Games That Have Made The Most Money
Ooolot88tttytdetyetThis is a list of the highest-grossing video games of all time. The list includes games across all platforms (including arcades, consoles, computers, mobiles, and online) that have grossed at least $1billion in revenue. This list includes coin-based sales, which are not added to the game's overall sales.
Title | Gross (million US$) (no inflation) | Release year | Gross as of (year) | Ref | Gross (million US$) (with inflation)[1] | Genre |
---|---|---|---|---|---|---|
| 9745 | 1980 | 2012 | [n 4] | 19,239 | Maze |
| 7751 | 1978 | 1990 | [n 5] | 19,045 | Shmup |
| 10,610 | 1991 | 2017 | [24] | 17,040 | Fighting |
Roblox | 15,000 | 2005 | 2019 | [25] | 15,000 | Beat 'em up |
| 12,250 | 2007 | 2019 | [26] | 12,250 | MMOFPS |
| 10,116 | 2009 | 2019 | [27] | 10,116 | MOBA |
| 9702 | 2004 | 2017 | [28] | 9702 | MMORPG |
| 6417 | 1998 | 2018 | [29] | 9635 | MMORPG |
| 9000 | 2017 | 2019 | [30] | 9000 | Battle royale |
| 8228 | 2017 | 2018 | [n 6] | 8228 | Battle royale |
| 8106 | 2013 | 2018 | [34] | 8106 | Puzzle |
| 5797 | 2001 | 2017 | [35] | 8012 | MMORPG |
| 7000 | 2012 | 2018 | [34] | 7000 | Puzzle RPG |
| 7000 | 2015 | 2018 | [n 7] | 7000 | MOBA |
| 5194.1 | 2006 | 2012 | [n 8] | 6305 | Sports |
| 4400 | 1981 | 2017 | [40] | 6253 | 2D platformer |
| 2673 | 1985 | 2017 | [41] | 6082 | 2D platformer |
| 6000 | 2013 | 2017 | [42] | 6000 | Action adventure |
| 4427 | 2007 | 2013 | [n 10] | 5225 | Fitness |
| 5062 | 2012 | 2017 | [45] | 5062 | Puzzle |
| 2385 | 1988 | 2017 | [41] | 4935 | 2D platformer |
| 4700 | 2016 | 2019 | [n 11] | 4793 | Augmented reality |
| 4402 | 2015 | 2018 | [n 12] | 4545 | RPG |
| 2395 | 1991 | 2016 | [50] | 4303 | 2D platformer |
| 3151 | 2003 | 2017 | [51] | 4192 | MMORPG |
| 4067 | 2012 | 2017 | [n 13] | 4067 | Strategy |
| 2143 | 1990 | 2011 | [41] | 4014 | 2D platformer |
| 1719 | 1986 | 2017 | [41] | 3838 | 2D platformer |
| 2384 | 1996 | 2016 | [54] | 3720 | RPG |
| 2507 | 2002 | 2012 | [n 15] | 3411 | Sports simulation |
| 2841.3 | 2009 | 2013 | [n 17] | 3241 | Sports |
| 2833 | 2008 | 2013 | [n 19] | 3232 | Kart racing |
| 1200 | 1981 | 1987 | [66] | 2948 | Maze |
| 1990 | 1999 | 2011 | [54] | 2923 | RPG |
| 1680 | 1993 | 1996 | [66] | 2846 | Fighting |
| 2216 | 2006 | 2012 | [n 20] | 2690 | Party |
| 1660 | 1996 | 2001 | [41] | 2590 | 3D platformer |
| 1104 | 1986 | 1993 | [66] | 2465 | Arcade racing |
| 2185 | 2009 | 2013 | [41] | 2492 | 2D platformer |
| 1048 | 1984 | 1995 | [n 21] | 2469 | Light gun shooter |
| 800 | 1979 | 1982 | [n 22] | 2376 | Shmup |
| 1646 | 2002 | 2014 | [54] | 2240 | RPG |
| 2178 | 2016 | 2018 | [n 23] | 2178 | Strategy |
| 1785 | 2006 | 2013 | [41] | 2167 | 2D platformer |
