GameStop: Used Video Game Products Revenue per Square Foot. This site requires a more recent version of Adobe Flash Player to function properly. Go here to get Flash. Below are the key drivers of value that present opportunities for upside or downside to the current ${trefisprice}. GameStop is the world's largest multichannel retailer of video game products and PC entertainment software. It sells new and used video game hardware, video game software and accessories, as well as PC entertainment software and other merchandise. The company operates 6,683 stores in the United States, Australia, Canada and Europe, under the names GameStop, EB Games and Micromania. Since 2009 GameStop has changed its strategy from entirely retail to a hybrid of retail and digital. Growing digital business GameStop reported a growth of 61% in its digital revenues from 2009 to 2011 and is expected to grow significantly in the future.
High gross profit margin in used video game products GameStop earns very high margins from sales of used video games. View All Help Topics. Ventas de videojuegos caen en EEUU por octavo mes consecutivo. LOS ANGELES — Las ventas al menudeo de videojuegos, consolas y accesorios nuevos cayeron en julio por octavo mes consecutivo en Estados Unidos, donde los comerciantes del sector aguardan la próxima salida al mercado de equipos modernos para superar el bache en el que se encuentran.
Las ventas en general se desplomaron 20% y totalizaron 548.4 millones de dólares, de acuerdo con la firma de análisis NPD Group. La comercialización de consolas y videojuegos alcanzó 278 millones de dólares, una caída de 23% respecto de un año antes. Las ventas de consolas se precipitaron 32% y quedaron en 151 millones de dólares. Las de accesorios rompieron la tendencia, aumentaron 8% y totalizaron 137 millones de dólares.
Incluso con la próxima salida al mercado del Wii U de Nintendo Co., antes de fin de año, NPD pronosticó que las ventas totales del sector alcanzarán 14,500 millones de dólares, una contracción respecto de los 17,000 millones de 2011. GameStop Earnings: Focus On Used Game Sales And Digital Revenues. Analysis: Looking Beyond Retail Numbers For U.S. Game Industry Growth? Analysis: Looking Beyond Retail Numbers For U.S. Game Industry Growth? [In this analysis, Gamasutra analyst Matt Matthews estimates that at least $2 billion in U.S. online game sales went overlooked in 2009, as NPD Group currently only reports U.S. console retail sales on a monthly basis -- will new methods of measurement reveal a healthier industry?]
On the release of June U.S. video game industry sales figures, we took special notice of the comments about non-retail revenue made by the NPD Group's analyst, Anita Frazier, in the release sent to the press: “We'll also be reporting consumer reported sales of digitally distributed, rental and used games content to provide insight into those non-POS [non-point-of-sale] sources of game sales.” This was made in the context of an annual retail revenue estimate for 2010, which Frazier suggested could come in around $20 billion. The current industry position makes measuring the non-retail revenue particularly important. Video game industry - Video Game Sales Wiki - Video Game Sales, Charts, NPD, Graphs, Video Game Figures, and more! The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video and computer games to millions of people worldwide.
There are over 11 countries with revenues of over $1 billion.[1] See also Worldwide market in 2008 (revenues) and market research reports. Overview The worldwide the game industry in 2007 was valued at $44.9 billion.[3] This number was expected to grow 9.1% annually to $48.9 in 2011 and $68 billion in 2012, making it the fastest-growing component of the international media sector.[4][5] In 2004, the worldwide industry generated more than $25.4 billion.[6] Over a decade before, the US retail video game market was worth $7 billion (1994)[7] and $4.7 billion (1990) before that.[8] This period coincided with the arcade renaissance, when US arcades generated $7 billion in 1994,[9] thus the total US market was worth $14 billion in 1994.
Comparison with other forms of entertainment See also. Half-year U.S. video game retail sales analysis. Video Games Market Research | Video Games Trends - NPD.com. Video Games Products Retail Tracking Monitor retail sales of PC games and video games hardware, software, and accessories in the US and Canada. This service covers all distribution channels, including online sales. Consumer Tracking Understand who is buying video games and PC games, and how, why, and where they shop. U.S. For an eagle-eye view of the market, this service covers the entire U.S. games industry at the category level. GamePulse Adopted by most of the top video game companies around the world, GamePulse delivers the most accurate and up-to-date gaming industry information and business intelligence on the market. Games Consumer Insights Reports Track awareness, usage, and experiences with established and emerging gaming trends. Video Game and PC Game Subscriptions Reports Look to these quarterly reports for indispensable information about the market for paid online subscriptions to MMO/PC games, casual gaming websites, and video game console services (Xbox Live Gold).
Reports. Ventas de videojuegos. Parece que la campaña de navidad en Estados Unidos, no ha sido muy buena para los videojuegos, y mercado en su conjunto se hundio un 30%. El articulo, donde he visto la información, lo asocia que el retail se está reduciendo, mientras que las ventas del digital, no san tan rapidas en crecimiento, como para conseguir cubrir el ocaso del retail. En el mismo articulo también se refiere a que estamos viviendo un fin de ciclo de consolas, y por lo cuantos los jugadores estarian ya esperando por la proxima generación. Por las similitudes de situaciones, imagino que Europa estaria en una misma situación? Es esto realmente asi? Mi opinión personal és que no. Pero que ha estado pasando en los ultimos 3 años?
El digital y el social son entornos fuertemente virales, donde muchas veces las razones del éxito o fracaso de un videojuego, no están totalmente controlados, y a la hora de la verdad pocos ganan. Like this: Like Loading... Ventas retail de videojuegos en USA. Por 11 mes consecutivo, las ventas de videojuegos en EEUU caen llegando a los 755,5 Millones de dolares un 25% menos que en Octubre de 2011, según el nuevo informe del NPD Group, que ademas apuntan a una caída de 37% en las consolas hasta los 187.3 Millones de dolares, juntamente una caída de 25% de las ventas de videojuegos hasta los 432.6 Millones, mientras que el mercado de accesorios subió ligeramente unos 5% hasta los 135.6 Millones.
Estos números son solamente de retail porque lo que habría que ver como se han comportado estos. El porque de esta caída puede estar relacionada con: la expectación del fin de ciclo de las consolas actuales, y ante la duda de que nuevas plataformas van a aparecer, los jugadores prefieren esperar a comprar la nueva consola o el nuevo videojuego.la dispersión de plataformas de juego entre consolas tradicionales, móviles smartphone y web/social. Like this: Like Loading...