PopCap’s Bejeweled Franchise Hits 25 Million Units Sold Mark

Congratulations to PopCap for showing why casual games will always be a viable market. Let’s put this in perspective, investors believe GTA IV will push 13-million sales by the end of 2008 and, as of January 2008, Halo 3 had sold 8 million copies. PopCap’s little casual game has hit 25 million units sold, that’s fairly impressive considering these blockbuster titles haven’t achieved such numbers.

You may say “well, these titles sold 3+ million in the first week, what about Bejeweled?” True, Bejeweled probably didn’t hit 3 million in a week, but which game will still be played in 2010? Bejeweled or GTA IV and Halo 3?

Casual games age well, they’re not competitive on the graphic space and, instead, focus on fun value. Fun value is a lasting appeal and is immortal in the time line of video games. The same reason people still find fun in Pac-Man gamers still find cash to pickup their copies of Bejeweled.

Which game had the smallest budget? Bejeweled or GTA IV? We’re pretty sure PopCap did not give the bejeweled team $100-million to make it! Investors take notice, casual games have a long lasting appeal.

Read on for full press release details.

More Than 6 Billion Hours of the Original Match-3 Puzzler Played Worldwide Since 2000

SEATTLE, Washington – August 19, 2008 — PopCap Games, the leading developer and publisher of casual games, today provided updated statistics on its flagship franchise Bejeweled®, the most popular casual video game of the 21st century. Based on updated information from distribution partners across Web, mobile, retail, in-flight and other channels, Bejeweled and Bejeweled 2 have collectively sold more than 25 million units across all platforms since the game first appeared in late 2000.

“Considering we tried to sell Bejeweled outright to more than one industry giant back in the early days of our company, and got no takers even after reducing our asking price to $60,000, this little game has done all right for itself,” said Jason Kapalka, chief creative officer and co-founder of PopCap, and the original designer of Bejeweled and its sequel. “I vividly recall prospective buyers telling us ‘It’s not even a game,’ while showing us the door,” Kapalka laughed.

While the casual games “audience” is estimated at between 350 million and 450 million, this estimate is based on “regular” players, consumers who enjoy casual games on a monthly or more frequent basis; hundreds of millions of additional consumers have experienced a casual game, most often Bejeweled, at least once in their lives. More than 350 million copies of the Bejeweled/Bejeweled 2 have been downloaded from the Web, accounting for nearly a third of the 1 billion-plus downloads of all PopCap® titles. Tens of millions of copies of Bejeweled have been installed on mobile phones worldwide, and more than 25 million units of the game have been sold across all platforms, amounting to over $300 million in consumer spending over the history of the game. (Additionally, Bejeweled has garnered tens of millions of dollars in online advertising.)

For the past three years and counting, Bejeweled has consistently been among the top three “family entertainment” software titles sold at retail, while most hit video games achieve such ranking for one or two months. Likewise, the game has been one of the top three sellers among mobile games for more than three years running. Among PopCap’s own customer base, exposure to Bejeweled is exceptionally high: a survey of 13,000 PopCap customers conducted in April 2008 found that fully 95% of them had played Bejeweled in some form.

The Bejeweled franchise is also one of the most ubiquitous and accessible in the history of video games, with versions of the game available for Web, PCs and Macs, mobile phones, Xbox and PlayStation consoles, PDAs and Blackberrys, iPods and iPhone, in-flight on leading airlines, on-demand TV systems in hotels – even scratch-off lottery tickets in many states. All told, Bejeweled and Bejeweled 2 have collectively been enjoyed for an estimated 6 billion hours – the equivalent of 60 people playing the game 24 hours a day since the last Ice Age 11,400 years ago.

About PopCap
PopCap Games (www.popcap.com) is the leading multi-platform provider of “casual games” — fun, easy-to-learn, captivating computer games that appeal to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of over 200 people in Seattle, San Francisco, Chicago, Vancouver, B.C., Dublin, Ireland and Shanghai. Its games have been downloaded more than 1 billion times by consumers worldwide, and its flagship title, Bejeweled®, has sold more than 25 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap’s games are played on the Web, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod and more), popular game consoles (such as Xbox), and in-flight entertainment systems. PopCap is the only casual games developer with leading market share across all major sales channels, including Web portals, retail stores, mobile phones and MP3 players, and game device manufacturers.

0 thoughts on “PopCap’s Bejeweled Franchise Hits 25 Million Units Sold Mark”

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Episode 353: E3 Swag BagEpisode 353: E3 Swag Bag

Jonah returns from attending E3 last week, as Jordan is a sick latecomer into the podcast. Jonah and Paul relate his near-disaster loss of his iPad Air, while Jordan does his best Don LaFontaine impressions in this episode which is 50% longer than normal.

The news discussed includes:

  • Hirshberg: Console transition pains not a bad problem to have
  • Destiny may possibly come to Windows PC
  • Nintendo’s top designer has “uneasiness” about virtual reality
  • How the Xbox One’s 10% GPU increase works without Kinect
  • PS4, Xbox One seeing much higher digital download attach rates

In addition to the news, there’s Listener feedback, and even better, a new contest to win an E3 Swag Bag – listen in to find out how to win (US listeners only, sorry.)

6,200 Reasons To Buy iPhone/Touch Games6,200 Reasons To Buy iPhone/Touch Games

The iTunes App Store is jam packed with video games! There are 6,200 games in the App Store to take advantage of, with 23% of those games for our puzzle gaming friends with arcade following a distance second place with 13% App Store market share. In that bulk of games, 1,485 are free download games but we’re not sure how many are “lite” versions of pay-for-games in the store, with limited game play. If you too are looking for ways to optimize your phone, see here the plans available at Circles.Life mobile.

chart-app-store

Apple could cut down on that clutter if they let developers publish one game with a demo/shareware release and a full release, perhaps than we would be able to wade through a realistic amount of game titles. Of course, Apple isn’t exactly the most friendly of companies when it comes down to allowing us to share our thoughts and opinions of their closed box products.

Unfortunately for the new game developers, they’ve got a few games to compete against in the App Store space. While great games should rise to the top like cream in your coffee, it’s obvious that 6,200 items can clutter up an otherwise friendly space. iTunes tends to have a very unintuitive interface and isn’t really built for great online game shopping experiences, we’re sure they can exploit many of the great games in this archive of titles if they had a bit of a re-design.

You’ll find plenty of educational games in the 6,200 titles, matching if not exceeding that of the strategy genre.
(Thanks, kotaku)

Distributed Game Development Using ContractorsDistributed Game Development Using Contractors

Gamers around the world have noticed a large trend in the video game industry in the last 15 years, massive growth with massive projects and unbelievable costs, goals and sales. We’ve seen the impossible become achievable in epic projects like World of Warcraft and huge sales figures from Halo 3 but we’ve also seen game titles fall down in a burning wreck.

Each studio tries to beat the next studio with crisp realistic graphics, real time physics engines, life-like explosions all with huge costs. Does it all sound familiar? If you’re a movie buff you’ve probably seen movie studios cranking out the same style of movie, high computer graphic effects with talented high priced actors making longer and longer films.

The only big difference? A game studio hires most of their talent for full time positions and then has to figure out what to do with them when the project ends. Perhaps this explains Microsoft’s effort to remove game studios like Ensemble, Bungie and FASA, it’s all too much to handle when a high budget project ships and time frees up in the studio.

(more…)