| 1200 | 1994 | 2001 | [66] | 1981 | Fighting |
| 1714 | 2002 | 2017 | [71] | 1918 | MMORPG |
(incl. map packs) | 1769.75 | 2010 | 2011 | [n 24] | 1925 | FPS |
| 1200 | 1996 | 2001 | [66] | 1872 | Fighting |
| 1206.13 | 1997 | 2017 | [71] | 1839 | RPG |
| 1293.3 | 2002 | 2017 | [71] | 1760 | MMORPG |
| 1258.4 | 2001 | 2017 | [71] | 1739 | RPG |
(excl. map packs) | 1499.75 | 2010 | 2011 | [n 24] | 1632 | FPS |
| 1593 | 2011 | 2017 | [n 25] | 1593 | Sandbox |
| 579.6 | 1982 | 1984 | [66] | 1470 | Racing |
| 1000 | 1980 | 2002 | [66] | 1469 | Shmup |
| 1000 | 1993 | 2010 | [66] | 1421 | Sports |
| 1290 | 2011 | 2015 | [75] | 1403 | MMO action RPG |
| 1150 | 2006 | 2014 | [54] | 1396 | RPG |
| 903.13 | 1997 | 2017 | [71] | 1377 | RPG |
| 699.65 | 1989 | 2009 | [77] | 1311 | Puzzle |
| 1247 | 2016 | 2018 | [54] | 1272 | RPG |
| 507 | 1986 | 2014 | [78] | 1132 | RPG |
| 646.04 | 1992 | 2015 | [78] | 1127 | RPG |
| 1000 | 2013 | 2017 | [79] | 1051 | Strategy |
| 953 | 2013 | 2016 | [54] | 1001 | RPG |
| 1000 | 2017 | 2017 | [80] | 1000 | FPS |
| 1000 | 2018 | 2018 | [81] | 1000 | FPS |
| 1000 | 2018 | 2018 | [82] | 1000 | Action adventure |
See also [ ]
- List of highest-grossing video game franchises
- List of best-selling video games
- Arcade gaming
- 2017 in video games
- List of best-selling video games of 2017
- Best selling game franchises
- Best selling Nintendo games
- Best selling Microsoft games
- Best selling Sony games
Notes [ ]
- ↑ Pac-Man arcade revenue:
- Cabinet sales: $1.14 billion by 1982
- $1 billion cabinet sales by 1981.[2]
- $200 million[3] cabinet sales in 1981, therefore $800 million cabinet sales in 1980.
- 350,000 cabinets sold for $2800 each by 1981.[4] Out of total 400,000 sales by 1982,[5] remaining 50,000 for $2800 means $140 million additional revenue in cabinet sales in 1982.
- $1 billion cabinet sales by 1981.[2]
- Coin revenues: $8.2 billion
- 1980: $1 billion[6]
- 1981: $1.2 billion[7] [3] [8]
- 1982: $6 billion (in quarters)[9] [10] [11]
- Cabinet sales: $1.14 billion by 1982
- ↑ 7.7 million cartridges[12] sold at $29.76 each
- ↑ Pac-Man, retail sales:
- Atari 2600 version: $229.2 million in 1982[n 2] [13]
- Coleco Mini-Arcade version: $90 million in 1982 (1.5 million[14] [15] units at $59.97 each) [1]
- ↑ Pac-Man overall revenue:
- Arcade: $9.34 billion by 1982[n 1]
- Console: $319.2 million as of 1982[n 3]
- Mobile: $84 million as of 2012[16]
- PC: $2 million as of 1987[17]
- ↑ Space Invaders estimated revenue:
- Arcade – $7.5 billion (as of 1982)
- Cabinet sales: $3.1 billion (750,000 cabinets by 1979[18])
- Japan: $2.4 billion (400,000 cabinets by 1979[18])
- 1978: $600 million earnings for Taito from 100,000 Japan cabinet sales in 1978.[19] This gives average Japan cabinet price of $6000 each.
