"Of the $50 billion that was spent worldwide last year on games, less than 10 percent was spent on casual content"

-Greg Richardson, CEO of Rumble Entertainment, at the Game Monetization Summit. It’s a common argument that doomsaying about the state of the game industry fails to take into account digital games, the total sales of which are pretty much unknown. If casual experiences only represent 10 percent of all game sales, then the industry is not ready to stop relying on the blockbuster titles that subsidize everything else.