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  • Jessica Conditt / Engadget

    Nielsen steps up its tracking of digital gaming and esports

    by 
    Mariella Moon
    Mariella Moon
    09.06.2018

    Nielsen has acquired gaming industry intelligence firm SuperData Research to give its ability to track games and esports a boost. According to its announcement, the acquisition will allow it to keep a closer eye on digital gaming use, sales and audiences. It will also give the company a way to track spending on esports events, tickets, marketing and sponsorships. In other words, SuperData will beef up Nielsen's capability to measure various metrics other than sales alone for an industry where those metrics matter. VentureBeat notes, though, that it doesn't always have the most accurate figures.

  • Superdata CEO: F2P audience has 'reached its limits'

    by 
    Jef Reahard
    Jef Reahard
    11.22.2014

    SuperData CEO Joost van Dreunen spoke yesterday at the GameON: Finance conference in Toronto. He posited that the F2P monetization model is declining in popularity. "So I think what's really happening is on the one hand you have the free-to-play audience, and I think that's reached its limits, to some degree," van Dreunen said. "And then there's the premium audience saying, 'Yes, I want to buy a game. I don't want to deal with the ads and in-game items. I want premium.' While in the mobile market, three-quarters of stuff is built with free-to-play as its dominant monetization model, you see somewhat of a backlash." He cited Apple's recent decision to remove the word "free" from F2P App Store titles, and he also mentioned Warlords of Draenor's success as an indicator of healthy demand for paid titles.

  • Report: Men play more MMOs, FPSes; women rule mobile, RPG

    by 
    Jessica Conditt
    Jessica Conditt
    10.27.2014

    Men and women enjoy video games, but some genres tend to attract one gender over the other, SuperData Research finds in a 2014 US study provided to Joystiq. Women compose 57.8 percent of the mobile market, 53.6 percent of the RPG market and 50.2 percent of the PC market (including social games), the report says. The study finds that men make up 66 percent of MMO players, 66 percent of FPS players and 63 percent of digital console players. The data was collected in several separate studies in 2014, each with a minimum sample size of 1,000 respondents. SuperData defines its terminology and methodology here. This study comes on the heels of SuperData Research's 2014 MMO market report, which placed League of Legends as the No. 1 game in the company's MMO category, which included MOBAs, MMOFPS games, MMORPGs, online racing games, online sports games, online sci-fi games, virtual card games, social sims and virtual worlds. In that study, SuperData found that among US players 18 and older, 22 percent of players were between the ages 26 and 30, and 20 percent were between the ages 21 and 25. The average player salary was $55,000, and the overall gender breakdown was 60 percent male, 40 percent female.

  • League of Legends poised to generate $1 billion in annual revenue

    by 
    Jef Reahard
    Jef Reahard
    10.24.2014

    Few things mystify me more than League of Legends. I just don't get MOBAs in general and Riot's juggernaut in particular. Judging by a new report from SuperData Research, though, I'm fairly alone in that assessment as the title is poised to break the $1 billion annual revenue barrier. According to SuperData, LoL generated $946 million via in-game spending between January and September of 2014 and, get this, it makes more money than World of Tanks, Counter-Strike: Global Offensive, Dota 2, and Hearthstone combined.

  • Report: SWTOR fourth biggest sub MMO, Elder Scrolls has over 770k subscribers

    by 
    Jef Reahard
    Jef Reahard
    07.18.2014

    Market intelligence firm Superdata says that Star Wars: The Old Republic earned $165 million in worldwide revenue last year. This would make SWTOR the fourth biggest sub MMO in the world (behind World of Warcraft, Lineage, and TERA). Superdata's report also says that the pay-to-play MMO market has been in a constant decline since 2010, with monthly active worldwide subscribers bottoming out at 23.4 million. "Despite the overall decline, this category has so far managed to maximize their ability to monetize a shrinking yet loyal player base," the firm says. Finally, Superdata says that Elder Scrolls Online has a subscriber base of 772,374 while WildStar is seeing "four to five times" as many concurrent users as it saw during open beta. Superdata's information is purportedly "pulled directly from publishers and developers."

  • Led by mobile and free-to-play, U.S. digital sales see big gains in 2013

    by 
    Mike Foster
    Mike Foster
    01.18.2014

    The digital games market is still on the rise, generating $11.7 billion in sales in 2013. According to market research firm SuperData, this total marks an 11% increase over digital sales in 2012. SuperData noted that Christmas and New Year's occurring in the middle of the week may have helped spiked end-of-year numbers; December 2013 saw a 36% increase in digital sales compared to December 2012. Mobile titles claimed the largest percentage of the digital pie, representing $3.6 billion in sales. Free-to-play titles were up 45% year-on-year to $2.9 billion. Perhaps most interesting for MMO players is the fact that F2P MMO offerings from games like World of Warcraft and Star Wars: The Old Republic landed in the top ten, though the top three free-to-play earners in 2013 were CrossFire, League of Legends, and Dungeon Fighter Online. Data used by the firm is gathered by collecting digital transaction data directly from developers and publishers. [Thanks to Hagu for the tip!]

  • Learn all about the MMO market with this nifty infographic

    by 
    Elisabeth
    Elisabeth
    12.13.2012

    Knowing is half the battle, folks. Sometimes the process of going from not knowing to knowing can be boring and slow -- but not this time, thanks to the magic of infographics! The intelligent folks over at Newzoo have compiled a relatively brief infographic about the state of the MMO market, from the fact that there are 400,000,000 MMO players world-wide (of whom about 180,000,000 are strictly free-to-play patrons) to the fact that 30% of Australia's paying players are female. Last year, the market was split nearly 50/50 between free-to-play and pay-to-play games, but has since switched to a 53% to 47% advantage for free-to-play. Check out the full infographic after the break to feast your eyes and your brain, or head over to an interview with Newzoo's CEO to absorb knowledge the old-fashioned way.

  • Report: Global MMO spending to top $12 billion in 2012

    by 
    Justin Olivetti
    Justin Olivetti
    07.12.2012

    Number-crunching services SuperData Research and Newzoo released reports today forecasting strong growth in the MMO industry. According to the analysts, worldwide spending on MMOs will top $12 billion this year, and that's not all: The companies also predict that this number will increase to a whopping $17.5 billion in 2015. Other facts released in the reports: Yearly MMO market growth increased by 14% in the U.S. and 24% in Germany. The number of MMOs in the field has doubled since the start of 2011. Twenty-three of the 50 million U.S. MMO gamers spend money on subscriptions or microtransactions, a 3% increase from 2011. The yearly average amount spent is $127. More German players spend money on MMOs than in the U.S. -- 13% more, to be exact. Free-to-play revenues in the U.S. now account for 50% of the market, up from 39% in 2010. Science-fiction MMOs make up to three times as much money as their fantasy counterparts. SuperData CEO Joost van Dreunen says that the race for gamers' wallets is only getting started: "The current market saturation forces MMO publishers to compete over a finite gamer population." [Source: SuperData Research/Newzoo press release]