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Report: Packaged games still account for majority of EU revenues

UK, France, Germany and Spain still focused on boxed market, says survey

The most recent data from Ipsos and Gametrack's European gaming survey has shown that the four major European territories: France, Germany, Spain and the UK, still make the majority of their gaming revenues from packaged goods, with app-based and online economies trailing considerably.

Germany was the country with the closest balance, reaping 45 per cent of its €2.7 billion market in 2014 from packaged games, 17 per cent from apps and 39 percent from online. The second biggest market, the UK, made €2.14 billion from gaming last year, with 54 per cent coming from packaged games and the rest divided fairly evenly 24 per cent from apps and 23 per cent online.

France, with a total revenue of €2.04 billion, took 51 per cent from packaged, 17 from apps and 32 from online. Spain was the smallest of the four, at €679 million, was the most heavily skewed to boxed products, with 64 per cent of its revenues coming from that sector. 13 per cent came from apps and 22 from online. The total revenues for all four territories were shown to have grown from the year prior.

Elsewhere in the results, Gametrack's survey show's the UK's to be the most dedicated gamers, each spending an average of 8.3 hours a week playing compared to 7.5 in Germany, 6.7 in France and 5.7 in Spain. Must be something to do with the weather.

For the purposes of these figures, "packaged games" includes all titles requiring a physical disc or cartridge to play. "Apps" refers to free or paid app games on smartphones and tablets, while "online games" consists of free-to-play and subscription-based multiplayer titles, full-game downloads, social games, browser-based titles, and on-demand subscriptions.

GameTrack fieldwork runs throughout the quarter. Two months per quarter, a sample of 1,000 adults aged 18+ is interviewed via a short offline survey (including questions relating to the games played by their 6-17 year old children), to provide data that is used to weight responses from a much more detailed online survey. The online survey is conducted amongst a sample of 6,000 internet users aged 6-64 years. 6-64 year olds represent the vast majority of all video games players. The online survey runs weekly throughout the quarter.

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Latest comments (7)

Simon Cowley Sales Manager Europe, NCsoft West7 years ago
Majority yes, but only just if i am reading those numbers correctly. That's a total of 7.6BN for all channels and 3.85 from physical product - that's 50.1%. Or am I misreading the figures?
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Morville O'Driscoll Blogger & Critic 7 years ago
Not surprised. No doubt due to the combination of a) retail discs being cheaper than digital most of the time and b) poor internet speeds/poorer consumers having cheap slow connections.

Edited 1 times. Last edit by Morville O'Driscoll on 15th April 2015 12:24pm

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Neil Young Programmer, Rebellion Developments7 years ago
@Morville - it's not entirely clear, but I don't think this means digital vs physical for same SKUs - it more sounds like those both come under "packaged". The note under table 3 suggests "app" is mobile and "online" is MMOs. I could be wrong though.
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Show all comments (7)
Morville O'Driscoll Blogger & Critic 7 years ago
Ohhhhh yeah, that could be right.

This piece really could be clearer. :/
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Greg Wilcox Creator, Destroy All Fanboys! 7 years ago
Just look on ebay and you'll see LOADS of disc-based retail games old to current from the UK and Europe, many going for really low prices (and free shipping to the US on some of those). Me, with my low bandwidth self, I love these deals as it gets me playing some games I have no time to download when I get a decent connection outside of my home with the laptop.
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Alfonso Sexto Lead Tester, Ubisoft Germany7 years ago
@Morville I don't agree with the theory about Internet speed. In both Spain and Germany (where I've been paying my own internet for some time) You can get a very cheap 20M download speed connection in most of the cities. On the other side I agree with point "A"; both my Spanish an German friends see no point in getting a digital copy over a physical one when both are sold for the same price (on consoles at least) I only see them buying a digital one when there is a big online sale.
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Thomas Peter Technical Designer R&D 7 years ago
The gap between well-developed cities with broadband and the rural area is increasingly becoming a problem in distribution. Suppose GTA 5 with 7 DVDs. Why not Blurays? Because no one has built a Bluray drive, allegedly! But at Star Citizen it would have 11 DVDs. These additional costs can pass on to the retail purchaser and thus reduce their number even more, or waive the retail sale quite sometime. So far I took the number of 95% digital sales to be true. There would have been really questionable whether the next few years even a retail version is still worthwhile.
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