• Digital card games revive stagnant retail business, reaching $714MM by 2014E

    July 18th, 2012

    Originally invented as a ‘casual’ game to play in between role-playing sessions at tournaments, collectible card games (CCGs) today are one of the fastest growing segments among online games. In 2011 worldwide sales totaled $2.1 billion, after a quick recovery from the recession, and grew 7% in 2010 and 9% in 2011. This remarkable growth, in […]

  • Global MMO Games Spending Exceeds $12 Billion

    July 12th, 2012

    SuperData Research and Newzoo reveal complex dynamics behind growth in extremely competitive MMO market AMSTERDAM / NEW YORK, 12 July 2012 – Fresh research and analysis by SuperData Research and Newzoo has revealed the complex dynamics behind growth of the MMO games market. Both companies estimate the global MMO games market to rise above $12bn […]

  • Free-2-Play doesn’t kill consoles. Consoles kill consoles.

    June 28th, 2012

    The emergence of a mainstream gaming audience is changing the industry. A characteristic of this audience is that it requires a lower barrier to opt in, also known as free-2-play monetization. The habits and preferences of the average gamer today demand that publishers make their games more accessible, both in terms of technology and pricing. […]

  • ARPPU social games $37.59 in April, overall conversion rate 2.5%

    May 17th, 2012

    The social games industry is maturing. The emergence of more complex and more challenging games has a positive effect on the overall industry. Despite a drop in the average monthly spending, we also recorded a substantial increase in the overall conversion rate among social gamers.

  • Hardcore social gamers now outspend mainstream gamers 2 to 1

    May 1st, 2012

    As a genre that has quickly gained popularity, hardcore social games present an important indication on where the social games market is headed next. After the explosive growth of the overall social games market in terms of users, the next evolutionary step centers on game companies targeting a specific audience segment rather than developing games […]

  • Why your game should be F2P

    April 11th, 2012

    If you were to believe free-to-play (F2P) evangelists like ngmoco’s Ben Cousins or PopCap’s Giordano Contestabile, then anyone asking whether or not free-to-play is a fad has missed the boat. It’s not the future anymore, they argue, because it’s already here. And from the looks of it, they’re right. Here’s three reasons why.

  • F2P mobile gamers spend between $8 and $15 per month

    March 28th, 2012

    If last week”s $200MM acquisition of OMGPOP by Zynga proves anything, then it”s that the mobile gaming sector is heating up! And so we”re proud to release the research brief on mobile gamers we did for our friends at Casual Connect. In this brief, we provide several key findings and estimates for this growing sector. […]

  • Bringing back the arcade: mobile payment as a games industry innovation

    March 22nd, 2012

    Video games have long been the realm of the early technology adopter. Historically speaking, ongoing improvements and technical innovations were a key characteristic of the video games business. Back in 1985 Nintendo, for instance, launched in the U.S. with a “Robotic Operating Buddy”, or R.O.B., to elevate the image of the home console above being a […]

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