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Posts tagged: sales

Sales of Console Hardware in Australia

The table below shows the sales of all of the current generation consoles in Australia from their launch until 31/12/09.

Platform                                                                       Total Units

Nintendo DS                                                                2,546,222

Nintendo Wii                                                               1,713,766

Playstation 2                                                               2,549,463

Playstation 3                                                                 770,000*

Playstation Portable                                                   604,022

Xbox 360                                                                        850,000*

 

Source GfK Retail Sales

*GfK Retail Sales + Internal B2B data

Games Sales Resilient in 2009 Despite Tough Economic Climate

-Video Game Sales Crack $2 billion in 2009-

Sydney, January 20, 2009 – Australia’s interactive gaming and entertainment industry continues to hold its own achieving a record sales result of just over $2 billion for the 2009 calendar year.

Despite last year’s challenging economic climate, sales data compiled by independent market research group GfK Retail and Technology Australia reveal video and computer gaming sales record of $2.05 billion – an increase of 4 per cent from 2008.  The data includes all sales from hardware, gaming peripherals and traditionally boxed software, yet excludes revenue generated from online retail sales, downloadable content, online games subscriptions and games delivered to mobile phones.

‘Family Games’ remain key to the industry’s stability proving to be the best selling genre for the second year in a row.  27 per cent of all games sold were from the ‘Family Games’ genre – up 11 per cent from 2008.  The second most popular genre was Action, making up 15 per cent of all games sold.

According to Ron Curry, CEO of the Interactive Games and Entertainment Association (iGEA), the healthy sales results highlight the buoyancy of Australia’s video and computer gaming industry, particularly compared to overseas gaming markets that have not seen increases in sales due to the economic turbulence of the past 12 months.

“Australia’s interactive entertainment industry continues to maintain sales despite the global economic slowdown.  Video games remain a popular household pastime that can be played by the entire family.  Whilst a modest increase, we need to view this against a very tough economic environment and avoid comparing it to last year  where consumers  used their Government stimulus package to invest in a form of entertainment that brings the whole family together and can be enjoyed time and time again,” said Curry.

Software sales increased by 6 per cent from last year and hardware sales remain steady with 2.247 million units sold in 2009 compared to 2.249 million units sold in 2008.

Sales for gaming peripherals also experienced an increase of 31 per cent, which is no surprise considering the sheer number of households in the country that now have consoles.

“Despite a challenging economic climate, interactive entertainment has proven to offer families good value entertainment.  We expect that in 2010 the industry will continue to maintain its steady sales performance as playing video games becomes as popular as watching television or surfing the net,” said Curry.

Healthy three quarter sales signals plenty of Christmas cheer for Australia’s Interactive Games Industry

With just one quarter to go, retail sales for video and computer games are poised to outstrip last year’s record figure that fell just short of $2billion ($1.96billion).

Sales data from independent market research group GfK Retail and Technology Australia has the industry tracking 8.3 per cent higher by the end of September, compared to the same period last year.

Sales of console hardware has risen 10 per cent, and game sales are up 5 per cent to $716 million with the Christmas bonanza still to come.

Ron Curry, CEO of the Interactive Games and Entertainment Association said,” The rise of family entertainment as a genre continues to underpin much of the industry’s growth – family console games now account for 32 percent of all games sold, followed by action (13.2%).”

“Family entertainment games outstripped action games for the first time last year, accounting for 28 per cent of all games software sales whilst action games accounted for 15.5 per cent.
Interactive games are played by all generations across the entire household and publishers continue to produce quality games to meet the demand. In terms of classification, 67 per cent of all sales were generated from G or PG rated titles,” Ron said.

“Christmas will see iGEA members delivering a number of highly anticipated games, along with some surprises, which should see sales surpass the records set in 2008.”

“Australia’s interactive games industry continues to see healthy growth now that video and computer gaming has become as mainstream in popularity, as watching television or surfing the net,” Mr Curry said.

Video Games are a social network

VIDEO games are fast becoming one of the most social forms of entertainment around, writes IGN Australia Games Editor Cam Shea.

A quiet revolution is taking place in the world of videogames. Gaming is being transformed: what was once regarded as a solitary pursuit for nerds is becoming one of the most social forms of entertainment.  Read more

Families Turn Their Backs on Violent Video Games

FAMILIES are turning their backs on violent video games in record numbers.

Almost one in three video games sold – in what’s turning out to be another record year for games – is family-friendly.