- Overseas: $700 million+
- 350,000 cabinet sold outside Japan by 1979.[18] US prices ranged from $2,000 to $3,000 per cabinet.[20]
- Japan: $2.4 billion (400,000 cabinets by 1979[18])
- Coin drop revenue: $4.4 billion+ (as of 1982)
- Japan: At least more than $2.4 billion as of 1979 (if 400,000 cabinets cost about $2.4 billion, coin drop earnings would need to be greater in order to be profitable for arcade operators).
- United States: $2 billion from 60,000 cabinets (as of 1982)[21]
- Cabinet sales: $3.1 billion (750,000 cabinets by 1979[18])
- Atari systems – $151million in the US (as of 1990)
- Atari 2600 – $150,595,407 (1980-1990)
- 1980-1983 – $150million[22]
- 1986-1990 – $595,407[23]
- Atari 5200 – $208,780 (1986-1989)[23]
- Atari XE (computer) – $1,612 (1986-1990)[23]
- Atari 2600 – $150,595,407 (1980-1990)
- Arcade – $7.5 billion (as of 1982)
- ↑ PlayerUnknown's Battlegrounds (PUBG)
- PlayerUnknown's Battlegrounds (PC)
- 2017 - $900 million[31]
- 2018 - $1.128 billion[32]
- PUBG Mobile - $6.2 billion[33]
- PlayerUnknown's Battlegrounds (PC)
- ↑ Arena of Valor / Honor of Kings
- Up until 2017 - $5 billion[36] [37]
- 2018 - $2 billion[38]
- ↑ Wii Sports revenue: 81.99 million units[39] at ¥4800 ($63.35) each = $5.1941 billion
- ↑ Wii Fit (original) sales revenue:
- Prices:
- EU price: €89.99[43] ($143)
- JP price: ¥8800 ($116)
- UK price: £69.99[43] ($147)
- US price: $89.99
- December 2007 to March 2010: 22.61 million units = $2813 million
- Japan: 5.36 million units at $116 each = $622 million
- December 2007 to March 2008: 1.85 million
- April 2008 to March 2009: 1.58 million
- April 2009 to March 2010: 1.93 million
- Overseas: 17.25 million units at $127 (mean average EU/UK/US price) each = $2191 million
- Japan: 5.36 million units at $116 each = $622 million
- April 2010 to March 2012: 60,000 (22.67 million - 22.61 million) units at $124 (mean average EU/JP/UK/US price) each = $7.44 million
- Prices:
- ↑ Wii Fit (original and Plus) sales revenue:
- Wii Fit (original) revenue: $2820.44 million[n 9]
- Wii Fit Plus revenue: $1606.41 million[44]
- ↑ Pokémon Go:
- 2016-2017 - $2 billion[46]
- 2018 - $1.3 billion[47]
- 2019 – $1.4 billion[48]
- ↑ Fate/Grand Order
- Up until 2017 - $2 billion[49]
- 2018 - $1202 million
- 2019 – $1.2 billion[48]
- ↑ Clash of Clans:
- Up until 2017 - [52]
- 2018 - $567 million[53]
- ↑ World Club Champion Football: Intercontinental Clubs
- Fiscal year ended 31 March 2010: ¥4.2 billion[57]
- Fiscal year ended 31 March 2011: ¥3.8 billion[58]
- Fiscal year ended 31 March 2012: ¥3.6 billion[59] (additional ¥6.8 billion)
- Fiscal year ended March 2013: ¥1.7 billion [2] [60] [61]
- Fiscal year ended 31 March 2013: ¥3.2 billion
- April-December 2013: ¥2.1 billion
- Currency conversion: [3] $224 million
- ¥4.2 billion = $55.4312 million
- ¥3.8 billion = $50.2 million
- ¥3.6 billion = $48 million
- ¥3.2 billion = $42.2333 million
- ¥2.1 billion = $28 million
- ↑ World Club Champion Football revenue:
- Card revenues up until January 2009 - $1.901 billion
- 480 million player cards sold as of January 2009, costing around ¥300 each.[55] [56] This brings the total card revenue up to ¥144 billion, equivalent to [http://www.x-rates.com/historical/?from = JPY&amount=144000&date=2011-10-30 $1.901 billion].
