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Video Game Content Sold Up 1% in 2013
The NPD Group, the authority on consumer information in the video game arena, released their 2013 Games Market Dynamics: US* Report.
“Growth in digitally distributed content is vital to overall industry health,” said Liam Callahan, industry analyst, The NPD Group. “Since this is such a topic of high interest to the industry, we recently conducted additional in-depth research into consumer behavior with regard to digital content acquisition, and found that 36 percent of the US population ages 13 and older was playing games acquired digitally, with incidence highest among teens and young adults. Interestingly, however, there is no particular point after age 25 where incidence declines significantly.”
“The bottom line is that the overall games market is growing,” said Callahan. “NPD reported declines in content and hardware spending in both 2011 and 2012, so the growth in 2013 is a positive indicator for future market growth as we enter the first full year with all three new consoles on the market.”
$6.34 billion spent on new physical video and PC game software
$1.83 billion on other physical forms of content (used and rental)
$7.22 billion generated by content in digital format (full game and add-on content downloads, subscriptions, mobile games and social network games)
The estimates are published in NPD’s report, Games Market Dynamics: US – released by The NPD Group in February 2014 - and are derived leveraging NPD’s portfolio of physical POS tracking (Retail Tracking Service) and consumer research including the Games Acquisition Monitor, Video Game and PC Game Subscriptions Report and Consumer Tracking Service. It also incorporates consumer spend estimation provided by NPD retail and publisher partners, and calibration with third-party sources.
*The NPD Group has enhanced its Games Market Dynamics information in conjunction with retail and publishing partners, and third-party sources to allow for improved visibility into alternative channels. Due to these periodic updates, care should be taken when comparing any data in this press release to prior Games Market Dynamics press releases.