However, Tencent's
total games revenue was RMB 117,900 million for the year.
Mobile games revenue is the fastest growing segment and is projected to overtake PC online games this year, making up nearly two thirds of
total games revenue in 2022.
Mobile game revenue is the fastest growing segment and is projected to overtake PC online games in 2018, making up 58 % of
total games revenue in 2021.
If we would include Supercell's revenues, acquired by Tencent in June of last year, Tencent's
total game revenues would increase to $ 12.5 billion for 2016, or 13 % of the total global games market.
Not exact matches
The study states that every city with an NFL franchise stands to lose about $ 160 million in
revenue ($ 20 million per home
game), $ 5 billion
total, and an aggregate of 115,000 jobs.
An HTC spokesperson said that the company wants to grow its enterprise business to represent 30 % of its
total VR
revenue by 2020, which means video
gamers would still account for the bulk of VR sales.
As the graph below shows, licensing, publishing, and
games revenues comprised 70 %, or $ 829 million, of DCPI's
total revenues in fiscal 2Q16.
Meanwhile,
total worldwide mobile
revenue for Fortnite has surpassed $ 15 million gross, with about $ 10.5 million paid to Epic Games, in just 20 days since the
game began monetizing on March 15.
Tencent's mobile
games business accounted for RMB 9.9 billion of
revenue in Q3 2016, that's up 87 percent annually and a large chunk of the RMB 18.2 billion that Tencent's
total gaming business — PC and mobile — clocked in the quarter.
It was revealed a month ago that the Gunners were going to freeze ticket prices for next season, but that hardly matters as figures released today show that the Emirates generates more matchday
revenue than any other club in the world with a
total of # 101.84 million last year, narrowly ahead of Real Madrid, who made # 100.12 m from
games at the Bernabeu, and Barcelona, with a
total of # 90.17 m. Manchester United are next on the list, generating # 87.96 m from Old Trafford while Chelsea are sixth with # 71.84 m made from Stamford Bridge.
There are other ways for a club to make money — jersey sales, sponsorships, miscellaneous commercial deals, stadium usage, and of course,
game - day tickets — but the Premier League's broadcasting
revenue alone was higher than the
total revenue accrued by every league on the planet other than the Bundesliga.
Broadcasting
revenue totalled # 194.1 million, up 38 %, while matchday
revenue reached # 111.6 million, a gain of 4.7 %, attributed chiefly to playing two more home
games than in 2015 - 16.
This was a full # 62m increase on the previous season's
total revenue figure of # 302m - a season which saw the club play a lot more
games at Anfield, participate in the Europa League and indeed reach the finals of two cup competitions (said European competition and the League Cup).
In
total, the Summer of Arcade
games listed in the top ten sold over 1.1 million units and grossed $ 15 million in
revenue.
The
total global
revenue in the learning
games market in 2012 was $ 3,912 million and with a five year CAGR of 18 %, this
revenue is expected to reach $ 8,958 million in 2017.
Film and
games rental now contributes $ 49 million out of a
total revenue of $ 149 million with the remaining sales coming from
games, music and DVD retail, telephony retail and electronics retail.
In fact, while that
game has barely managed to reach one - tenth of Super Mario Run's
total downloads, it recorded a bigger
revenue than Nintendo's endless runner.
(For the record, the «
total mobile and handheld» numbers combine
game revenue data for phones, tablets, and portable consoles like the PlayStation Vita and Nintendo DS.)
Every single metric you can imagine grew: the overall number of
games sold, the audience, the
total revenue and so on.
The APAC territories will generate $ 51.2 billion this year, or 47 % of
total global
game revenues.
Recently, the company has been making moves to expand its
games business via indie
games publishing, WeChat Mini
Games and now Serious
Games to grow both the number of users and
total revenue.
Recurrent consumer spending (virtual currency, downloadable add - on content and online
games) grew 18 % year - over-year and accounted for 57 % of GAAP digitally - delivered net
revenue, or 31 % of
total GAAP net
revenue.
According to the Minecraft stats page, the
game has 1,813,527 paying customers, which puts the
total revenue for the
game at over $ 23 million, or just about $ 33 million.
It shows that
gamers worldwide will generate a
total of $ 99.6 billion in
revenues in 2016, up 8.5 % compared to 2015.
