A shopper looks at video games as he shops at a Best Buy Inc. store on November 28, 2019 in Chicago, Illinois. Known as ‘Black Friday’, the day after Thanksgiving marks the beginning of the holiday shopping season, with many retailers opening their doors on Thursday evening. (Photo by Kamil Krzaczynski/Getty Images)
According to the Electronic Software Association and the NPD Group, 2019 was a major year for video game content as the industry saw over $35 Billion in revenue.
In a press release, the ESA said the revenue figures included only software, microtransactions and mobile gaming data. Meaning the massive revenue numbers do not include console/hardware sales numbers or third-party peripheral numbers. It also does not include revenue from advertising sales.
Mat Piscatella of the NPD Group, said this of the data
“Consumer spending on entertainment software increased in 2019, driven by the expanded reach and accessibility of content across a variety of platforms including console, PC, mobile and virtual reality.”
“2020 is expected to be a year that sets the stage for the next period of rapid spending growth for video game content. New hardware, subscription, and cloud gaming offerings are poised to give players even more options to engage with gaming content wherever, whenever and however they wish.”
The ESA also said sales for full games and game subscriptions were up, while physical game sales and PC content sales were down.