42% of GameStop Customers Buy Digital on PSN, 40% on Xbox Live

on April 15, 2016 7:56 AM

GameStop held its presentation for its Investor Day 2016, and it included some quite interesting information on the performance of the digital market at the retailer.

First of all, we learn that GameSpot’s growth in digital distribution from 2010 to 2015 was in line with the collective growth of the top four digital publishers. The growth was by 263% up to $1.054 billion in 2015.

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Interestingly, 95% of GameStop’s digital sales actually happen in their stores.

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PSN and Xbox Live are leaders in where GameStop’s consumers buy their digital content, with PSN leading slightly with 42% against 40%.

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Of a total of $15 billion in console video game sales in the United States, 20% is digital full game downloads (FGD), subscriptions, microtransactions and DLC.

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We also get some interesting projections about virtual reality. SuperData proJects $3 billion dollars in VR sales during the first fiscal year after the release of the tech, while IDG is more optimistic, with $6 billion.

48% of GameStop’s PowerUp Pro Members are aware of PlayStation VR, and the percentage is the same for Oculus Rift, HTC Vive trails behind, with only 19%.

 

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 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.