China's video
games market was estimated to be worth US$ 32.5 billion last year, which helped push
total global
games revenue to a record US$ 116 billion, according to research firm Newzoo.
The mobile
games market in particular is expected to soar from $ 10 billion in 2013 to $ 29 billion in 2018; 30 percent of
total games software
revenue.
By 2016, the segment of the home consoles share will increase to 42.6 % of video
game market
total revenue, or 35 billion EUR
These charts are sorted by number of downloads from PlayStation Store, rather than
total revenue, and free - to - play
games are not included (though we're looking to add a separate chart for those in future installments of this post).
It was the
Game Software segment which remained the biggest and most profitable segment for Koei Tecmo once again accounting for 66 % of
total revenue for the year.
Wijman said boxed and downloaded PC
games contributed 35 percent, while console
games contributed 14 percent of the
total revenue.
The Asia - Pacific territories are also anticipated to yield US$ 51.2 billion, or 47 percent of
total global
game revenues this year alone, according to the Malaysian Reserve.
The Asian market has seen huge growth for Koei Tecmo and now accounts for more than 10 % of
total revenue for the full fiscal year and 15 % of
game unit sales.
Koei Tecmo's
Game Software segment saw
revenues increase 1.7 % in
total as declines in Japan, North America and Europe were offset by increases in Asia.
That represents that around 16 % of
total games software
revenue came from digital console.
[Note:
Revenue amounts refer to the
total revenues generated by that studio's
games at UK retail in 2007.
The
Game Software segment saw
revenues decrease by 10 % to ¥ 8.873 m, Operating profit also saw a higher drop of 31.6 % to 1,611 m.
Total software sell in exceeded 2.1 million units worldwide which is down 27.5 % compared to the year prior.
Over the
game's five - year lifetime, we estimate
total digital content
revenues to ring in at $ 93M for microtransactions, and $ 344M for DLC.
If we're to compare
revenue totals for 2010, the figures can vary between different analysts, but DFC Intelligence put the global
games industry figure at $ 66bn.
Call of Duty have made $ 11 billion in
total lifetime
revenue, which means they are selling one copy every two seconds, and
totalling to 175 million copies of the
game.
In
total, Andrew has $ 2 billion in F2P
revenue experience across 60 PC, web and mobile
games.
Net
revenue from Tencent's
games amounted to a little over RMB 117,900 million ($ 18.7 billion), accounting for approximately 49.5 % of Tencent's
total revenue.
«Perhaps the biggest stock negative from the BF2 MTX issues is the potential negative impact on FY19 MTX
revenues... That said, even with 12mn in
total units sold and an average of $ 10 of MTX per
game sold, BF2 could still do over $ 100mn in MTX.»
Net
revenue from console
games increased to 84.8 % of our
total net
revenue for the nine months ended December 31, 2015 as compared to 79.3 % for the same period in the prior year, as this year's results benefited from the recognition of previously - deferred
revenue from the console versions of Grand Theft Auto V and Grand Theft Auto Online.
Our China
Games Market Data Report states that
total TV
games revenue will account for 1.2 % of the
total gaming market in China by 2021.
Net
revenue from console
games increased to 85.8 % of our
total net
revenue for the three months ended December 31, 2015, as compared to 83.4 % for the same period in the prior year, as this year's results benefited from a higher percentage of net
revenues generated from the PS4 and Xbox One versions of Grand Theft Auto V and Grand Theft Auto Online.
This all amounts to a
total revenue exceeding $ 110 million, which is more than double what was made in the
game's first six months and exponentially higher than the $ 2 million spent developing the
game.
In terms of
revenue, the toys,
games, and peripherals that make up the Skylanders brand have raked in a massive
total of $ 1.5 billion worldwide.
Within 24 hours since launch, more than 2 million players have downloaded the
game, reaching a
total revenue of more than $ 2.9 million.
Juniper Research, in a new mobile
games report, said worldwide
revenues from mobile in -
game purchases
totaled $ 2.1 billion in 2011 and are expected to grow to $ 4.8 billion by 2016.
Meanwhile,
total worldwide mobile
revenue for Fortnite has surpassed $ 15 million gross, with about $ 10.5 million paid to Epic Games, in just 20 days since the
game began monetizing on March 15.