Game industry projections – 2005 to 2010

Short Sunday post – just some Very Important Data:

Total global game software market:
$23.1 billion in 2005
$35.4 billion in 2010
Compound Annual Growth Rate 8.9%

Mobile game software 2005 $1.67 billion
Mobile game software 2010 $6.5 billion
Compound Annual Growth Rate 31.2%

PC online game software 2005 $3.2 billion
PC online game software 2010 $9.1 billion
Compound Annual Growth Rate 23.2%

Console online game software 2005 $0.26 billion
Console online game software 2010 $2.95 billion
Compound Annual Growth Rate 62.5%

Handheld game software 2005 $3.84 billion
Handheld game software 2010 $2.7 billion
Compound Annual Growth Rate -6.8%

PC retail game software 2005 $3.1 billion
PC retail game software 2010 $2.7 billion
Compound Annual Growth Rate -2.7%

Console game software 2005 $11.0 billion
Console game software 2010 $11.4 billion
Compound Annual Growth Rate 0.7%

Online gaming drilldown:

2010 long session market (eg MMOs) $4.82 billion
Compound Annual Growth Rate 26%

2010 mid session market $4.72 billion
Compound Annual Growth Rate 29%

2010 short session market (eg casual games) $2.5 billion
Compound Annual Growth Rate 34%

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10 thoughts on “Game industry projections – 2005 to 2010

  1. gaminghobo says:

    Some interesting figures there. Just out of interest are these your own projections or is there another source?

  2. theschwartz says:

    I extracted and reformatted the data from content on MMOGCHARTS.COM. It’s projections from majorly expensive and credible gaming industry analysts, not from me. 🙂

  3. […] So we see how amazing the data is – and the social phenomenom is – around user-created content at Wikipedia and MySpace and YouTube and Yahoo! Answers. And if you’re here, you probably know how amazing the data is on games and gaming. […]

  4. […] Check out these projections for the casual games he’s talking about: The compound growth rate per year for the online short session market (eg casual games) is projected to be 34% per year, every year, from 2005 through 2010. […]

  5. […] In the last few days, lots of articles are coming on on this topic, based mainly on the results of Nielsen Interactive Entertainment’s annual study. The Hollywood Reporter has the best coverage I have found, in Online gaming attracts more women than men (Nielsen study tracks booming genre). I’ll quote lots of highlights below, but before I do, I want to also quote from a previous blog entry of my own, since the two sets of data combine in ways that are REALLY interesting and important. From Game industry projections – 2005 to 2010: […]

  6. […] Other data demonstrates how ironic this decline in computer science is. For instance, computer and video game software sales have more than doubled between 1996 and 2005, and are projected to increase a further 50% from 2005 to 2010. A recent study by Nielsen is particularly stunning: 64% of all players of online games are women. Clearly, then, the lack of undergraduate interest is much more specific to Computer Science as a profession than it is to general usage of computer technology, or specific interest in computer games. Both points are most clearly true for women. […]

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  8. digger says:

    I am particularly interested in the Console online game sales projections, and I can’t find them anywhere but in your blog. Can you please give more detail on where those came from? thank you.

  9. theschwartz says:

    Check out http://mmogchart.com. In the June 15th, 2006 entry on his home page he discusses and links to a Blizzard presentation, on file with and publicly available from the federal Securities and Exchange Commision. You’ll find similar data there – from a very credible source?

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