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The following is the The digital version of Assassin’s Creed: Hall of souls sold 1.7 million sets in the first month From SuperData. recommended by recordtrend.com. And this article belongs to the classification: SuperData Research, Game console.
According to the monthly report (November 2020) released by Superdata, the digital version of Assassin’s Creed: Hall of souls sold 1.7 million sets in the first month, exceeding 50% of the monthly sales of the first month of the assassin’s Creed: Odyssey. Superdata points out that the reason why “Assassin’s Creed: Odyssey” has a good sales volume is not only benefited from the good reputation of the previous “Assassin’s Creed: Odyssey” and its excellent image performance on the new host, but also affected by the last-minute ticket skipping of cyberpunk 2077.
Although the game’s first month revenue was 23% higher than Odyssey’s, in game revenue fell 62%. This may be because “Assassin’s Creed: Hall of souls” did not provide an experience bonus prop at the start, and Odyssey was criticized for adding this prop. However, Ubisoft added experience bonus items in December.
In other games, call of duty 17 sold 5.7 million digital copies in November, up 7% from the previous record holder, call of Duty: black action 4. The continued success of call of duty 16’s built-in free model, call of Duty: Theater, has also helped drive revenue for call of duty 16. In the near future, “call of Duty: Theater” is likely to continue to be the most common way for players to experience “call of duty” games on their PC or mainframe. Thanks to theater, call of duty 16: Modern Warfare had 2.7 times more players in November than call of duty 17.
The digital version of Marvel spider man: Miles sold 663000 sets on PS4 / ps5. Naturally, Sony’s first-party game’s monthly sales are not comparable to marvel spider man, which sold 2.2 million units in September 2018. However, “Marvel spider man: Miles” still sold more than its similar game, the mysterious sea: lost heritage.
The launch of world of Warcraft: the land of shadows has set the highest monthly revenue since 2008 and the highest number of players online since 2010. Compared with the world of Warcraft: Azeroth expansion, which was launched in August 2018, the revenue and number of users of shadowland increased by 50% and 34% respectively. In the next 1-2 months, “shadow land” will be difficult to maintain such a high number of online. The game now relies heavily on major add ons to drive a brief surge in revenue and user numbers.
The number of active players in among US reached nearly 500 million in November. So far, “among us” is the most popular game of all time, measured by monthly online players. Due to the low degree of micro transaction of “among us”, the income is relatively small. The PC version generated most of the revenue (i.e., 64% of the revenue) between August and November, although it has a very small share of the total player base (3% in November).
Superdata: it is estimated that the global total revenue of “chicken eating” games in 2018 will be US $12.6 billion. Superdata: in March 2018, the revenue of Fortress night exceeded $223 million and became the best-selling host game Superdata: in January 2019, the global digital game market revenue was $8.4 billion Superdata: the total revenue of PC games in 2018 accounted for 85% of the total revenue of games purchased in the game. Superdata: the digital game with the highest initial revenue in October 2019 is “call of duty 16”. Superdata: the global game market revenue in 2017 ranked Superdata: the global game players spent $8.2 billion in July 2018 Superdata: the revenue of Latin American game market is expected to be $4.4 billion in 2014 Brazil accounts for 34% Superdata: global online game spending of $8.4 billion in January 2019 Superdata: online game spending of $9.05 billion in November 2018 Superdata: consumer online game spending of $8.47 billion in August 2018 Superdata: global digital game spending of $8.2 billion in February 2019 Superdata: online game spending of $8.7 billion in March 2019 Superdata: global online game spending of 82.5 billion in July 2018 $billion Superdata: global digital game spending exceeds $9 billion in July 2019
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