New Zealand’s Video and Computer Game Sales Record $158 Million
New Zealand’s Video and Computer Game Sales Record $158 Million
New Zealand – 9 February 2011 – New Zealand’s interactive games and entertainment industry has recorded sales of approximately $158 million for the 2010 calendar year, a 7 per cent decline from the corresponding 2009 period.
The data compiled by independent market research group GfK Retail and Technology Australia includes all sales from hardware, gaming peripherals and traditionally boxed software sold through retail outlets, yet excludes revenue generated from online retail sales, downloadable content, online games subscriptions and games delivered to mobile devices.
Sales for gaming peripherals increased by 11 per cent compared to 2009 however sales for gaming consoles declined by 7 per cent and console game sales dipped by 10 per cent.
Despite the slowdown in sales, New Zealand’s interactive and entertainment industry fared better to Australia’s market which dipped by 16 per cent compared to 2009 recording sales of approximately $1.7 billion.
Mark Goodacre, Director of the Interactive Games & Entertainment Industry (iGEA) in New Zealand, says the country’s video and computer games industry continues to hold its own compared to overseas markets despite the slowdown in sales.
“Unlike other international markets which have taken a large hit due to the global economic crisis, New Zealand’s video and computer games market remains buoyant. Video and computer game technology continues to advance in leaps and bounds, and 88.5 per cent of New Zealand households are playing with games[i]. The slowdown we’re seeing in sales is caused by global market conditions which have caught up to the industry,” said Goodacre.
‘Action Games’ replaced ‘Family Games’ as the best-selling genre for 2010 comprising 19 per cent of all sales. ‘Family Games’ and ‘Shooter Games’ tied second place at 16 per cent of all sales.
“We’ve received anecdotal feedback that highlights the demand for online subscriptions, digital downloads and mobile games however unlike traditional sales, it’s challenging to collect these figures through a single source.”
“As the industry continues to evolve in 2011, we’ll keep seeing consumers invest in a wide range of interactive entertainment offerings ensuring the ongoing success of New Zealand’s market,” said Goodacre.
GfK data in 2010 was measured against 52 weeks compared to 53 weeks in 2009.
About the iGEA
The Interactive Gaming & Entertainment Association proactively represents companies that publish, market and/or distribute interactive games and entertainment content. The iGEA aims to further advance the industry and the business interests of its members through informing and fostering relationships with the public, the business community, government and other industry stakeholders. The iGEA is administered by a Board of Directors and supported by the CEO, Ron Curry. The iGEA was formerly known as the Interactive Entertainment Association of Australia (IEAA).
For more information, please visit www.igea.net.
Ph: + 64 9889 2177
Mob: +61 419 526 848
[i] Interactive New Zealand 2010 research is conducted by Bond University based on a national random sample of 1,202 households.
Games Sales Resilient in 2009 Despite Tough Economic Climate
-Video Game Sales Crack $2 billion in 2009-
Sydney, January 20, 2010 – Australia’s interactive gaming and entertainment industry continues to hold its own achieving a record sales result of just over $2 billion for the 2009 calendar year.
Despite last year’s challenging economic climate, sales data compiled by independent market research group GfK Retail and Technology Australia reveal video and computer gaming sales record of $2.05 billion – an increase of 4 per cent from 2008. The data includes all sales from hardware, gaming peripherals and traditionally boxed software, yet excludes revenue generated from online retail sales, downloadable content, online games subscriptions and games delivered to mobile phones.
‘Family Games’ remain key to the industry’s stability proving to be the best selling genre for the second year in a row. 27 per cent of all games sold were from the ‘Family Games’ genre – up 11 per cent from 2008. The second most popular genre was Action, making up 15 per cent of all games sold.
According to Ron Curry, CEO of the Interactive Games and Entertainment Association (iGEA), the healthy sales results highlight the buoyancy of Australia’s video and computer gaming industry, particularly compared to overseas gaming markets that have not seen increases in sales due to the economic turbulence of the past 12 months.
“Australia’s interactive entertainment industry continues to maintain sales despite the global economic slowdown. Video games remain a popular household pastime that can be played by the entire family. Whilst a modest increase, we need to view this against a very tough economic environment and avoid comparing it to last year where consumers used their Government stimulus package to invest in a form of entertainment that brings the whole family together and can be enjoyed time and time again,” said Curry.
Software sales increased by 6 per cent from last year and hardware sales remain steady with 2.247 million units sold in 2009 compared to 2.249 million units sold in 2008.
Sales for gaming peripherals also experienced an increase of 31 per cent, which is no surprise considering the sheer number of households in the country that now have consoles.
“Despite a challenging economic climate, interactive entertainment has proven to offer families good value entertainment. We expect that in 2010 the industry will continue to maintain its steady sales performance as playing video games becomes as popular as watching television or surfing the net,” said Curry.
Healthy three quarter sales signals plenty of Christmas cheer for Australia’s Interactive Games Industry
With just one quarter to go, retail sales for video and computer games are poised to outstrip last year’s record figure that fell just short of $2billion ($1.96billion).
Video Games are a social network
A quiet revolution is taking place in the world of videogames. Gaming is being transformed: what was once regarded as a solitary pursuit for nerds is becoming one of the most social forms of entertainment. Read more
The Value Gamer: Play and Purchase Behavior in a Recession
A Nielsen report on how gamers are responding to the current economic climate.
Read the Report at Nielsen
Most of us are gamers, new figures show
No one would deny video games are fun to play. They’re also big business.
Despite gathering economic storm clouds, Australians spent a record $2 billion on games last year, a 47 per cent increase on 2007.
Read the Full Story at news.com.au
Buoyant Video and Computer Game Sales Nudge $2 Billion
-Family games drive record sales in 2008-
Sydney, 20 January, 2009 – Australia’s video and computer game industry has shown no sign of an economic slowdown by recording its largest ever sales result of $1.96 billion for the calendar year – an increase of 47 per cent from 2007. (more…)
Interactive Entertainment Industry Announce Record Sales of $1.5 Billion
The Interactive Entertainment Association of Australia (IEAA) has announced that Australia’s videoand computer game industry has recorded sales of 1.57 billion dollars over the last financial year. The figures indicate an increase of 52.9 per cent on sales of games software, consoles, peripherals and PC games for the previous corresponding period. (more…)
Skyrocketing Sales for Australian Gaming Industry in 2007
Sydney, Australia – 22 January 2008 – The Interactive Entertainment Association of Australia (IEAA) has announced that Australia’s gaming industry sales figures skyrocketed to 1.3 billion dollars in 2007. These figures meet end of year financial predictions set in mid-2007 and confirm a new sales record for Australia’s gaming industry. (more…)
Billion Dollar Gaming
Australian gaming industry tops the billion dollar mark over financial year
Sydney, Australia 30 July, 2007 – Australia’s gaming industry has officially
come of age, breaking the $1 billion sales mark over the past financial year,
according to the Interactive Entertainment Association of Australia (IEAA).