ARLINGTON, Va.--(BUSINESS WIRE)--Consumer excitement surrounding the eighth-generation home gaming console releases has reenergized the gaming market, according to the latest research released today by the Consumer Electronics Association (CEA)®, driving a projected 85 percent increase in wholesale revenue for home video game consoles in 2014. The study, The Future of Gaming, gauges consumer behaviors regarding ownership, device use, gamer segments, video game attachment rates, purchase intent and more.
For ownership of traditional gaming hardware, seventh-generation consoles still lead the way. Ownership among online U.S. consumers is highest for the Nintendo Wii (35 percent), Microsoft Xbox 360 (29 percent) and Sony PlayStation 3 (24 percent).
Since their debut in 2013, the new eighth-generation consoles are quickly gaining steam in terms of ownership. The Sony PlayStation 4 and Microsoft Xbox One are now owned by 11 percent and eight percent, respectively, of online consumers.
While more than half of gamers (54 percent) learn the most about games from friends, family and co-workers, a third say they also pay attention to retailer websites (33 percent), TV commercials (31 percent) and gaming news websites (30 percent). Consumers also prefer to shop for video games primarily in brick-and-mortar locations: mass merchants (36 percent), general electronics stores (32 percent) and specialty electronics stores (32 percent). A third (31 percent) of consumers also shop for video games online.
Primary Gaming Devices
Portable connected devices are now primary gaming devices for many consumers. According to CEA’s 16th Annual CE Ownership and Market Potential Study, smartphone and tablet ownership rates (64 and 45 percent, respectively) are at their highest rates in history. One in ten gamers say their primary gaming device is a smartphone (12 percent) or tablet (nine percent), on par with or closely following seventh-generation consoles such as the Xbox 360 (16 percent), PlayStation 3 (12 percent) and Wii (10 percent).
Among consumers who stated their primary gaming device is a smartphone, the most common operating system is Android (51 percent), followed by iOS (41 percent) and Windows Phone (six percent).
“The gaming industry has been abuzz for months with sizzling sales figures for the eighth-generation consoles, as well as record-breaking releases of games,” said Kevin Tillmann, senior research analyst, CEA. “Rather than simply competing with one another, the eighth-generation consoles are driving gaming sales and enthusiasm across the board. The industry remains a two-headed beast – comprised of traditional game consoles and portable connected devices like smartphones and tablets – but it is certainly stronger than ever.”
Games: Physical and Digital
According to gamers, their purchase choices most often come down to the quality of games (89 percent) on the system or device. Other common reasons gamers flock to a specific device include the price of games (79 percent), ease-of-use (77 percent), price of system (76 percent) and graphics (75 percent).
In terms of the amount of games owned per primary gaming device, the attachment rates are highest for the Sony PSP, followed by gaming PCs and the Xbox 360. Most of these products have been in the marketplace for a significantly longer amount of time than the Xbox One and PlayStation 4, but both of those new consoles are showing strong attachment rates, especially with digital games, so early in their product lifecycles. The PlayStation 4 digital download attachment rate is 57 percent of physical discs (compared to 42 percent for PlayStation 3) and for Xbox One it is 62 percent (compared to 37 percent for Xbox 360).
Enhancing the Gameplay Experience: Companion Products
More than half of gamers (55 percent) indicate they purchased at least one other companion product to improve the gameplay on their primary device. The most common purchases include a television (35 percent) and rechargeable batteries (13 percent).
Gaming Market Overview
According to CEA’s U.S. Consumer Electronics Sales and Forecast Study:
- Home video game consoles: Wholesale revenue is predicted to reach 5.2 billion USD in 2014, an increase of 85 percent over 2013. An additional 12 percent growth is projected in 2015, as the surge of home console sales in 2014 stabilize.
- Portable consoles: CEA projects total portable console wholesale revenue of 506 million USD in 2014, a seven percent increase over 2013. However, wholesale revenue is expected to fall slightly to 471 million USD in 2015, a seven percent decrease, as the portable console market faces continuous pressure from portable connected devices, such as smartphones and tablets.
- Video game software: CEA projects 13.6 billion USD in revenue for 2014, an increase of 9 percent over 2013, due in part to attachment rates for new consoles. Additionally, revenue for 2015 is projected to be 14.4 billion USD, an increase of six percent over 2014.
The Future of Gaming was designed and formulated by CEA Market Research, the most comprehensive source of sales data, forecasts, consumer research and historical trends for the consumer electronics industry. Please cite any information to the Consumer Electronics Association (CEA). The complete study is available at no cost to CEA member companies at members.CE.org. Non-members may purchase the study at the CEA store.
The Consumer Electronics Association (CEA) is the technology trade association representing the $208 billion U.S. consumer electronics industry. More than 2,000 companies enjoy the benefits of CEA membership, including legislative advocacy, market research, technical training and education, industry promotion, standards development and the fostering of business and strategic relationships. CEA also owns and produces the International CES – The Global Stage for Innovation. All profits from CES are reinvested into CEA’s industry services. Find CEA online at www.CE.org, www.DeclareInnovation.com and through social media.
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