"The record-breaking sales of computer and video games in 2002 will continue in the years ahead as more ground-breaking games are introduced, hardware prices come down, and the audience for games broadens and deepens," said IDSA president Douglas Lowenstein. "Indeed, we believe that 2003 will be the peak year of the current hardware cycle, with software sales surging at least 10% yet again, and perhaps considerably more depending on other external factors."
According to numbers announced today by the IDSA, and compiled by NPDFunworld(SM) and NPDTechworld(SM), 2002 U.S. sales of console games totaled $5.5 billion while COMPUTER games accounted for $1.4 billion in sales, including edutainment games. Total game software sales in 2001 were $6.35 billion, with console games bringing in $4.6 billion in sales and COMPUTER games accounting for $1.75 billion. (Note: The numbers released by the IDSA today do not include sales of game hardware or accessories.)
"One obvious trend apparent from the 2002 data is that console software is capturing an even greater share of the market than ever before, accounting for 80% of industry software sales compared with 65% five years ago," Lowenstein said. "Again, this is another reflection of the fact that the market for consoles is aging and broadening far beyond its original base of teenage boys."
Consistent with past years the majority of games that sold were rated "E" for "Everyone" (55.7%), followed by "Teen" (T) rated games (27.6%), and by "Mature" (M) rated games (13.2%). But while the overall percentage of "Teen" and "Mature" games rose, E and T-rated games continue to dominate the best-seller charts. Of the top 20 best-selling console games, 80% were rated E or T, while 90% of the top 20 COMPUTER games were rated either E or T.
Console game players most often purchased action (25.1%), sports (19.5 %), and racing titles (16.6%), followed by edutainment (7.6%), role-playing games (7.4%), fighting games (6.4%), first person shooters (5.5%), and adventure games (5.1%).
Computer gamers, however, most often purchased strategy games (27.4%), children's games (15.9%) and shooter games (11.5%), followed by family entertainment titles (9.6%), role-playing games (8%), sports titles (6.3%), racing (4.4%), simulation (4.1%), and fighting games (0.1%).
NPDFunworld(SM) and NPDTechworld(SM) are part of the NPD Group, Inc., a global market information company that measures product movement and consumer behavior across a broad range of industries.