
Sales were driven by the introduction of VR, Pokémon Go and Pokémon Sun and Moon, and the games Battlefield 1, Call of Duty: Infinite Warfare, Madden NFL 17, NBA 2K17 and Tom Clancy's The Division.
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Digital purchases, which included full game purchases, downloadable content, game subscriptions, and mobile game microtransactions, made up 74% of this number, continuing a steady increase of digital sales over retail since 2010. Of that, $24.5 billion was spent on video game software, an increase of 6% from 2015.
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Within the United States, revenues from the video game industry in 2016 was estimated at $30.4 billion by the Entertainment Software Association and NPD Group, slightly up from 2015's $30.2 billion. Sony held about 57% of the market share during 2016, followed by Microsoft and Nintendo. IHS Markit estimated that worldwide revenue related to console hardware, software, and services was $34.7 billion, down about 2.5% from 2015 hardware sales were down from $12.8 billion to $10.5 billion, while software and service revenues were up. The top ten companies brought in more than 54% of total revenues during 2016, up from 43% in 2015. Newzoo estimated that $70.4 billion of video game revenues were made by the top 25 publicly-trading companies, led by Tencent ($10.2B), Sony ($7.9B), Activision Blizzard ($6.6B), Microsoft ($6.5B) and Apple, Inc.

DFC Intelligence reported similar numbers for revenues in the various sectors, and noted that mobile gaming revenues overtook both console and personal computer revenues in 2016.
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The firm also identified that virtual reality (VR), professional video game sports, and streaming were still growing markets in the year. Personal computer video games made up $34 billion, with $19 billion contributed from free-to-play games, and console games, retail and downloadable, were $26 and $6.6 billion, respectively. Of the $91 billion, $41 billion was attributed to mobile gaming, particularly the titles Clash Royale and Pokémon Go, with the largest mobile gaming section in Asia with total revenues near $25 billion.

Metacritic (MC) and GameRankings (GR) are aggregators of video game journalism reviews.Ģ016 games and expansions scoring at least 90/100 (MC) or 90% (GR) GameĪnalysis firm SuperData estimated that the global video game software market brought in $91 billion in revenues in 2016 this was an increase over the $74 billion estimated for 2015, but SuperData noted that their 2016 estimates included a larger data set.

Commercially available virtual reality headsets were released in much greater numbers and at much lower price points than the enthusiast-only virtual reality headsets of earlier generations. New hardware came out as well, albeit largely refreshed and updated versions of consoles in the PlayStation 4 Pro, PlayStation 4 Slim, and Xbox One S. Numerous video games were released in 2016. Overview of the events of 2016 in video games
