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Consumer Spending on
Key Platforms and Business Models
Summary
Full report includes revenue streams per platform, payers vs. players, avg. monthly spending and platform overlap data.
Platform definitions
Share of total game revenues per individual game platform (US, UK, FR,GER)
Revenue figures are based on money spent
per typical game platform.
Consoles: all types including handheld
consoles such as Nintendo DS & PSP.
PC games: games installed and played on a
PC: downloads and boxed products.
Excluding premium (casual) downloads from
game portals and MMO clients.
Game portals: all types of online (casual)
game platforms including social networks.
MMOs: massively mulitplayer online games
and virtual worlds (e.g. Habbo)
Mobile: all mobile phones and iPod Touch.
USA United Kingdom
Revenue breakdown
All revenues are based on direct consumer
spending, no advertising or B2B.
Consoles & PC games: includes boxed
products, digital distribution, second-hand.
Game portals: includes premium (casual)
game downloads, subscriptions, micro-
transactions.
MMOs: includes subscriptions, micro-
transactions, client downloads and client
boxed product.
Mobile: game downloads.
See next page for a full overview of included
revenue streams.
France Germany
Newzoo Full report available via
2009/2010 Gamesindustry.com for 299
Newzoo Games Market Report
Consumer Spending on
Key Platforms and Business Models
Summary
Revenues per platform
In all countries console games Consoles PC games Game portals Mobile devices MMOs
(including a large second-hand USA $ 15,140,000,000 $ 4,150,000,000 $ 2,780,000,000 $ 1,100,000,000 $ 2,120,000,000
market) take up more than half
of the total money spent, except UK 2,390,000,000 740,000,000 270,000,000 190,000,000 190,000,000
for Germany where PC games GER 1,540,000,000 1,320,000,000 430,000,000 180,000,000 180,000,000
are traditionally very popular.
The UK is a relatively strong FR 2,430,000,000 690,000,000 190,000,000 100,000,000 160,000,000
market for mobile games. NL 315,000,000 170,000,000 55,000,000 10,000,000 45,000,000
Germany and the US have a
clearly lead when it comes to BE 310,000,000 150,000,000 60,000,000 10,000,000 40,000,000
spending money on (casual) Total money spent per platform per country (in local currency).
game websites.
In the full Newzoo Games Market Report, revenue data is split up into the following business models / revenue streams:
Physical shop Physical shop Subscriptions Monthly subscriptions Revenues are all
Online shop Online shop Premium downloads Annual subscriptions game download
Second-hand trade Second-hand trade Virtual currency Virtual currency revenues and not
Digital distribution Digital distribution Direct micro-transactions Direct micro-transactions split up.
Skill gaming / Play for prizes Client download / box