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Digital and physical game sales in the U.S. from 2009 to 2017
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Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery format
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- Release date
- May 2018
- Region
- United States
- Survey time period
- 2009 to 2017
- Supplementary notes
-
* Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming.
Figures for periods prior to 2010 come from previous reporting.
- Region
- United States
- Survey time period
- 2009 to 2017
- Supplementary notes
-
* Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming.
Figures for periods prior to 2010 come from previous reporting.
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Everything On "Online gaming " in One Document: Edited and Divided into Handy Chapters. Including Detailed References.
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- Overview
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)Leading gaming markets worldwide 2018, by revenue
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)PC online game market value worldwide 2011-2020
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)Digital games industry revenue in the U.S. 2016, by category
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery formatDigital and physical game sales in the U.S. from 2009 to 2017
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)Global consumer internet subsegment traffic 2017-2022
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)Online gaming traffic in North America 2011-2016
- Industry leaders
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)Game revenues of global companies 2014-2017
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)Activision Blizzard's revenue from 2015-2018, by platform
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)Electronic Arts' quarterly digital revenue Q1 2016 - Q3 2019, by type
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)Square Enix's sales from from 2009 to 2018, by segment
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)Zynga's revenue from 2008 to 2018, by segment
- Nexon's revenue from 1st quarter 2011 to 3rd quarter 2018 (in billion yen)Nexon quarterly revenue Q1 2011 - Q3 2018
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)King annual revenue 2010-2018
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)Supercell annual revenue 2012-2018
- Online gamer profile
- Number of online console gamers in the United States from 2014 to 2020 (in millions)Number of online console gamers in the U.S. 2014-2020
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by deviceAverage time spent playing multiplayer online games in the U.S. 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by genderShare of U.S. gamers playing MMO games 2016. by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age groupShare of U.S. gamers playing MMO games 2016. by age
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016Online gaming among senior gamers in the U.S. 2016
- Online gaming platforms
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)Number of Xbox Live MAU Q1 2016 - Q2 2019
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)Number of PlayStation Plus subscribers worldwide 2014-2018
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016Gaming subscription reach in the U.S. 2016
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)Number of Steam users 2012-2018
- Number of daily and monthly active Steam users worldwide in 2018Number of Steam DAU and MAU 2018
- Social gaming
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market worldwide 2010-2020, by type
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020, by type
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)Facebook most popular game DAU 2019
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)Facebook: most popular game MAU 2018
- Game rankings
- Number of online articles mentioning selected game titles worldwide in 2016Most mentioned game titles worldwide in 2016, by number of online articles
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)Leading F2P MMO games worldwide 2017, by revenue
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)F2P & P2P MMO games market value worldwide 2016, by region
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)Leading PC and mobile MMO games 2016, by revenue
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)Most played games on Steam 2018, by peak player count
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)Most played games on Steam 2018, by average players per hour
- Leading games
- Growth in player base of leading MMO/MOBA games worldwide in November 2017Player base growth of leading MMO/MOBA games worldwide in November 2017
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)PUBG console and PC player base worldwide 2018
- Number of Overwatch players worldwide as of May 2017 (in millions)Number of Overwatch players worldwide 2018
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)Number of Hearthstone: Heroes of Warcraft players worldwide 2018
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)Estimated number of World of Warcraft subscribers 2015-2023
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)DOTA 2 MAU worldwide 2019
