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Software revenue of the U.S. video game industry from July 2016 to July 2018 (in million U.S. dollars)

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Software revenue of the U.S. video game industry 2016-2018 This statistic contains data on the software revenue of the U.S. video game industry. In July 2018, physical video game software sales in the United States amounted to 246 million U.S. dollars.
Worldwide video game software revenue – additional information

Computer software refers to computer programs or libraries which are stored in a computer’s memory. PC games refer to video games played on a personal computer rather than a console or arcade machine. In 2012, the PC gaming software sales revenue worldwide reached 20 billion U.S. dollars. It is believed that games such as Diablo 3 and Minecraft were important contributors to 2012’s successful year. A year later, this total rose to 23.5 billion U.S. dollars and gaming experts predict that in 2017, the global PC gaming software sales revenue will reach 32 billion U.S. dollars.
In May 2014, multiplatform players worldwide, which refer to gamers who play on both PCs and consoles, were questioned about their estimated annual spending on gaming software, by platform. In the 12 months leading up to May 2014, it was found that an average PC console gamer had spent 350.52 U.S. dollars on PC gaming software and in the next 12 months, they planned to spend a further 317.38 U.S. dollars on PC gaming software. The average spending on software, during the same time period was higher for PC platforms that it was for current and older generation consoles.
When it comes to the future value of the worldwide video game market, by segment, home console software and online computer software are expected to generate over 20 billion euros each in 2018, which is far higher than that expected of home console hardware and handheld console hardware.
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Description Source More information
This statistic contains data on the software revenue of the U.S. video game industry. In July 2018, physical video game software sales in the United States amounted to 246 million U.S. dollars.
Worldwide video game software revenue – additional information

Computer software refers to computer programs or libraries which are stored in a computer’s memory. PC games refer to video games played on a personal computer rather than a console or arcade machine. In 2012, the PC gaming software sales revenue worldwide reached 20 billion U.S. dollars. It is believed that games such as Diablo 3 and Minecraft were important contributors to 2012’s successful year. A year later, this total rose to 23.5 billion U.S. dollars and gaming experts predict that in 2017, the global PC gaming software sales revenue will reach 32 billion U.S. dollars.
In May 2014, multiplatform players worldwide, which refer to gamers who play on both PCs and consoles, were questioned about their estimated annual spending on gaming software, by platform. In the 12 months leading up to May 2014, it was found that an average PC console gamer had spent 350.52 U.S. dollars on PC gaming software and in the next 12 months, they planned to spend a further 317.38 U.S. dollars on PC gaming software. The average spending on software, during the same time period was higher for PC platforms that it was for current and older generation consoles.
When it comes to the future value of the worldwide video game market, by segment, home console software and online computer software are expected to generate over 20 billion euros each in 2018, which is far higher than that expected of home console hardware and handheld console hardware.
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Release date
August 2018
Region
United States
Survey time period
July 2016 to July 2018
Special properties
physical and full game digital formats from the Steam, PSN, and Xbox Live platforms
Supplementary notes
Figures other than for July 2016 and 2017 come from previous publications.
The NPD Group highlights that the data above represent retail revenue figures, and that there are separate estimates for video game content sold through other means. They are providing quarterly estimates of those extra-retail sales, including mobile games, downloadable content, and casual games, along with other segments.

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