- Unit sales revenues from April 2005 to December 2009 - $307.4 million
- World Club Champion Football: European Clubs 2004–2005 at £90,000 ($189,000) [4] each - $149.4 million
- 514 units from April 2005 to March 2006: $97.2 million
- 276 units during April–September 2006: $52.2 million
- World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009 at £90,000 ($189,000) [5] each = $158 million
- World Club Champion Football: European Clubs 2004–2005 at £90,000 ($189,000) [4] each - $149.4 million
- World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 14]
- Card revenues up until January 2009 - $1.901 billion
- ↑ 16.0 16.1 Wii Sports Resort sales revenue: 30.14 million[62] units = $2683.3 million
- Japan: 1.41 million units at ¥5300[63] ($69) each = $97.3 million
- Overseas: 28.73 million units at $90 (mean average price) each = $2586 million
- AU price: AU$99.95 (US$110)
- NZ price: NZ$129 (US$113)
- UK price: £49.99 ($85)
- US price: $49.99
- ↑ Wii Sports Resort total revenue:
- Pre-bundle - 30.14 million units = $2683.3 million[n 16]
- Post-bundle - 1.75 million units (31.89 million[39] - 30.14 million) at $90 (mean average price)[n 16] each = $158 million
- ↑ 18.0 18.1 Mario Kart Wii:
- Prices:
- AU price: AU$99.95 ([http://fxtop.com/en/historical-exchange-rates.php?A = 99.95&C1=AUD&C2=USD&DD1=01&MM1=07&YYYY1=2011&B=1&P=&I=1&DD2=31&MM2=08&YYYY2=2011&btnOK=Go%21 US$110])
- JP price: ¥5800 ($76)
- UK price: £39.99 ($81)
- US price: $49.99
- Sales: 28.23 million[64] units = $2270.32 million
- Japan: 3.32 million units at $76 each = $252.32 million
- April 2008 to March 2009: 2.3 million units = $150 million
- April 2009 to March 2010: 430,000 units = $28 million
- April 2010 to March 2011: 530,000 units[65] = $34.5 million
- April-June 2011: 60,000 units[65] = $4 million
- Overseas: 24.91 million units at $81 (mean average AU/UK/US price) each = $2018 million
- Japan: 3.32 million units at $76 each = $252.32 million
- Prices:
- ↑ Mario Kart Wii (incl. bundled copies) revenue:
- Pre-bundle (until June 2011) - 28.23 million units = $2270.32 million[n 18]
- Post-bundle (after June 2011) - 7.03 million units at $80 (mean average price)[n 18] each = $562.4 million
- ↑ Wii Play sales revenue:
- Prices:
- AU price: AU$79.99 ([http://fxtop.com/en/historical-exchange-rates.php?A = 79.99&C1=AUD&C2=USD&DD1=01&MM1=01&YYYY1=2011&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=2011&btnOK=Go%21 US$88])
- JP price: ¥4800 (US$63)
- UK price: £49.99 [6] (US$105)
- US price: US$49.99
- December 2006 to March 2010: 27.38 million units = US$2166.44 million
- Japan: 2.88 million units at US$63 each = US$181.44 million
- December 2006 to March 2007: 1.21 million
- April 2007 to March 2008: 1.22 million
- April 2008 to March 2009: 330,000
- April 2009 to March 2010: 120,000
- Overseas: 24.5 million units at US$81 (mean average AU/UK/US price) each = US$1985 million
- Japan: 2.88 million units at US$63 each = US$181.44 million
- April 2010 to March 2012: 640,000 (28.02 million[62] - 27.38 million) units at US$77 (mean average AU/JP/UK/US price) each = US$49.3 million
- Prices:
- ↑ 28.31 million[67] at = pc&a=page_h_title&title_id=20004 ¥4500] ([http://fxtop.com/en/historical-exchange-rates.php?A=4500&C1=JPY&C2=USD&DD1=01&MM1=01&YYYY1=1988&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=1988&btnOK=Go%21 $37) each
- ↑ [68] [69]
- ↑ Clash Royale:
- Up until 2017 - $1.278 billion[70]
- 2018 - $900 billion[47]
- ↑ 24.0 24.1 Call of Duty: Black Ops overall revenue:
- 25 million copies as of August 2011 [7] [8] at $59.99 [9] each: $1379.77 billion
- Map packs: $270 million[72]
- ↑ Minecraft sales revenue: 122 million units
- PC: 26 million units at $26.95 = $700.7 million
- Consoles: 17 million units[73] at $19.99[74] = $339.8 million
- Mobile & other: 79 million units at $6.99 = $552.2
References [ ]
- ↑ CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
- ↑ Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0-8225-7602-3. http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120 . Retrieved 1 May 2011.
