1. Fortnite (1.8 billion).
2. Dungeon Fighter Online (1.6 billion).
3. Honour of Kings (1.6 billion).
4. League of Legends (1.5 billion).
5. candy Crush Saga (1.5 billion).
6. Pokémon Go (1.4 billion).
7. Crossfire (1.4 billion).
8. Fate/Grand Order (1.2 billion).
9. Game for Peace (1.2 billion).
10. Last Shelter: Survival (1.1 billion).
Premium games (PC and consoles)
1. FIFA 19 (786 million).
2. Call of Duty: Modern Warfare (645 million).
3. Grand Theft Auto v (595 million).
4. FIFA 20 (504 million).
5. Call of Duty: Black Ops 4 (487 million).
6. NBA 2K19 (370 million).
7. Tom Clancy’s The Division 2 (370 million).
8. Tom Clancy’s Rainbow Six Siege (358 million).
9. Borderlands 3 (329 million).
10. Sims 4 (311 million).
SuperData also cites the following statements:
• 80 % of the money that users spent on digital games are on conditionally paid projects.
• U Fortnite less users than that League of Legends, However, the population Fortnite twice more willing to spend money on the game.
• In 2019, there were fewer hefty hits (level Red Dead Redemption 2, Marvel’s Spider-Man or Monster Hunter: World), therefore, the market of premium games decreased by 5 % compared to 2018.
• Thanks to the launch of Oculus Quest, the VR market revenues increased by 41 %.
• On separate VR modes of the Oculus Quest type, they bought content $ 171 million, while on the VR-Helmers for PC-only $ 86 million. However, it is assumed that this amount will increase greatly in 2020, when it comes out Half-Life: Alyx.
• PUBG For PC and consoles, he greatly sagged in earnings-$ 288 million in 2019 against $ 979 million in 2018.
• income from digital version Resident Evil 2 estimated at $ 176 million.
• Epic Games Store tactics proves its effectiveness: in 2019, 17 % of the US PC-Gamers bought games in EGS. Similar Steam indicator – 37 %.
January 4, 2020 GTAV is now part of the Game Pass for Xbox
January 4, 2020, the Tisdom of ODDITY – a fan continuation of EarthBound, which was renamed so as not to get a subtate from Nintendo
The best comments
The indicators are not at all comforting … We are waiting for more and more sports casinos and freekeeping sessions, and less and less offline singles 🙁
This is information from ukcryptocasinos.co.uk/ the category "Sales 2.5 times higher".
It is not clear how many people buy games in each of the stores, both at once or in all those presented on the market? Or this refers to unique buyers? How the percentage was calculated? It is specifically about the purchase of a game or in -game transactions are also included here? And a number of questions that no one will answer.
Where then the other 63% of US PC-gamers buy games. It will be interesting to see where exactly they are separated .
I agree, this is really scary, because the percentage of the next quote clearly indicates-so much time and effort will be spent on the game itself, and how much to leave for a trading strategy is “80 % of the money that users spent on digital games are on conditionally paid projects." – I’m already waiting for books to appear like" poker liars ". In which they will talk about how they came up with ways to cash in on idiots that are unable to determine the actual cost of all this digital shit. I see: so let’s draw a skin for three kopecks and wind up the price on it so that it seems that he is worth something. Yeah and then we pile up a bunch of shit and make a lutbox with an algorithm, in which there is a minimal chance to get this skin. Allow them to trade among themselves and wake up to take a percentage for this. Ahaaha and then at the end of the year I depreciate all these items, we have full control in this market, stop, but we can play on the fluctuations that ourselves will create … You know, let’s stuff the Lutboxes in the Batlpas, which are in other lobboxes that can only be obtained when buying a subscription. And let’s take money from them for the opportunity to test the game for us while it is still in the production process, and? No, no, let’s take money from them for the opportunity not to waste time on our game? Better both, we can do anything, we don’t at all risk anything, well, except for reputation, although who needs it, when these idiots still buy, look at Fallout 76. In fairness, for the sake of some level of quality, it should still withstand, the same window is made to date quite soundly, but this is still golden rain from the money of unreasonable “children”.
