Yandex.Kassa estimated the video game market turnover in Russia at $ 2 billion, but there are questions to the report

Video game market turnover in Russia reached two billion dollars in 2019. This is stated in the service report “Yandex.Cash“and analytical company NewZoo

Compared to 2018, growth was 15%, and in five years it doubled. The most profitable area turned out to be shareware games for PCs, the turnover of which grew to $ 0.94-0.95 billion (+ 4%). In second place were mobile applications – $ 0.7 billion (+ 29%). The third line went to the console segment – 0.24 billion dollars (+ 19%).

The strangest section of the study was the one dedicated to large companies. There are no questions for the leaders: Valve (Steam), Wargaming.net (World of Tanks), Mail.ru (Warface), Sony (PlayStation 4), Riot games (League of Legends). At the same time, for some reason, digital platforms are separately indicated Origin and 4gamealthough the first belongs EAand the second – Innova. It is also mentioned that the Chinese company is gradually strengthening in the market. Tencent (Arena of Valor).

The list of the most profitable games is as follows:

  • World of tanks
  • Fortnite
  • Call of Duty: Black Ops IIII
  • League of Legends
  • Dota 2
  • FIFA 19
  • Honor of kings

There is strangeness on this list as well, since in the West, Chinese MOBA is moving under the name Arena of valor, but not Honor of Kings / Honor of Kings.

Analysts added that the average age of a Russian player is 36 years. Men make up 60% of the audience of PC games, women – 40%.

21% of men from the total number of gamers play on consoles, among women gamers 13% play on consoles.

The costs of the average player are estimated at one to five thousand rubles. Over the past six months, 81% of respondents spent money on in-game purchases, but the average microtransaction size fell to 451 rubles (-2.4%).

Note that the original report sins with a huge number of inaccuracies. This applies to voiced statistics and numbers that do not match in the text and in the graphs. In addition, incorrect company and game names were provided.

The division of market segments into categories also raises questions: why are shareware games on PC allocated, however, console and mobile projects are submitted in one heap? Why is gender distribution provided for PCs and consoles, but not for mobile devices? What specific consoles were included in the report?

Questions are still unanswered.

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