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U.S. game industry generated $30.4 billion in revenue for 2016

A slight increase in spending from last year

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The U.S. computer and video game industry generated $30.4 billion in revenue in 2016, according to new data released today by the Entertainment Software Association (ESA) and the NPD Group.

This total consumer spend figure includes revenues from all hardware, software, peripherals, and in-game purchases. This is an increase in total consumer spend from reported 2015 sales, which were at $30.2 billion.

Video game software revenue grew 6 percent from the 2015 level. In 2016, video game software revenue, which includes physical packaged goods, mobile games, downloadable content, subscriptions, and other revenue streams, reached $24.5 billion—up from 23.2 billion in 2015.

In 2016, virtual reality systems like the Sony PlayStation VR, Vive, and Oculus Rift reached the mass market to consumer interest. Blockbusters like Battlefield 1, Call of Duty: Infinite Warfare, Madden NFL 17, NBA 2K17 and Tom Clancy’s The Division drove consumer spend on console platforms. Finally, the PC platform was the most diverse and dynamic of all growth platforms, with a record number of titles reaching PC gamers in 2016.

ESA offers a wide range of services to interactive entertainment software publishers, managing a global content protection program, owning and operating E3 and representing video game industry interests in federal and state government relations.

ESA

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