Expect a new explosion: global digital gaming revenues reach $ 9.4 billion in January 2020
Advanced XR Vertical Media | XR Industry Drum Machine
(Click "Read the original text" at the bottom for more up-to-date information) Source | 93913 Author | Tango says virtual reality (original) This week I want to continue the topic of virtual reality games. In collating my points last week, I discovered an interesting thing: virtual reality games cannot be a separate game category like mobile games. PC and console virtual games are a subset of PC and console games. Mobile virtual games are also inseparable from computer games and mobile games. This "cross-border" has formed a unique gene for virtual reality games, which also makes us not only talk about virtual reality when researching and analyzing virtual reality games, but also put it in the context of computer, console and mobile games. . As far as I am concerned, while focusing on and sharing VR games, I will also combine the dynamics of some traditional games to explore its connection with VR games and its impact on VR games. Just last week, market research firm Super Data released a set of data on the global digital game market in January 2020. In January 2020, global digital game revenues reached $ 9.4 billion, an increase of 3% year-on-year. Compared with 2019, mobile game revenue increased by 13%, offsetting declines in PC and console gaming revenue. Affected by the decline in revenue of the well-known game "Fortress Night", the revenue of free game console games decreased by 42%, and the revenue of paid game console games decreased by 19%. Compared with the same period of last year, the release speed of the new tour in January 2020 has slowed down slightly (the main works "Kingdom Hearts 3" and "Resident Evil 2 Remake" were released in January 2019). In the new journey, the super data mentioned several excellent products, and we might as well follow them here. The well-known cartoon "Dragon Ball" adapted from the game "Dragon Ball Z: Carkarot" sold 1.6 million digital copies, creating the largest number of series. Unlike the previous series, most of which are fighting games, this is a single role-playing. This change allowed it to sell more in its first month than any previous series. Russian developer Playrix's casual mobile game "Gardenscapes-New Acres (Dream Garden)" ranked third with a record revenue of 111.9 million US dollars (first named "Glory of the King"). Since September last year, tourism revenue has more than doubled. At present, the total monthly revenue of the game and its sister game "Homescapes" has surpassed all "Candy Crush Saga" games. New "World of Warcraft" "N ' "Zoth's Illusion" successfully reversed its downward trend in user numbers. From December 2019 to January 2020, the number of users increased by 17% (excluding China). However, compared to the World of Warcraft: Classic Edition (Nostalgic Costume) released in August 2019, the number of users is still down 64%. As for the "Eating Chicken" game, there is also a lot of news in January 2020: "Fortress Night" revenue continues to decline slowly to the lowest level since November 2017; the January update of "Apex Legends" makes its monthly real-time user count Increased by 12% from the previous month, but its income was lower than the previous month (its Christmas holiday event was very successful); "Jedi Survival" released a sixth quarter update in January, and PC players responded particularly well. After the consumption of internally purchased content has remained low for a long time, the consumption of internally purchased content on the PC version has increased by 512% month-on-month. Through the above phenomenon, we can see that one of the key factors driving and stimulating the market growth of the gaming industry is undoubtedly the sale of new products or the update of existing products. Having said that, I can't help thinking of the half-life: Alyx, the most watched virtual reality game of the year. This new PCVR product will be released in the steam on March 23, and it directly boosted the sales of the valve VR closing valve index at the end of last year. Super Data's previous data showed that the valve index sold 103,000 units in the fourth quarter of 2019, more than double the third quarter, and out of stock (currently out of stock worldwide). However, the virtual reality sales champion in the fourth quarter of 2019 is still the "veteran" psvr (338,000 units). Of course, on the one hand, this shows the long-term influence of Sony PlayStation; on the other hand, it also shows that PSVR has sufficient inventory. In contrast, the Valve Index and the equally popular "new move" Oculus Quest are all sold out globally. It is worth noting that the sales of the latter have exceeded their brothers Oculus Go and Oculus Rift S combined. If it is not a shortage of inventory, Oculus Quest is likely to become the sales champion during Christmas last year. As a "big move" suppressed by Orkus and Facebook for many years, the 6-degree-of-freedom virtual reality all-in-one machine Orcus Quest sold 700,000 units in 2019 (data also comes from super data), meeting conventional needs. "Fortress Night" revenue continued to decline slowly, reaching its lowest level since November 2017; the January update of "Apex Legends" increased its monthly real-time users by 12% from the previous month, but its revenue was lower than before One month (its Christmas holiday event was very successful); "Jedi Survival" released a sixth quarter update in January, and PC players responded particularly well. After the consumption of internally purchased content has remained low for a long time, the consumption of internally purchased content on the PC version has increased by 512% month-on-month. Through the above phenomenon, we can see that one of the key factors driving and stimulating the market growth of the gaming industry is undoubtedly the sale of new products or the update of existing products. Having said that, I can't help thinking of the half-life: Alyx, the most watched virtual reality game of the year. This new PCVR product will be released in the steam on March 23, and it directly boosted the sales of the valve VR closing valve index at the end of last year. Super Data's previous data showed that the valve index sold 103,000 units in the fourth quarter of 2019, more than double the third quarter, and out of stock (currently out of stock worldwide). However, the virtual reality sales champion in the fourth quarter of 2019 is still the "veteran" psvr (338,000 units). Of course, on the one hand, this shows the long-term influence of Sony PlayStation; on the other hand, it also shows that PSVR has sufficient inventory. In contrast, the Valve Index and the equally popular "new move" Oculus Quest are all sold out globally. It is worth noting that the sales of the latter have exceeded their brothers Oculus Go and Oculus Rift S combined. If it is not for inventory shortages, Oculus Quest is likely to become the sales champion during Christmas last year. As a "big move" suppressed by Orkus and Facebook for many years, the 6-degree-of-freedom virtual reality all-in-one machine Orcus Quest sold 700,000 units in 2019 (data also comes from super data), meeting conventional needs.
Analyzing the reasons behind its outstanding performance, I think it is mainly related to the content. Users can play many explosive games (such as "Beat Saber") ported from the PCVR platform on Oculus Quest, and among their main competitors, relatively few virtual reality all-in-ones have excellent content (especially 6 Degrees of freedom game). Frankly, aren't consumers buying virtual reality avatars to play games? Without a good game, virtual reality hardware, no matter how cool the appearance or performance, is not very practical. Just as "Beat Saber" has a strong pull effect on Oculus Quest, "Half-life: Alyx" will also greatly promote the popularity of PCVR avatars this year. I firmly believe this. By the way, considering that this new 3A game is likely to be an explosive game that all PCVR players will buy, paying attention to its sales, monthly life and other data will help us investigate the overall situation of PCVR hardware. Hopefully by the time the game is released on March 23, our epidemic situation will also be completely improved. Isn't it beautiful to travel with you? In short, no matter what platform, explosive new works will always be the most important lifeline. At the end of this article, I want to share another interesting set of data: Super Data predicts that the XR market revenue will reach $ 14.9 billion by 2023 (VR is about $ 8.2 billion / AR and MR is about $ 6.7 billion). What is $ 14.9 billion? Its size is basically the same as today's console market (Global console revenue in 2019 was 15.4 billion US dollars). From this perspective, the XR market has huge development space in the next 10 years, and everything is worth our expectations. [93913 Original content, please specify and link back to reprint] Disclaimer: The source of our selected article has been indicated, and the copyright of the reprinted article belongs to the original author. Some articles were launched without contacting the original author. If there is a copyright issue, please contact us in time to delete the original author and indicate "copyright" in the contact. Contributions: news@93913.com
Message