Compared with the overall digital games in the same month last year, sales in July this year reached $0.851 billion, up 6% year on year. As the market continues to expand in the peak season, we predict that spending will rise from August to December, and spending will rise to about 1.2 billion (2014 ). Although social and mobile games have improved slightly, with a total spending of 0.442 billion million yuan (July 2014), competition among major publishers is also intense, and the growth has begun to emerge. Today, xsolla provides you with first-hand materials for the U.S. game market in July.
Major publishers make full strides towards Digitalization
The quarterly data published by several major Western publishers shows an increasing reliance on digital channels. Electronic Arts benefits from the world-renowned FIFA ultimate team, promoting its digital success. It also provides an answer to whether digital distribution increases profit margins by a 70% gross margin hit this quarter. In addition, the company announced a sustained increase in downloads of the complete game, as ea's Digital revenue for the quarter reached $0.482 billion. Competitors Activision and Take-Two have also announced revenues higher than expected, indicating that major publishers are also entering major digital publishing models in the West. Ubisoft announced the success of watch dogs mainly because of $0.112 billion in Digital revenue. Even so, publishers still have some work to do if they want to catch up with their peers.
US Digital game sales
Player 3 enters the game:
SmiteCan it become the third best-selling Moba e-sports game?
With $0.6 million in prize for its upcoming World Champion, mythical smite is rapidly becoming one of the more popular Moba competitive games. It leads players to raise a question: what will Moba e-sports look like in the future: E-sports, like a league of legends single game, will still allow several champions in the same category, what are the slightly different games and rules? The Moba is still growing, and the alliance with legendary leaders has grown to 78 million every month. But it took dota2 about a year and a half to get 1.5 monthly activity of 9 million (July 2014 ). In the long run, the interests of advertisers may force e-sports to reduce the friction of scattered audiences. However, there are a few exceptions, but advertisers are not sure about competitive games.
Society and mobile games have become more and more like traditional publishing
Zynga delayed its release to improve product quality and customer experience. Such a statement is very common in this market, but for social game publishers, it's strange to postpone the release date because social games are constantly being updated and optimized. This decision shows that social games have begun to move closer to traditional publishers. As the social gaming market reaches saturation, enterprises are increasingly dependent on the effectiveness of their initial marketing to build a market share and sustainable user base. In addition, sales costs continue to grow: the consumer price index in the United States Social games amounted to 2.25 (June 2014), the highest it has been more than a year. Following the successful launch of the legend of hero, reaching the peak of 30 million of the monthly activity volume (May 2014), the number of players in the game has begun to drop by 4%, and has declined to 28.1 million in the past two months. Facebook's candy smash fell $20 million in revenue every month.
US Digital gaming market report in March