SuperData Sums Up 2016: The Year in Numbers
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Taipei TW   5, Jun — 10, Jun
Los Angeles US   12, Jun — 15, Jun
Latest comments

I have being working in the AAA industry for tha last 3 years and the crunch is what is forcing me to find something else to do in life even if I love 3d. Some places may be more respectful with their employees but in my experience the crunch is even calculated in advance cause they know the workers will accept that. Some people is very passionate and don´t mind to do it and that is fine but a lot of people have families and they want to build a healthy environment with them or other goals outside the working ours. Not to mention non-payed overtime and other abuses I faced. Hope this industry fixs this problem.

by uuuuuuuuuuuuuuuu
10 hours ago


by BakingSoda
1 days ago

Those tilesets are sexy. Seeing new tilesets is like getting introduced to a new lego set.

SuperData Sums Up 2016: The Year in Numbers
22 December, 2016
SuperData has presented its analysis of 2016. The agency states that this year was the biggest year in digital games and playable media ever. The industry generated $91B this year, continuing to show amazing rates of growth. More and more platforms appear and the games and playable media audience can be described now as one of the most valuable and engaged demographics. Let’s look at some of the numbers.

Mobile gaming brought $41 billion in 2016 with cash leaders like Pokémon GO and Clash Royale. The mobile games market continues to grow and is now said to resemble traditional games publishing, require ever higher production values and marketing spend.

PC gaming earned $34 billion guided by free-to-play online titles and downloadable games. League of Legends and Overwatch are among the leaders. 

Consumers choose to download games directly to their consoles, bringing $6.6 billion this year. Margins continue to grow and publishers are happy to earn money through the sales of add-on content, expansion packs, and micro-transactions.

eSports shows the result of $892 million, becoming the key for publishers, TV executives, and advertisers. Activision, Riot Games, and Electronic are searching for new possibilities in this segment.

A high price point, the absence of a strong content line-up, and some other difficulties led to low revenues for VR in 2016. Sony and HTC are expected to change the situation in 2017.

Author: Artyom Sergeev

Source: SuperData

Leave a Reply

Be the First to Comment!