2016 hasn’t ended yet and December still has some days to go, but that hasn’t stopped Superdata Research from tallying up their total for 2016 when it comes to the revenue intake of the global gaming industry.
According to GamesIndustry.biz, Superdata estimated that the gaming industry brought in $91 billion in 2016. That’s up 18% from the $74 billion they estimated for the gaming industry in 2015.
The numbers get a bit hazy, though. Over on the Superdata Research website, they report that mobile gaming alone brought in $41 billion thanks to Clash Royale and Pokemon Go. They also mention that digital software sales for consoles totaled $6.6 billion, while PC gaming totaled up to $34 billion.
I’m sure NewZoo and Price Waterhouse Cooper might also have some different stats to reveal in regards to the revenue of 2016 when it comes to gaming.
More interesting than the basic stats was Superdata’s attempt to side-step the abysmal failure that is virtual reality.
They only have a blurb on the site in regards to the 2016 report, mentioning…
“A high price point, the absence of a strong content line-up, and difficulties with properly delivering through retail cooled consumers’ expectations of the Oculus. We expect firms with more experience in hardware manufacturing like Sony and HTC to take the lead in 2017.”
There’s nothing that incites more confidence in an emerging product than to completely forfeit talking about how much money it didn’t make. Superdata, earlier in the year, had kept downgrading their forecast for VR, so it’s no surprise that they eventually avoided listing a number altogether. Michael Pacjter from Wedbush Morgan Securities just came out and said that profitability for VR is about three to five years away.
E-sports on the other hand was valued at around $892 million for 2016. Not bad.
With all the censorship, identity politics and nonsense disrupting gaming markets, I wonder if the industry will be able to recover in 2017?
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