• Black Friday and Cyber Monday sales push digital spending to a record $4.36B

    December 3rd, 2019

    Consumers flocked to online retailers on Black Friday and Cyber Monday to take advantage of deep discounts offered by digital storefronts like PlayStation Store and Steam during the busiest shopping days of the holiday season. Overall, digital spending rose 9% compared to the same weekend in 2018 thanks to in-game content deals and big releases […]

  • Worldwide digital games market: October 2019

    November 22nd, 2019

    Consumers spent $8.84 billion digitally across all games in October. Combined spending across console, PC and mobile was down 3% year-over-year primarily due to a sharp drop off in the console segment, which faced a difficult comparison against the Red Dead Redemption 2 launch last year. Mobile grew 7% as it continues to be a […]

  • Russia to Become the Third Biggest European Market for Video Games

    November 22nd, 2019

    SuperData and Wargaming have published a detailed report today on the current state and development prospects of the gaming market in the Commonwealth of Independent States (CIS).  According to the report, the CIS region has a number of notable distinctions, which primarily relate to how much money gamers spend on video games. The average revenue […]

  • Call of Duty Mobile Players Spend 86% More Time In-Game Compared To Fortnite Mobile

    November 7th, 2019

    Karim Lahlou | Director of Research Activision’s (NASDAQ: ATVI) strategy of extending their best-selling PC and console titles to smartphones is paying off. In its first 14 days after launch, gamers spent an average of 58 minutes a day playing Call of Duty Mobile, an 86% increase over the 31 daily minutes players averaged in […]

  • Players aren’t spending on Fortnite like they used to

    November 6th, 2019

    Courtney Sanders | Research Analyst   For years, the sale of additional in-game content has been the lifeblood of revenue streams for premium and free-to-play games alike. A majority of total PC revenue (85%) and almost half of total console revenue (48%) was generated by in-game spending in 2018. However, only the mobile segment has […]

  • Latest SuperData report focuses on the attitudes and habits of preteen gamers

    October 30th, 2019

    SuperData, a Nielsen company, today released an in-depth study on preteen gamers ages 7-12 years old. Download the market brief here.   Preteens are the latest generation of video gamers with more access to games than any other age group before them. Overall, the 7-9 year-olds are more likely to play on mobile devices like […]

  • SuperData XR Q3 2019 update

    October 24th, 2019

    Here are the updates from SuperData’s Q3 XR market report.   2019 earnings from consumer sales of VR headsets are set to grow 16% over 2018. However, enterprise headset revenue is on track to jump by 69% during the same period. Businesses have been sold on the potential of VR. Enterprise customers are rapidly adopting […]

  • A KFC dating sim and 4 other ways to reach Millennials and Gen Z through games

    October 16th, 2019

    Bethany Lyons | Research Analyst   Gaming is now a truly mainstream form of entertainment among US consumers, and it is imperative that brands and advertisers understand how to use the medium to reach Millennial and Gen Z gaming* audiences. Games account for one-quarter (27%) of their time spent consuming media, meaning at least one […]

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