Provided by RESEARCH ON INTERNATIONAL MARKETS March 2014
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Methodology (1 of 2) This Online Gaming Market report by ystats.com is produced in a holistic approach to provide relevant information about recent market trends, revenues, share, gamers and players in the global online gaming market. This report includes the results of secondary market research: By using various sources we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation. This report covers the online gaming. It takes into account a wide definition of online gaming, including mobile and social gaming. Cross referencing of data was conducted in order to ensure validity and reliability. Besides providing information on the specific topic, every chart contains an Action Title, which summarizes the main statement of the chart and a Sub Title, which gives information about the country, the topic, the unit or currency, and the time period the data on the chart refers to. Furthermore, the source of information and its release date are provided on every chart. It is possible that the information included in one chart is derived from several sources. Then, all sources are mentioned on the chart. This report also includes rankings. Within these rankings, it is possible that the total amount adds up to more than 100%. If this is the case, multiple answers were possible, and this is then mentioned in the note of the chart. If available, additional information about the data collection, for example the time of survey and number of people surveyed, is provided in the form of a note. In some cases, the note also contains additional information needed to fully understand the contents of the respective data. When providing information about amounts of money, currency is generally mentioned as stated in the source. When referencing money in the Action Title, the EUR values are also provided in brackets. The conversions are always made using the average currency exchange rate for the respective time period. Should the currency figure be in the future, the average exchange rate of the past 12 months is used. This report includes mainly data from the last 12 months. The exact publication dates are mentioned in every chart. 3
Methodology (2 of 2) This report contains a Management Summary, summarizing the main information provided in each chapter. Chapter number two of this report covers the regional development. The remaining chapters are divided by sub-regions: Eastern Europe and Western Europe. In the each sub-regional chapter, top countries in the respective sub-region are covered first. Depending on data availability, market trends, revenues and information about gamers were included for the top countries. The top countries were identified based on the online gaming revenues: UK, Germany and France in Western Europe, and Russia in Eastern Europe. The remaining countries covered in each sub-region are listed alphabetically, with scope and types of data provided varying based on data availability. 4
Definitions The following expressions and definitions are used in the Global Online Gaming Market 2014 report: Online Gaming: games played on a PC with Internet connection required. Includes MMOs, social games, casual games and mobile games. Mobile Gaming: games played on a mobile device, such as tablet or smartphone. Casual Games: Games played on or downloaded from casual game websites including premium versions of games; excludes social networks. MMO Games: Massive Multiplayer Online Games, often referred to as MMOs and Virtual Worlds (e.g. World of Tanks) Console Games: Includes Xbox, Xbox360, PlayStation 3, Wii, (3) DS (i), PSP as well as older consoles. PC/ Mac Boxed Games: Games on CD or DVD (boxed product) that are installed on a PC, Laptop or Mac before playing. PC/ Mac Downloaded Games: Games that are downloaded and installed on a PC, Laptop or Mac before playing; excludes MMO game downloads and premium casual games from casual game websites. Freemium Games: Games that are free-to-play, but require the player to pay a premium for additional content and special features. Video Games: Games that are played by manipulating electronic images produced by a software. In-Game Purchases: non-physical items that are purchased by a player to improve a character in game of enhance playing experience, includes virtual goods. 5
