperData observed that console digital revenue in the US has increased by 16 percent year-over-year, capping off a record sales quarter in which total revenue hit a combined $1 billion for the first time. Gamers just had to have their favorite titles this past holiday, evidenced by an impressive 21 percent jump in total full game download units in December.
When talking about Digital vs Retail makes the info IMO biased because you don't have the choice between Retail or Digital in 100% Digital options... so it is not now how strong Digital is growing over retail or what exactly situation the retail market is facing.
Yup.When people ask why most console AAA games will always be 30FPS, you can just show them that graph.
I wonder how that breakdown affects 2D games.
I started converting my PS4 library to digital a few months ago (something's on sale? time to trade in the disc for PSN credit!), its so nice to be rid of the discs.
I think it's more that there's a lot of very young people on Gaf that think being in your thirties makes you 'old'.How are people surprised at the average age of purchaser being 36? As a 36 year old myself it totally makes sense.
Our generation were the pioneering gamers. We were the ones on the ground floor and watched the hobby grow into what it is today. Naturally we're the main purchaser.
It also totally explains the patent stats. Which will no doubt grow and grow over the next decade.
Yep. The data people are looking (grasping) for is readily available month after month in NPD threads. Several months in recent years have highlighted a YoY decline in console physical revenue, with handhelds faring far worse. The ESA/NPD report providing YoY console physical vs console digital revenue would be nice, but it would just be a reflection of what the overall industry numbers say.UK market follows a similar trend.
If you're a shut in...Not with digital sales, and you have to factor in the inconvenience of travel.
Honestly this is such a minor consideration for the vast majority of digital-only gamers. None of the millions of Candy Crush et al. players care about "resell value" or "renting to friends". Legal Legends scoffs at brick and mortars.