Digital Game Market Sales Increase By 7% Despite GameStop Thinking Otherwise
In a recent investor briefing, mega retailer GameStop claimed that recent AAA titles such as Assassin’s Creed Syndicate, Star Wars Battlefront and Halo 5 were under achieving when it came to sales (even though Microsoft claims $400 million in revenue from Halo 5 game and hardware sales as of 4th November) but a new report from analyst firm Superdata seems to show a completely different picture.
According to the report, there was a 7% year-on-year increase in digital sales revenue through the month of October, bringing up the money spent by customers on games up to $5.5 billion globally.
In the lead-up to the holiday season, total digital games sales hit their highest point for the year so far, with the exception of pay-to-play MMOs, all segments managed to grow their revenue.” CEO of Superdata Joost van Dreunen wrote.
Given the ever increasing popularity of digital games, despite losing the ability to trade-in console games after a person is done playing, it makes sense for GameStop to make such a mistake since the retailer largely deals with physical game copies.
Player’s these days prefer to get their games online and be ready to play the moment they are released instead of having to drive over to the local game store or suffer when a pre-order delivery gets delayed.
The Superdata report also lists the top selling games and their respective platforms for October sales. FIFA 16 leads the console sales, League of Legends in Free-to-Play MMOs and as expected, World of Warcraft which recently celebrated its 11th birthday as the top sold Pay-to-play MMO.