A staggering $1.85 billion was spent on video game content outside of physical video and PC game hardware and software in the U.S. during the first quarter. The number represents just over 31% of total spending on video games in the U.S., which came in at $5.9 billion in the first quarter of 2011. The impressive stat is noted by The NPD Group in its latest Games Industry: Total Consumer Spend report, which includes used game purchases, game rentals, subscriptions, digital full-game downloads, social network games, downloadable content and mobile games in this emerging category. The firm notes that physical retail channels still accounted for the the majority of industry sales in the first quarter, but the fact that these newer gaming channels such as social gaming and mobile gaming have grown to encompass nearly a third of the U.S. gaming industry so quickly speaks volumes to where gaming might be headed in the future. The NPD Group’s full press release follows below.
Image source: Kristen Lanae
RESEARCH SHOWS ADDITIONAL $1.85 BILLION SPENT ON VIDEO GAME CONTENT FOR FIRST QUARTER 2011
Total Consumer Spend on Hardware, Content, and Accessories in the U.S. Estimated at $5.9 Billion
PORT WASHINGTON, NEW YORK, July 11, 2011 – According to the Q1 2011 Games Industry: Total Consumer Spend report from leading market research company, The NPD Group, in addition to the $2.03 billion spent in the U.S. by consumers on new physical video and PC game software in the first quarter of 2011, the total consumer spend on content via other monetization methods, including used games, game rentals, subscriptions, digital full-game downloads, social network games, downloadable content, and mobile games, is estimated at $1.85 billion. The total amount spent by consumers on hardware, content and accessories is estimated at $5.9 billion, an increase of 1.5 percent versus Q1 2010.
“While the new physical retail channel still generates the majority of industry sales, our expanded research coverage allows us to assess the total consumer spend across the growing number of ways to acquire and experience gaming, including mobile apps and downloadable content,” said Anita Frazier, industry analyst, The NPD Group. “Through a combination of point-of-sale and consumer research tracking, The NPD Group is providing an expanded, more comprehensive measure of a dynamic and rapidly evolving games industry.”