For every fighting game sold, seven family-friendly titles are being snapped up, the Herald Sun reports.

Read the Full Story at news.com.au

The Value Gamer: Play and Purchase Behavior in a Recession

A Nielsen report on how gamers are responding to the current economic climate.

Read the Report at Nielsen

Is the PC gamer marked for death?

AT first glance, Blizzard Entertainment’s headquarters in Irvine, California looks like any other business campus. Neat paths and fresh cut lawns separate the unremarkable low-rise office buildings.

But that’s when you notice the 12 foot high bronze statue of an Orc riding a wolf and the beach volleyball court it becomes clear – this is the house that Warcraft built.

Read the Full Story at news.com.au

Most of us are gamers, new figures show

No one would deny video games are fun to play. They’re also big business.

Despite gathering economic storm clouds, Australians spent a record $2 billion on games last year, a 47 per cent increase on 2007.

Read the Full Story at news.com.au

Buoyant Video and Computer Game Sales Nudge $2 Billion

-Family games drive record sales in 2008- 

Sydney, 20 January, 2009 – Australia’s video and computer game industry has shown no sign of an economic slowdown by recording its largest ever sales result of $1.96 billion for the calendar year – an increase of 47 per cent from 2007. 

The statistics, compiled by independent market research group GfK Retail and Technology Australia, revealed that sales of ‘Family Games’ have grown by 137 per cent in 2008, making it the number one genre, followed by ‘Action Games’

Sales of games software in 2008 increased 57 per cent from the previous year, game consoles increased 43 per cent and gaming hardware accessories lifted a staggering 68 per cent. 

According to Ron Curry, CEO of the Interactive Entertainment Association of Australia, the results highlight the strength of Australia’s video and computer gaming industry and that entire households are now engaging in interactive entertainment. 

“Sales figures for the past two years actually show that the industry has grown over 112 per cent since 2006. The industry has really witnessed phenomenal growth, which has largely been driven by people playing games together.” 

‘Family Games’ were key to growth with the number of games classified with a G rating growing 58 per cent in 2008, and games rated PG showing a 33 per cent increase in the same period. 

“There is a huge variety of games now on the market, with a wide selection for the entire family as well as specifically for adults, and it’s a great way for people to spend time together.” 

Curry added that despite other business’ experiencing the effects of a turbulent end to 2008, the increase in sales figures for the games industry demonstrated that interactive entertainment has become as mainstream in popularity, as watching television or surfing the net. 

“We have definitely moved past the days of the stereotypical gamer”, he said.

 A recent research report by Bond University, titled Interactive Australia 2009, found that the average age of gamers is 30 years old and 68 per cent of all Australians play video and computer games. 

*Retail sales figures by GfK sales data cover the period 31/12/07 to 28/12/08. IA9 report commissioned by IEAA was conducted by Bond University in October 2008.

Interactive Entertainment Industry Announce Record Sales of 1.5 Billion

The Interactive Entertainment Association of Australia (IEAA) has announced that Australia’s videoand computer game industry has recorded sales of 1.57 billion dollars over the last financial year. The figures indicate an increase of 52.9 per cent on sales of games software, consoles, peripherals and PC games for the previous corresponding period.
The statistics, compiled by an independent market research group GfK Australia, show that the sales of games software increased 55 per cent from the previous year and games console salesincreased by 74 per cent

According to Ron Curry, CEO of the IEAA, these figures highlight the increasing popularity of interactive entertainment enjoyed by a wider range of people.“Today video and computer games have highly advanced technology that supports sophisticated plot lines and rich interactive experiences. Interactive entertainment is no longer marketed towards a niche audience but rather caters to a broad range of tastes and interests.”

“With sales of video and computer games increasing over 50 per cent over the last financial year, it is clear that interactive entertainment is now firmly entrenched as a mainstream activity. More people of all ages and all walks of life are now choosing video and computer games as a regular form of home entertainment.”

Fast Facts

* 60 per cent of players are male and 40 per cent are female
* 8 per cent of gamers are seniors (over 60 years of age
* Women and older Australians are the fastest growing audiences for interactive games
* 35 per cent of gamers are parents

Last month, the IEAA and the Games Development Association of Australia (GDAA) announced an alliance to urge the Australian Government to offer tax incentives for the local interactive entertainment industry, support intellectual property protection and the introduction of an R18+ classification for video games.

The IEAA will be announcing next sales figures in January 2009. For more information about the IEAA and the Australian gaming industry, visit www.ieaa.com.au

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