- ↑ 3.0 3.1 http://people.rit.edu/cnd6606/309/Portfolio1/MySite/historyPage.html
- ↑ http://news.google.com/newspapers?id=goBQAAAAIBAJ&sjid=TxIEAAAAIBAJ&pg=7084,2952506
- ↑ Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. http://books.google.co.uk/books?id=P-MJAQAAMAAJ . Retrieved 12 February 2012. "Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion."
- ↑ Kline, Stephen; Nick Dyer-Witheford, Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96 . Retrieved 25 February 2012. "The game produced one billion dollars in 1980 alone"
- ↑ http://www.nytimes.com/1982/07/04/movies/special-effects-are-revolutionizing-film.html?pagewanted=all
- ↑ At least 800 million quarters ($200 million) in the US during 1981:
- Schenectady Gazette: p. 16. March 17, 1982. http://news.google.com/newspapers?id=RZBGAAAAIBAJ&sjid=gekMAAAAIBAJ&pg=3099,372728. Retrieved 2012-12-30.
- ↑ Uncle John's Legendary Lost Bathroom Reader. Portable Press. September 1999. p. 373. ISBN 978-1-879682-74-0. https://books.google.com/books?id=OdxLduEdxmcC. "In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined."
- ↑ Uncle John's Legendary Lost Bathroom Reader. Simon and Schuster. November 2012. p. 348. ISBN 978-1-60710-670-8. https://books.google.com/books?id=QClZDwAAQBAJ&pg=PT348. "In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined."
- ↑ Stern, Jane; Stern, Michael (1992). Jane & Michael Stern's Encyclopedia of Pop Culture: An A to Z Guide of Who's who and What's What, from Aerobics and Bubble Gum to Valley of the Dolls and Moon Unit Zappa. Harper Perennial. p. 373. ISBN 978-0-06-055343-2. https://books.google.com/books?id=7AAi0VbjGU8C. ""I think we have the Mickey Mouse of the 1980s," said one Pac-Man executive when it was noted that Americans were spending about $6 billion per year on the game and its spinoffs"
- ↑ Goldberg, Marty; Vendel, Curt (November 25, 2012). Atari Inc.: Business Is Fun. Carmel, New York: Syzygy Press. p. 582. ISBN 978-0-9855974-0-5. https://books.google.co.uk/books?id=3FwGMtRafrAC&pg=PA582&lpg=PA582#v=onepage&q&f=false.
- ↑ "WHAT WENT WRONG AT ATARI". Boston Globe. Feb 8, 1983. http://pqasb.pqarchiver.com/boston/access/663605541.html?FMT=ABS. "Gamewise, while there may not be another cartridge as successful as Pac-Man - a $200-million money-maker that Teiser says "will never happen again""
- ↑ "Coleco Mini-Arcades Go Gold". Arcade Express 1 (1): 4. August 15, 1982. http://www.digitpress.com/library/newsletters/arcadeexpress/arcade_express_v1n1.pdf . Retrieved 3 February 2012.
- ↑ "Mini-Arcades 'Go Gold'". Electronic Games 1 (9): 13. November 1982. http://www.archive.org/stream/electronic-games-magazine-1982-11/Electronic_Games_Issue_09_Vol_01_09_1982_Nov#page/n11/mode/2up . Retrieved 5 February 2012.
