SuperData Sums Up 2016: The Year in Numbers
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by Jamie Gibson
12 hours ago

Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!

Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

by mr. Awesome
18 hours ago

Fucking AWESOME!

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

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