Joost van Dreunen, co-founder of SuperData Research and its former CEO, has written a book titled One Up: Creativity, Competition, and the Global Business of Video Games. It’s coming out today, October 6.
With no E3 this year, platform holders and Ubisoft still generated massive viewership numbers on Twitch. In fact, “decentralized announcement events” that big companies had to run this year brought more viewers than E3 2019 did….
The latest review of digital sales has arrived from SuperData. Last month, gamers spent $10.2 billion on digital copies of games. This is 3 percent below the April figure.
In 2020, extended reality hardware and software revenues will bring in $6.3 billion, according to revised estimates by SuperData. That’s down from $7.7 billion the analytics firm previously projected.
Last week, SuperData released a report claiming that Fortnite’s revenue has “hit their lowest level since November 2017.” Yesterday, Epic Games issued the following statement: “SuperData does not and has not ever had access to…
In 2020, XR market will be worth $8.5B. With that in mind, SuperData launched the first business intelligence platform that covers global and regional virtual reality (VR), augmented reality (AR) and mixed reality (MR) segments.
The last month of summer saw consumers spend $8.9 billion on digital copies of video games globally. 62% of this amount was spent on mobile.
According to SuperData, American millennials (people 25-34) spend on average $112 per month on gaming. That’s the highest spending of any age group.
In April, players spent $ 8.86 billion on digital copies of console, desktop and mobile games. That’s a 7% increase from April 2018.
In March, users spent $ 8.7 billion on digital copies of games. This is a 3% drop from the spending in March 2018.