- ↑ Pac-Man mobile, paid download revenues:
- iOS: 23 million downloads (2008 to January 2010) at $3.50 (mean average price) each = $81 million
- UK price: £1.99 ($3.98)
- US price: $2.99
- Android: 500,000 (2008 to April 2012) at £2.60 ($5.20) each = $2.6 million
- iOS: 23 million downloads (2008 to January 2010) at $3.50 (mean average price) each = $81 million
- ↑ Over 100,000 copies at £9.95 ($19) each
- ↑ 18.0 18.1 18.2 "After Pong". ACE (6 (March 1988)): 29-32 (29). 4 February 1988. https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up.
- ↑ "Can Asteroids Conquer Space Invaders?". Electronic Games 1 (1): 30?33 [31]. Winter 1981. http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf . Retrieved February 1, 2012.
- ↑ "Video arcades rival Broadway theatre and girlie shows in NY", InfoWorld 4 (14): p. 15, April 12, 1982, ISSN 0199-6649, https://books.google.com/books?id=YjAEAAAAMBAJ&pg=PA15 , retrieved May 1, 2011
- ↑ https://ia801802.us.archive.org/17/items/the_spectrum_show/TheSpectrumShow000.pdf#page=5
- ↑ Glenn Adilman, Videogames: knowing the score, Creative Computing, December 1983
- ↑ 23.0 23.1 23.2 http://www.atarimuseum.com/whatsnew/2009-MAY-28.html
- ↑ Street Fighter
- ↑ http://pdf.irpocket.com/C3659/yCGV/B6S9/ynEy.pdf
- ↑ CrossFire revenues:
- 2008-2009: $213 million+
- Neowiz Games: ₩165,553 million = $184 million [10] [11]
- Smile Gate: $29 million
- Tencent Games: Unknown
- 2010 - $1.2 billion
- 2011 - $1 billion (including $893 million in China)
- 2012 - $1.2 billion [12][13][14] (including $874 million in China)
- 2013 - $1 billion [15] [16]
- China: $957 million
- South Korea: ₩33.7 billion ($32.1 million) (4th quarter)
- 2014 - ₩1.5 trillion = $1371.706 million
- 2015 - $1.11 billon
- 2016 - $1.1 billion
- 2017 - $1.4 billion
- 2018 - $1.3 billion
- 2019 - $1.4 billion
- 2008-2009: $213 million+
- ↑ World of Warcraft revenues:
- 2004-2016 - $9.23 billion
- 2005 - $250 million [17] [18]
- 2006 - $597 million [19][20]
- 2007 - $843 million [21][22]
- 2008 - $1 billion [23][24]
- 2009 - $1.15 billion
- 2010 - $1.03 billion [25][26]
- 2011 - $1.15 billion
- 2012 - $901 million
- 2013 - $805 million (including $213 million free-to-play revenue)
- 2014 - $728 million
- 2015 - $814 million
- Alternative estimate for 2004-2013 - $3.033 billion
- 2017 - $472 million
- 2004-2016 - $9.23 billion
- ↑ Lineage revenues:
- 1998-2005: ₩1.5 trillion ($1.5 billion)
- 2006: ₩258.332 billion = $282 million
- 2007: ₩257.41 billion = $285 million
- 2008: ₩278 million = $297 million
- 2009: $270 million
- 2010: ₩299.4 billion = $284 million
- 2011: ₩296.3 billion = $283 million
- 2012: ₩270.343 billion = $257 million
- 2013: ₩345.02 billion = $329 million
- 2014: ₩322.607 billion = $319 million
- 2015: = ₩375.828 billion = $351 million
- January-September 2016: ₩313.793 billion = $297 million
- December 2016: $176 million
- 2017: $1.175 billion
- 2018: $312 million
- ↑ https://www.ign.com/articles/fortnite-made-9-billion-in-two-years-while-epic-games-store-has-yet-to-turn-a-profit
- ↑ https://www.gamespot.com/articles/pubg-passes-3-million-concurrent-users-on-pc/1100-6455835/
- ↑ List of best-selling video games of 2018
- ↑ https://www.pocketgamer.biz/feature/77017/top-10-highest-grossing-mobile-games-of-all-time/
- ↑ 34.0 34.1 https://sensortower.com/blog/monster-strike-revenue
- ↑ Westward Journey revenues
- Westward Journey Online II (launched 2002) from 2002 to 2003: $37 million