Table of Contents (1 of 3) 1. Management Summary 2. Europe (Regional) Top 3 Markets in Western Europe by Digital Game Content Sales, 2012 Share of Online Gamers on Total Internet Users, in %, by Selected Countries, 2013 Share of Internet Users Playing Networked Games with Other Persons, by Countries, in %, 2012 Share of Players Who Pay for Mobile Games, 2012 Average Monthly Revenue Per Paying User in Free-to-Play MMOs, by Selected Countries, 2012 3. Western Europe 3.1. UK (Top Country) Online Gaming Market Trends, 2014 Online Game Spending, in GBP million, 2011 & 2012 Online Game Spending, in GBP million, 2011 & 2012 Mobile Game Spending, in GBP million, 2010 & 2013f Share of Individuals Who Play Video Games Online, in %, Q3 2013 Share of Individuals Aged 16-34 Who Play Games Online, in %, 2012 Average Time Spent Playing Online Games* per Week, in % of Individuals Aged 16-34, 2012 Share of Tablet Owners Who Play Games on Tablet, in %, 2013 and Mobile Devices Used the Most for Playing Games, in % of Users, 2013 Breakdown of Total and Daily Mobile Gamers, by Gender and Age, in %, April 2013 Breakdown of Users Who Purchased Mobile Games and Who Download Mobile Games for Free, by Platform, in %, April 2013 Breakdown of In-Game Purchases for Mobile Games, by Type, April 2013 3.2. Germany (Top Country) Online Gaming Trends, 2014 Online Gaming Revenues, by Downloads, Subscriptions and Payments for Online and Browser Games, and In-Game Purchases, in EUR million, 2011, 2012 & H1 2013 Number of Mobile Games Sold, in million, Sales, in EUR million, and Average Game Price, in EUR, by Games for Mobile Phones and Smartphones, Games for Mobile Consoles and Total, H1 2012 & H1 2013 In-Game Purchases of Virtual Goods, in EUR million, 2012, 2013e & 2017f Number of Online Gamers, by Game Type, in millions, 2013 6
Table of Contents (2 of 3) 3.2. Germany (Top Country) (cont.) Devices Used for Playing Games, in % of Gamers, 2013 Devices Used Most Frequently for Playing Games, by Used Daily and At Least Once a Week, in % of Gamers, March 2013 Share of Gamers Who Pay for Games, in %, 2013 and Breakdown of Game Spending, by Type, in %, 2013 Top 6 Categories of Most Visited Websites, Incl. Gaming, in % Internet Users, June 2013 Most Popular Types of Games, by Total, Male and Female Gamers, in %, 2013 3.3. France (Top Country) Online Gaming Trends, 2014 Digital Gaming Revenues, in EUR million, 2012 & 2013e Share of Digital Gaming on Total Gaming Revenues, 2012 & 2013e Breakdown of Frequency of Usage of Devices for Gaming, by Device, in % of Gamers, 2013 Share of Gamers Who Bought Digital Games at Least Once, by Age Group, in %, 2013 and Share of Gamers Who Prefer Buying Digital Games over Physical, in %, 2013 3.4. Belgium Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 3.5. Denmark Share of Online Shoppers Purchasing Video Games Software Online, in %, by Age Group, Gender and Total, 2010-2013 3.6. Italy Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 3.7. Netherlands Breakdown of Video Gaming On Different Platforms, by Frequency, in % of Gamers, 2013 Share of Device Owners Who Purchased Games and Virtual Goods for Games, by Tablet and Smartphone, in %, July 2013 7
Table of Contents (3 of 3) 3.8. Spain Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 3.9. Sweden Share of Individuals Purchasing Video or Computer Games Software Online, in %, by Age Group, Gender, Gender and Total, 12 Months to March 2013 4. Eastern Europe 4.1. Russia (Top Country) Online Gaming Trends, 2014 Gaming Revenues, by Segment and Total, in USD million, 2010 2012 Share of Online on Total Gaming Market, in %, 2010-2012 and Breakdown of Online Gaming Market, by Segment, in % of Total Gaming Market, 2010 2012 Online Gaming Revenues, in USD million, 2011 & 2013e Number of Online Gamers, in million, 2012 & 2016f Number of Mobile Gamers, in million, 2012 & 2016f Breakdown of Gamers by Gender, Age Group and Income, by Browser Gamers and Social Gamers, in %, 2012 Free-To-Play MMO Market Data, Including Monthly Users, in million, Average Revenue Per Paying User, in USD, Conversion Rate, in %, 2013 Breakdown of Payments in Online Gaming, by Method, in %, January 2012 and January 2013 4.2. Poland Online Gaming Trends, 2014 Share of Online Gamers on Internet Users, in %, 2013 4.3. Turkey Online Gaming Trends, 2014 Share of Online Gamers on Internet Users, in %, 2013 8
Table of Contents 1. Management Summary 09-11 2. Europe (Regional) 12-17 3. Western Europe 18-51 3.1. UK (Top Country) 3.2. Germany (Top Country) 3.3. France (Top Country) 3.4. Belgium 3.5. Denmark 3.6. Italy 3.7. Netherlands 3.8. Spain 3.9. Sweden 4. Eastern Europe 52-65 4.1. Russia (Top Country) 4.2. Poland 4.3. Turkey 9
Germany was the leading country by average monthly revenue per paying user in free-to-play MMOs in Europe in 2012. Europe: Average Monthly Revenue Per Paying User in Free-to-Play MMOs, by Selected Countries, 2012 Germany UK France Italy 0 10 20 30 in USD Source: Revealed in the original report 10
in million RESEARCH ON INTERNATIONAL MARKETS The number of mobile gamers in Russia is forecasted to increase annually by +XX% between 2012 and 2016, to reach XX million. Russia: Number of Mobile Gamers, in million, 2012 & 2016f 80 60 40 CAGR: +XX% 20 0 2012 2016f Source: Revealed in the original report 11
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