In 2022, the average price for a video game sold in the United States at the year of release was 69.99 U.S. dollars, the first time this level of pricing had been reached. Games for the latest console platforms, PlayStation 5 and Xbox X/S, are more expensive than their predecessors. This has many reasons, such as increased production costs as well as other economic factors, such as inflation.
In 2023, the average selling price for PC games on Steam was 15.50 U.S. dollars. This is a 7 percent increase from 13.30 U.S. dollars in 2020 and represents a 6 percent CAGR from 2018 to 2023. In 2028, the average price of PC games on Steam is projected to reach 18.10 U.S. dollars.
In 2023, the average price for a physical video game sold at retail in the United Kingdom was 35.70 British pounds. Selling prices in the UK have remained stable over the past few years but new console releases are projected to increase the average game price due to the pricing structure of PS5 and Xbox Series games.
This graph shows the consumer price development of games consoles and video games sold in Germany from 2005 to 2023. In 2023, the average price for a gaming console was 431 euros, an increase compared with the previous year.
This statistic shows the average price of computer and video games (physical and downloads) in Germany from 2009 to 2013, broken down by gaming platform. In 2012, the average computer game cost roughly 18.82 euros.
Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to 58.66 billion U.S. dollars, down from the 59.29 billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to 60.52 U.S. dollars, whereas the ARPU of game downloads only came to 35.72 U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to 19.56 U.S. dollars in 2023, down from 23.87 U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to 18 million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about 5.6 million units.
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Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.
In 2023, gaming audiences in the United States spent an average of 19.56 U.S. dollars on video games per month, down from 23.87 U.S. dollars per month in 2022. In November 2023, the retail gaming revenue in the United States amounted to 5.87 billion U.S. dollars.
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Spain's video game console price has dropped slightly to $549 per unit, making it more accessible for gamers. Check out this article for more details on this exciting development!
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In 2022, the Mexican video game console market was finally on the rise to reach $X for the first time since 2018, thus ending a three-year declining trend. Overall, the total consumption indicated slight growth from 2012 to 2022: its value increased at an average annual rate of +1.9% over the last decade. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. As a result, consumption attained the peak level of $X. From 2015 to 2022, the growth of the market remained at a lower figure.
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The average video game console export price stood at $83.8 per unit in July 2022, flattening at the previous month.
Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2023, the total revenue of the U.S. video game industry amounted to 57.19 billion U.S. dollars, up from the 56.6 billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season.
Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to 60.52 U.S. dollars, whereas the ARPU of game downloads only came to 35.72 U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to 19.56 U.S. dollars in 2023, down from 23.87 U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers. Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to 18 million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about 5.6 million units.
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In 2024, the Lithuanian video game console market increased by 23% to $19M, rising for the third consecutive year after two years of decline. In general, the total consumption indicated measured growth from 2012 to 2024: its value increased at an average annual rate of +2.5% over the last twelve years. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. Based on 2024 figures, consumption increased by +121.6% against 2021 indices.
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This is my first data set that I upload to Kaggle, I hope people who collobrate or use this data enjoys it lasts Till this day I haven't seen much detailed datasets about game and games industry. I felt like I need to start it some where were gamers, game companies and gaming enthusiast who are interested in game data analytics can benefit from. firstly I must give a big tanks to gamalytic.com from where I downloaded this data freely from.
About this data set: This dataset contains comprehensive information on the top 1500 games released on Steam between January 1, 2024, and September 9, 2024. Aggregated from 30 separate files, and combined into a single dataset. Minor adjustments were made, such as aligning game release dates for consistency.
Key Features: Game Details: Includes titles, release dates, and developer/publisher information. Sales and Revenue: Tracks the number of copies sold, revenue generated, and pricing details. Player Engagement: Provides average playtime, peak player counts, and other user engagement metrics. Reviews and Scores: Features review scores and ratings. Dynamic Market Data: Offers insights into game performance trends over time, such as sales rank and price fluctuations.
This dataset can be useful for:
Game Developers: Understanding market trends, competitor analysis, and consumer behavior. Data Scientists: Exploring various data analysis techniques, including regression analysis, clustering, and time-series forecasting. Researchers: Analyzing game industry patterns and the impact of game characteristics on sales and user engagement.
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In 2022, the Asian video game console market increased by 72% to $X, rising for the second consecutive year after three years of decline. The total consumption indicated resilient growth from 2012 to 2022: its value increased at an average annual rate of +6.1% over the last decade. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. Based on 2022 figures, consumption increased by +86.2% against 2020 indices. As a result, consumption reached the peak level and is likely to continue growth in the immediate term.
In the past few years, video game subscription services have grown in prominence and popularity. As of June 2023, most video gaming subscriptions in the United States start around 9.99 U.S. dollars per month, with the individual subscription to Nintendo Switch Online being the cheapest with a 3.99 U.S. dollar pricing. Ubisoft+ and PlayStation Plus Premium are at the other end of the scale, costing 17.99 U.S. dollars on a monthly basis.
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In 2022, the Asia-Pacific video game console market increased by 78% to $X, rising for the third consecutive year after two years of decline. The total consumption indicated resilient growth from 2012 to 2022: its value increased at an average annual rate of +6.3% over the last decade. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. Based on 2022 figures, consumption increased by +91.0% against 2019 indices. As a result, consumption attained the peak level and is likely to continue growth in the immediate term.
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After four years of growth, the global video game console market decreased by -20% to $25B in 2024. In general, the total consumption indicated moderate growth from 2012 to 2024: its value increased at an average annual rate of +2.0% over the last twelve-year period. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period.
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The Pakistani video game console market rose significantly to $243M in 2024, picking up by 13% against the previous year. Overall, the total consumption indicated a tangible increase from 2012 to 2024: its value increased at an average annual rate of +3.2% over the last twelve years. The trend pattern, however, indicated some noticeable fluctuations being recorded throughout the analyzed period. Based on 2024 figures, consumption decreased by -10.5% against 2022 indices.
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The South Korean video game console market dropped modestly to $328M in 2024, reducing by -1.8% against the previous year. The market value increased at an average annual rate of +1.1% over the period from 2012 to 2024; however, the trend pattern remained consistent, with only minor fluctuations being observed throughout the analyzed period. Video game console consumption peaked at $345M in 2019; however, from 2020 to 2024, consumption failed to regain momentum.
In 2022, the average price for a video game sold in the United States at the year of release was 69.99 U.S. dollars, the first time this level of pricing had been reached. Games for the latest console platforms, PlayStation 5 and Xbox X/S, are more expensive than their predecessors. This has many reasons, such as increased production costs as well as other economic factors, such as inflation.