- $6 million [27] in 2002 [28]
- $31 million [29] in 2003 [30]
- Westward Journey Online II and Fantasy Westward Journey (launched 2004) from 2004 to 2008: $1.3 billion
- $95.11 million [31] in 2004 [32]
- $223 million [33] in 2005 [34]
- $301.41 million [35] in 2006 [36]
- $302 million [37] in 2007 [38]
- $364.3 million [39] in 2008 [40]
- Fantasy Westward Journey from 2009 to 2011: $1.5 billion+
- $400 million in 2009 [41]
- $400 million+ in 2010 [42]
- $400 million+ in 2011 [43]
- $400 million+ in 2012 [44] [45]
- 2015: $451 million
- 2016: $380 million ($95million per quarter)
- 2017: $1.5 billion
- June-October 2018: $229 million
- Westward Journey Online II (launched 2002) from 2002 to 2003: $37 million
- ↑ http://www.chinadaily.com.cn/business/2017-07/27/content_30262208.htm
- ↑ https://www.bloomberg.com/news/articles/2017-07-31/fueled-by-wechat-female-gamers-power-tencent-s-3-billion-hit
- ↑ https://sensortower.com/blog/honor-of-kings-revenue-2018
- ↑ 39.0 39.1 Nintendo Top Selling Software Sales Units: Wii. Nintendo (2014-03-31). Retrieved on 2014-05-31.
- ↑ Donkey Kong
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Mario
- ↑ https://www.telegraph.co.uk/gaming/news/grand-theft-auto-v-has-made-money-film-history/
- ↑ 43.0 43.1 Wii Fit to cost £70
- ↑ Wii Fit Plus sales revenue: 20.86 million units = $1606.41 million
- Japan: 2.53 million units at ¥5900 (¥2000 and ¥9800) ($77) each = $195 million
- Overseas: 18.33 million units at $77 (mean average price) each = $1411.41 million
- UK price: £54.99 (£19.99 and £89.99) ($93)
- US price: $59.99 ($19.99 and $99.99
- ↑ Candy Crush Saga:
- 2013-2014 - $2.37 billion
- 2015 - $682 million
- 2017 - $910 million
- 2018 - $1.1 billion
- ↑ https://www.bloomberg.com/news/articles/2017-09-05/pokemon-s-ceo-hints-at-big-plans-for-games-on-smartphone-switch
- ↑ 47.0 47.1 https://www.superdataresearch.com/market-data/market-brief-year-in-review/
- ↑ 48.0 48.1 https://www.superdataresearch.com/2019-year-in-review/
- ↑ https://www.pocketgamer.biz/asia/news/68582/fategrand-order-rakes-in-over-2bn-in-revenue-worldwide/
- ↑ Sonic, Video Game Sales Wiki
- ↑
- $1.8 billion as of 2011 [46]
- 2003-2010: $1.5 billion [47]
- 2003-2005: $310 million [48]
- 2006: $200 million [49]
- 2008: $500 million [50]
- 2009: $200 million [51]
- 2007 and 2010: $290 million
- 2011: $300 million
- 2003-2010: $1.5 billion [47]
- 2012: Unknown
- 2013: $326 million
- 2014, January-September: $240 million
- 2015 - $253 million
- 2016 - $253 million+
- 2017 - $279 million
- $1.8 billion as of 2011 [46]
- ↑ https://www.zdnet.com/pictures/25-wildly-popular-android-games-raking-in-the-most-cash-from-in-app-purchases/26/
- ↑ https://sensortower.com/blog/supercell-revenue-2018
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 Pokémon, Video Game Sales Wiki
- ↑ AOU 2009 - Sega World Club Champion Football Intercontinental Clubs 2007-2008. AOU Amusement Expo 2009. DigInfo TV (2 March 2009). Retrieved on 18 May 2012.
- ↑ Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
- ↑ Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. Sega Sammy Holdings (14 May 2010). Retrieved on 13 April 2012.
- ↑ Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
- ↑ Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (11 May 2012). Retrieved on 17 May 2012.
- ↑ FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012). Sega Sammy Holdings (1 August 2012). Retrieved on 2 September 2012.
