
The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy.[37] Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that:
Console and portable software sales: $6.2 billion, up 8% from 2003[38]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[38]
PC game sales: $1.1 billion, down 15% from 2006[39]
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[40]
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
Criticism
In Australia, the United Kingdom and other PAL regions, generally when compared to the US, PAL gamers pay 40% to 50% more for the same product.[41]
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and NTSC are these days irrelevant; most video displays run at least 60Hz. But there is a legal problem of regional lockout in Australia, with most DVD players release coming region-free to meet local laws.[42]
However, video game consoles are still sold fully in Australia. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia,[43] was in the form of a formal report outlining the issues, published by Aaron Rex Davies.[44] The report has gone on to gain a lot of attention in the public media.[45]
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that:
Console and portable software sales: $6.2 billion, up 8% from 2003[38]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[38]
PC game sales: $1.1 billion, down 15% from 2006[39]
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[40]
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
Criticism
In Australia, the United Kingdom and other PAL regions, generally when compared to the US, PAL gamers pay 40% to 50% more for the same product.[41]
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and NTSC are these days irrelevant; most video displays run at least 60Hz. But there is a legal problem of regional lockout in Australia, with most DVD players release coming region-free to meet local laws.[42]
However, video game consoles are still sold fully in Australia. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia,[43] was in the form of a formal report outlining the issues, published by Aaron Rex Davies.[44] The report has gone on to gain a lot of attention in the public media.[45]
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