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)Number of League of Legends MAU 2011-2016
- Frequently played online games in China in 2011, by type of game
- Europe: share of people who play online computer games 2013, by age group
- Europe: share of people who play computer games online 2013, by country
- Growth in the market volume of chargeable online games in China by 2013
- U.S. computer and video game sales from 2009 to 2015, by category
- Brazil: consumer spending on gaming 2016-2021
- Market volume of fee-based online games in China up to 2013
- Number of video games sold in Norway 2015, by platform
- Brazil: consumer spending on gaming 2016-2021, by platform
- Duration of gaming sessions by game type in France 2014
- Share of households using PCs to play video games in New Zealand 2013-2017
- Penetration of computer gaming in European countries Q1 2018
- Retail sales value of video games in Denmark 2015, by platform
- Quarterly revenue of Electronic Arts from Q3 2010 to Q3 2019
- Monthly active and unique users of free-to-play MMOs in Sweden 2013-2015
- Services used for digital computer software consumption in the UK as of May 2015
- Number of registrations in online games in Spain 2014, by operator number and gender
- Cloud-delivered digital content management services: Global market 2009-2015
- Proportion of players in online game operators Spain 2014, by age group
- Maintaining personal content when switching communications providers in Italy 2015
- Video games in Sweden
- Video games in Italy
- Online gaming
- Video game industry in Spain
- Essential Facts About the Computer and Video Game Industry 2018
- Essential Facts About the Computer and Video Game Industry 2017
- NetEase Annual Report 2017
- NetEase Annual Report 2016
- Video game industry in Europe
- Online gaming in the United Kingdom (UK)
- Counter-Strike: Global Offensive
- eSports and (online) gaming in the Benelux region
- Gamers & gaming in the United Kingdom (UK)
- Online gaming in India
- Mobile gaming in the U.S.
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)
- Number of daily and monthly active Steam users worldwide in 2018
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)
- Number of Overwatch players worldwide as of May 2017 (in millions)
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)
- Share of people who use the internet to play computer games, interactive or not in Europe in 2013, by country
- Computer and video game sales in the United States from 2009 to 2015, by category (in billion U.S. dollars)
- How much time do people spend playing games in France 2014, by gaming session duration and game type
- Revenue of Electronic Arts from fiscal 3rd quarter 2010 to 3rd quarter 2019 (in million U.S. dollars)
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery format
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)
- Nexon's revenue from 1st quarter 2011 to 3rd quarter 2018 (in billion yen)
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)
- Annual sales revenue generated by Gameloft from 2006 to 2017 (in million Euros)
- Annual online games revenue generated by Tencent Holdings from 2010 to 2017 (in billion yuan)
- Net sales and operating income of Sony's game and network services (G&NS) in the fiscal years 2012 to 2017 (in billion yen)
- Number of online console gamers in the United States from 2014 to 2020 (in millions)
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age group
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)
- Number of online articles mentioning selected game titles worldwide in 2016
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)
- Growth in player base of leading MMO/MOBA games worldwide in November 2017
- Frequently played online games in China in 2011, by type of game
- Share of people who use the internet to play computer games, interactive or not in Europe in 2013, by age group
- Growth in the market volume of chargeable online games in China between 2004 and 2010 with a forecast for 2013 (compared with the previous year)
- Consumer spending on gaming in Brazil in 2016 and 2021 (in million U.S. dollars)
- Market volume of fee-based online games in China between 2003 and 2010 including a forecast up to 2013 (in billion yuan)
- Number of video games sold in Norway in 2015, by platform
- Consumer spending on gaming in Brazil from 2016 to 2021, by platform (in million U.S. dollars)
- Share of households using personal computers to play video games in New Zealand from 2013 to 2017
- Share of computer gamers in France, the United Kingdom (UK), Germany and Spain in 1st quarter 2018
- Retail sales value of video games in Denmark in 2015, by platform (in 1,000 euros)
- Number of monthly active and unique users of free-to-play MMOs in Sweden from 2013 to 2015
- Which sites or services have you used in the past three months to download, stream/access, or share computer software through the internet?
- Number of online game operators in which the same active player is registered in Spain in 2014, broken down by gender
- Global market forecast of digital content management services from 2009 to 2015 (in million U.S. dollars)
- Percentage distribution of total players in online gaming operators in Spain in 2014, by age group
- Importance of maintaining personal content stored online when switching communications service provider in Italy in 2015
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