Tag: dados estatisticos
A malta do superdataresearch.com lançou mais uma estatística relativa ao mês de Maio :)
“A free giveaway of Grand Theft Auto V on the Epic Games Store caused PC player numbers to jump 245% from April to May. Launched seven years ago, the title continues to be a major draw, and the traffic from the promotion crashed the Epic Games Store. PC player numbers were only a quarter lower than the console version and PC revenue more than doubled as players purchased in-game content. Despite the surge in revenue, however, the console version continues to outearn its PC counterpart 4-to-1.
Sid Meier’s Civilization VI, another Take-Two Interactive title, was also given away for free on the Epic Games Store and PC player numbers surged 477%. PC revenue grew by 52% thanks to the promotion and the release of new in-game content, including a season pass.
May’s biggest new release, Minecraft Dungeons, attracted 1.8M players — but elements of its business model limited its revenue potential. The Microsoft title, an action role-playing game (RPG) spinoff, did not earn enough to make it to the top 10 PC games of the month and was only number nine on console. The title had a low upfront price ($19.99), and players on Xbox One and PC did not have to purchase the game directly, since it was available to Xbox Game Pass subscribers.
Peacekeeper Elite from Tencent hit an all-time revenue high and was the highest-earning game overall. The game is a China-localized version of PlayerUnknown’s Battlegrounds Mobile, which also hit a revenue high during May and is especially popular in markets like India and Southeast Asia. The success of the titles shows there is strong demand for fast-paced multiplayer titles on smartphones. Gamers in North America and Europe may prefer to play these types of games on PC or console, but mobile is the platform of choice for hardcore gamers throughout much of the world.
Pokemon GO spending rose 60% month-over-month to thanks to a combination of warm weather and even more options for playing at home. Earnings for the game typically rise during the summer months, and May 2020 was no exception. Earnings reached their highest point since September 2019 and were up 45% year-over-year. Due to COVID-19, developer Niantic began selling remote raid passes at the end of April, which allowed players to join in-game battles without the need to travel to certain physical locations.
Counter-Strike: Global Offensive earnings and player numbers fell from an April all-time-high as competing title Valorant prepared to launch. After months of upward momentum, CS:GO revenue shrank by 9% and user numbers fell 6%. During this time, Valorant, the rival tactical shooter from League of Legends maker Riot Games, was in beta and potentially siphoned away CS:GO players.”
A malta do superdataresearch.com lançou mais uma estatística relativa ao mês de Março, e que referem as vendas do mês de março :)
A malta do superdataresearch.com colocou cá fora (e versão grátis para o publico) mais umas referências sobre as vendas nos últimos tempos, sendo que os destaques são:
as vendas online (formato digital) continuam a subir de ao para ano;
o mobile continua a subir as vendas, enquanto que PC de consolas decresceu (em comparação com o ano passado);
no Japão o jogo Dragon Ball Z Dokkan Battle, subiu as vendas de $24.8M (em janeiro) para $78.0M (em fevereiro);
24 milhões de jogadores andam a jogar o Counter-Strike: Global Offensive;
e a oferta na PSN do Sims 4 fez com que o numero de jogadores na PS4 superasse o numero de jogadores no PC.
(com a referência “SuperData XR Q3 2019” por parte da malta da superdataresearch.com)
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 VR for purposes like employee training and automotive design.
Consumer VR software revenue is on track to earn over $1B for the first time in 2019. Location-based entertainment revenue is set to earn roughly half the total as attractions like Avengers: Damage Control from The Void bring theme-park quality experiences to consumers in a range of venues like malls.
The Valve index sold 46K units in its first quarter on the market. While this was a smaller figure than the quarterly launch numbers of other major VR headsets, Valve’s device is designed to reach the most dedicated enthusiasts given its price of up to $1000.
Oculus Quest sold 180K units during the quarter, nearly double the combined sales figures for the Oculus Rift S and Oculus Go. It’s clear Facebook’s VR efforts in the near-term will be focused on its high-end standalone device. Lifetime sales for the device reached nearly 400,000 units through the end of Q3.
The Quest is poised for a strong holiday season as one of the most “giftable” VR headsets around. The device has the advantage of simplicity since it doesn’t need to be plugged into a powerful PC. Both the Oculus Go (which is a standalone device like the Quest) and the PlayStation VR (which features a recognizable gaming brand) saw big jumps in quarterly sales volume during their first full holiday season on the market.
Harry Potter: Wizards Unite isn’t casting a spell on wallets. Pokémon GO from Niantic had its second-best month ever in terms of revenue in August 2019. Meanwhile, the company’s new title Harry Potter: Wizards Unite had a strong launch in terms of player numbers, but it only earned 1% of the revenue Pokémon GO did from June to August.
What other games are strategy fans playing?
“Stellaris and Total War: Three Kingdoms are some of the most popular strategy titles on PC. However, a SuperData analysis shows that while the titles share a genre, they appeal to distinct audiences. Among gamers who have purchased either title, just 2% have bought both games. This means publishers releasing a strategy game need to focus on a more specific audience than simply “strategy fans.””
Worldwide digital games market: August 2019
“Mobile grows share of total worldwide spending. Consumers spent $8.9 billion digitally worldwide in August across console, PC and mobile, up 2% from last year. Mobile, which was the fastest-growing segment, made up 62% of the total compared to 57% last August.”
Worldwide digital spending declines 1% to $8.9 billion in September. Total spend on console and PC declined 17% and 3% year-over-year respectively, despite a slew of new launches. This more than offset a 6% increase on mobile, which increased its share of the total market to 59% this month.
NBA2K and FIFA’s latest releases were slow out of the gate. In-game spending for the NBA2K franchise grew only 6% in September, while the FIFA franchise declined slightly year-over-year due to an unfavorable comparison against World Cup after-effects last year. This compares to last September, where the two franchises saw combined in-game spending growth of 24%.
Fortnite hits lowest point since launch just before “Fortnite Chapter 2“. We estimate Fortnite revenue across all platforms declined 43% month-over-month in September, marking the worst performing month of revenue since November 2017.
Fate/Grand Order receives a huge boost from China. Fate/Grand Order catapulted into the top spot on our mobile rankings this month with $246 million in revenue, up significantly from $131 million in August and $98 million last September, with the majority of the revenue increase coming from China.
Borderlands 3 marks another solid release for 2K Games. Borderlands 3 sold an estimated 3.3 million digital units across console and PC in September. The average selling price per unit came in at an above-average $69 due to Deluxe Edition sales.
A leitura de estatisticas deve ser lida com muita calma e com ponderação. Contudo é uma fonte de informação acerca dos caminhos que os gamers apostam, e afinal o que é um videojogo sem os seus gamers?
+infos(Sony PlayStation 4 ): LINK