- ↑ Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
- ↑ 62.0 62.1 Supplementary Information:Financial Results Briefing for Fiscal Year Ended March 31, 2012 (PDF). Nintendo (2012-04-27). Retrieved on 2012-07-20.
- ↑ Mean average price between ¥4800 and ¥5800
- ↑ Supplementary Information about Earnings Release 7. Nintendo (2011-07-29). Retrieved on 2011-07-29.
- ↑ 65.0 65.1 https://www.nintendo.co.jp/ir/pdf/2011/110426e.pdf
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 Arcade gaming, Video Game Sales Wiki
- ↑ Welch, Hanuman (April 23, 2013). 1984: Duck Hunt - The Best Selling Video Game Of Every Year Since 1977. Complex. Verizon Hearst Media Partners. Retrieved on April 26, 2017.
- ↑ Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1). http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html . Retrieved 26 February 2012.
- ↑ "Forbes, Volume 127". Forbes: 102. 1981. http://books.google.co.uk/books?id=6y68AAAAIAAJ . Retrieved 25 February 2012. "At $2000 a unit, Atari has made about $140 million from that game alone."
- ↑ https://www.zdnet.com/pictures/25-wildly-popular-android-games-raking-in-the-most-cash-from-in-app-purchases/24/
- ↑ 71.0 71.1 71.2 71.3 71.4 Final Fantasy
- ↑ Call of Duty: Black Ops, revenues
- Game sales: $1 billion in 2010 [52]
- Map packs: $270 million as of September 2011 [53]
- ↑ "Built to last: the Minecraft model". The Independent. October 10, 2014. http://www.independent.co.uk/news/business/analysis-and-features/built-to-last-the-minecraft-model-9788669.html . Retrieved November 13, 2014.
- ↑ Xbox 360 & PS3
- ↑ TERA revenues:
- 2011: $175.334 million
- January-February 2011: $89.334 million [54][55]
- March-December 2011: $86 million [56] [57]
- February-December 2012: $403.2 million
- February-April 2012: $240 million [58]
- May 2012: 717,458 subscriptions at $78.33 average each = $56.2 million
- Retail price: $63.33 average ($49.99, $59.99, $79.99)
- Subscription fee: $15
- June-December 2012: $107 million
- 900,000 subscriptions (1.4 million - 500,000)
- Retail revenue: 182,542 additional sales at $63.33 average each = $12 million
- Subscription revenue: 900,000 subscriptions at $15 each for seven months = $95 million
- 2013: $236 million
- January-July 2013: $143.1 million
- January 2013: 900,000 subscriptions at $15 each = $14 million
- TERA Rising (North America & Europe) during February-July 2013: $129.1 million
- United States: $86.04 million
- Freemium revenue: $12 million monthly for six months = $72 million
- Elite subscriptions: 156,000 subscriptions at $14.99 each for six months = $14.04 million
- Europe: Half of US revenue = $43.02 million
- United States: $86.04 million
- January-July 2013: $143.1 million
- 2014: $236 million
- 2015: $239 million ($19.9 million monthly)
- 2011: $175.334 million
- ↑ Computer game Tetris celebrates 25 years. Daily Telegraph (June 6, 2009). Retrieved on 2012-08-23.
- ↑ Tetris (Game Boy) sales revenue: 35 million cartridges (including bundles)[76] at $19.99 each = $699.65 million
- ↑ 78.0 78.1 Dragon Quest, Video Game Sales Wiki
- ↑ http://www.pocketgamer.biz/asia/news/66387/summoners-war-1-billion-lifetime-revenues/
- ↑ https://www.gamespot.com/articles/call-of-duty-ww-2-passes-1-billion-in-worldwide-sa/1100-6455775/
- ↑ https://www.foxsportsasia.com/esports/callofduty/982991/call-of-duty-black-ops-4-makes-over-1-billion-in-under-a-month-to-become-best-selling-game-of-2018/
- ↑ https://news.yahoo.com/red-dead-redemption-2-now-195425033.html
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List of best-selling video games · List of highest-grossing video games Franchises · United States · Japan · Best selling new IPs · Sixth generation · Seventh generation · 2017 · 2018 |
Games That Have Made The Most Money
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