Worldwide digital games market: November 2016
December 20th, 2016 | Permalink
The video game market’s total digital revenue increased 13% year-over-year in November 2016 to $6.7 billion.
Subscribers to the SuperData Arcade have access to detailed performance data on the world’s most popular digital games across PC, console and mobile.
Mobile, Premium PC, Console, and Free-to-play MMO experienced year-over-year growth, with console seeing the largest gain of 35% due to the release of FPS blockbuster Call of Duty: Infinite Warfare and sustained revenues from Battlefield 1. Call of Duty: Infinite Warfare stumbled out of the gate, down 27% from Black Ops III in the same month last year. Mobile continues to show a healthy growth rate of 19% while Free-to-play MMO had a smaller growth-rate of 3% due to increasing saturation between major titles. Call of Duty: Infinite Warfare had a significantly weaker performance on PC than console, resulting in a smaller Premium PC growth rate of 18% year-over-year. Social revenue stayed flat at 2% while Pay-to-play MMO contracted by 22%.
Pokémon GO continues to top rankings with $128 million in November revenue as Niantic prepares for winter with physical location promotions. Although Pokémon GO is still generating impressive revenue, harsh winter weather is a major threat for the title. In response, Niantic is partnering with Sprint and Starbucks to turn select indoor locations into Gyms and Pokéstops. Starbucks will also be serving a new Pokémon themed Frappuccino.
In the wake of Pokémon GO’s sustained success and Super Mario Run’s release, Sony is committed to following Nintendo into mobile. Sony’s new internal mobile studio, ForwardWorks, revealed its upcoming roster of titles. Like Nintendo, the company is focusing heavily on leveraging classic franchises that resonate with PlayStation console players, including Hot Shots Golf, Parappa the Rapper, Arc the Lad and Wild Arms.
Clash of Clans and Clash Royal earned a combined $210 million in November and the Clash franchise is getting its own animated cartoon series. Clash of Clans and Clash Royal are still among mobile’s top earners, but that hasn’t stopped Supercell from taking a lesson from Rovio on the value of gaming IP. Clips of animated cartoon Clash-a-Rama! have been available for some time, but Supercell has recently begun creating full 10-minute episodes of the mini-series, with creative help from Simpsons screenwriters and Futurama animators.
Oculus has been proactive about getting consumers to try VR hardware via pop-up exhibitions, but Valve wants to democratize the process with a new SteamVR licensing model. PC VR companies have realized the importance of getting consumers to directly experience high-end VR. Oculus’ approach has been to set up brick and mortar exhibition centers in areas with high foot-traffic, but Valve wants to support the development of 3rd party VR Cybercafés carrying Vive hardware with formal licensing agreements. If successful, the move has the potential to extend HTC Vive’s 2016E sales lead over Oculus into 2017E.