Another in Fortnite added a mode without construction, I would have stuck there myself. Except for the Arekh competitors, it seems, and no.
I would venture to assume that these are GOG, Uplay, Origin, Battle.NET and Retailovsky digital stores, albeit with activation in the same Steam or EGS.
As I understand it, we are only talking about income from the number, that on the consoles there are still a little less than 50% of all revenue.
So the business of normal games is better, although as normal, the most profitable will turn out to the Kolda and FIFA.
In the sense of spent not on games)) concomitant digital content is a way to monetize conditionally-free games. And buying it, you just pay the game. And what does financial illiteracy have anyway, you have not mixed up with microloans))
“Demand gives birth to a proposal, so soon some fridleyki will remain))” – completely agree with your oxymoron. Its decryption, unfortunately, is hopeless to tears. Demand is a desire to purchase goods backed by solvency. Friediles are free. Demand for Freedic games by definition of zero. That is, all … The end of the game market, there will be no such product, gameplay as such, the whole industry will turn into a micro transactions market. In short, our beloved industry was launched by the extremely greedy assholes, the appetites of which do not cover our real demand for games, we are also to blame that we are not buying anymore … Logic norms))
Stop blaming for all developers) 80% of the money earned free lamps. People actively play in them, actively pay for them. Why are the development of to make some RPG or strategy, in which there is a big chance to fail in the principle, and the audience is very narrow, which will also be actively pirate instead of purchase instead of buying. If you can make a freeidela, and even the middle hand will bring three times more money. And who does not need to worry about protecting against pirates, and fall off millions of denuvo, and then pray so that on the first day they do not break. So the fact that in such conditions there are still high -quality Sing Games, it is great, that many developers want to do them themselves and they are interested in it, despite the market conditions.
No, well, if you need to blame someone, blame your business, developing, government, Martians, etc.)) “full of buyers and manufacturers without which it would be better”. You would like all of humanity to love the same games as you)) Hmm, you have a friend forget that the games are completely tasteful, and if you don’t like it, then someone else may like it, this does not mean that your tastes are correct, but it would not have been defective and it would not be better)) some simple capital truths have to be explained.
“Games are completely tasteful” – I claim that they do not produce and do not buy games, which means they are superfluous in this market. You distort the essence of all the comments of this branch. It is not in charge, but in the fact that “80 % of the money that users spent on digital games are on parole-paying projects." – that is, money is spent not on games, but on the accompanying digital product. At the same time, the lack of financial literacy of buyers in this matter is also inherently exploited. All this microtransaction crap is not the result of the demand for games, invented by sellers and has little to do with the productive development of the industry. Which will only lead to enrichment of specific individuals and crises in this area. The problem is that you think in the framework of capital truths, and do not notice the fundamental shifts that distort the basics of familiar things. Now the video game ceases to be a game and turns into a virtual site of digital trade.
Well, if they are not bought, and also pizy, why do the development of singles make a single. Demand gives birth to a proposal, so soon some fridleyki will remain))
Um … I should not blame crooked, greedy assholes, because there are other straight -up people who offer me an honest deal? The first part of your commentary is contrary to the second, and does not confirm the logic. And my words are not building a line of confrontation between players and developers. And the statement of the sad fact from this analytical article: the market is now full of people, both among buyers and among manufacturers, without which, both the goods themselves and trade relations would be many times better.
Epic Games Store Tactics proves its effectiveness: in 2019, 17 % of the US PC-Gamers bought games in EGS. Similar Steam indicator – 37 %.
Our favorite statistics dials proving the “effectiveness” of Epic Store … Despite the statements of one Ukrainian clown about “free-not buying”, any free game, as in general, is held in the “store” precisely what to buy. Well, yes, if this item is entirely on the conscience of the source, then it can be given as evidence of “effectiveness” the indicators of the previous year, at the same time indicating how interest was distributed a year ago? And if this special downs appeared “by the will” of editors and/or authors of the news, then I can once again congratulate the SG-welcome to the cohort of the official PR service of Epic in the CIS following with DTF.