Video games. Casual gaming, especially appbased gaming has the highest growth rates

Similar documents
Global MMORPG Gaming Market: Size, Trends & Forecasts ( ) November 2017

2016 GLOBAL GAMES MARKET REPORT

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Global Social Casino Market: Size, Trends & Forecasts ( ) March 2018

Sales of computer and video games increase by 11 per cent in the first six months of 2017

Global Video Game Software Market: Size, Trends & Forecasts ( ) February 2018

Thought Piece 2017 THE NEW FACES OF GAMING

VIDEOGAMES IN EUROPE:

Global Esports Market: Size, Trends & Forecasts ( Edition) May 2018

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET

Case M ACTIVISION BLIZZARD / KING. REGULATION (EC) No 139/2004 MERGER PROCEDURE. Article 6(1)(b) NON-OPPOSITION Date: 12/02/2016

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Gaming. Everyone s a. Gamer!

e-sports - New horizons for Hong Kong and the world

Electronic Gaming in the Digital Home: Game Advertising

Casual Gaming Market Update

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Radio. Almost all Swiss radio channels can be received via smartphone app. Radio remains a relevant format for the Swiss market.

State of VR in the German Video Industry. veed snapshot September 2016

Sizing & Profiling esports' Popularity Free Data Report Featuring High-level Results of Newzoo s Consumer Research APRIL 2014

TOKYO GAME SHOW 2018 Visitors Survey Report

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019

Joint Research Centre. The European Commission s in-house science service

BSAC Business Briefing. Games Consumption Trends. October Gaming connects with consumers from across the demographic spectrum

FREE 2018 GLOBAL GAMES MARKET REPORT FREE VERSION 2018 GLOBAL GAMES TRENDS, INSIGHTS, AND PROJECTIONS TOWARD 2021 MARKET REPORT

Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta

GAMES AND GAMING MAY 2014

Southeast Asia Games Market. The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015

Just a game? Understanding the existing and future esports market in the UK. August/September 2017 Report

INDUSTRY OVERVIEW REDACTED REDACTED Sources of Information REDACTED REDACTED The Newzoo report

EUROPE ONLINE GAMING MARKET April 2015

11 Video. Games. More than just a game. Summary

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang

The Business of Video Games Report. About DFC Intelligence s The Business of Video Games Report

ESPORTS GLOBAL ESPORTS MARKET REPORT

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017

Global Virtual Reality Market: Industry Analysis & Outlook ( )

Strategic Assessment of Worldwide esports Market Forecast Till 2021

Aristocrat Leisure Limited Acquisition of Plarium Global Limited Supporting information. August 2017

2016 GLOBAL ESPORTS MARKET REPORT

Should all future kids contents be interactive? What are the best games and TV coproduction models?

Sportradar esports Service. Unlocking the incredible potential of esports

CABSAT.COM MAR 2019 DUBAI WORLD TRADE CENTRE OFFICIAL SHOW PREVIEW. Organised

G5 Entertainment. Investor Presentation

The game market is expanding worldwide and Capcom continues to grow due to mobile and download sales

G5 Entertainment. Investor Presentation

G5 ENTERTAINMENT AB. Investor Presentation

INTRODUCTION MARKET OVERVIEW

Radio. Almost all Swiss radio channels can be received via smartphone app. Radio remains relevant in Switzerland.

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017

CHINA MOBILE GAME MARKET REPORT 2013

Strategic analysis by fredi fernandez This report is a basic study on Activision Blizzard s strategy, with focus on Blizzard Entertainment.

Knowledge Directs Differences

Sony IR Day Game & Network Services Segment. November 25, Andrew House

JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT

March, Global Video Games Industry Strategies, Trends & Opportunities. digital.vector. Animation, VFX & Games Market Research

INTRODUCTION. Statistics

Reports. Omnibus Reports. Just a game? Understanding the existing and future esports market in Australia

Peter Moore, President

To Our Shareholders 2 SQUARE ENIX CO., LTD.

The Business of Video Games. Table of Contents

Electronic Arts Inc. January 18th, Michael Gude Portfolio Manager. Chase Westenfelder Quantitative Model Developer

PS4 Remote Play review: No Farewell to Arms, but a Moveable Feast

Critical Communications State of the Play

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2015

Funcom. June Gaute Godager. OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004

Activision Blizzard Announces Better-Than-Expected Second Quarter 2012 Financial Results

Good afternoon. I m Kazuharu Watanabe. I will be presenting an overview of the Company s financial results for 1Q FY2019/3.

The Reed Report. Company Spotlight Take Two Interactive 11/29/2016

Beyond FarmVille: The Evolution and

FREE VERSION 2017 GLOBAL ESPORTS TRENDS, REVENUES, AND AUDIENCE TOWARD 2020 MARKET REPORT

TOKYO GAME SHOW 2019 Exhibition Outline Released!

CHINA S PC ONLINE GAMES MARKET REPORT

Belfast Media Festival

Monetizing traffic through esports betting

Microsoft touts Xbox One as all-in-one entertainment (Update 4) 21 May 2013, by Barbara Ortutay

Running head: NINTENDO SWOT ANALYSIS 1

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS

Industrial Investment in Research and Development: Trends and Prospects

ExEcutivE insights traditional media Dan Schechter Brad Finkbeiner

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014

Executive Summary World Robotics 2018 Industrial Robots

)XWXUH FKDOOHQJHV IRU WKH WRXULVP VHFWRU

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018

TABLE OF CONTENTS TABLE OF CONTENTS

The Construction Market in Europe: A Supplier s Point of View

Shaping the future of entertainment

Safe Harbor Disclosure

The Infinite Dial 2008

KEY GLOBAL TRENDS 2018 GLOBAL ESPORTS MARKET REPORT Newzoo GLOBAL ESPORTS MARKET REPORT 2018

XBOX Live INTRODUCTION CHAPTER INFORMATION IN THIS CHAPTER

The future is augmented...and gamified. Evgeni Kouris 8th September, Berlin

MIDAS Measurement of Internet Delivered Audio Services

STARBREEZE investor Presentation

Individual Test Item Specifications

Seeing things clearly: the reality of VR for women. Exploring virtual reality opportunities for media and technology companies

UConn Student Managed Fund 2017 Analyst Report. Taishi Kato and Tommy Stodolski

Nonetheless, sponsorship makes up 70 to 85 per cent of esports team revenues, according to Maurer.

Transcription:

Video games Casual gaming, especially appbased gaming has the highest growth rates Traditional gaming still dominates the video games market by market revenue share E-Sports as a business innovation will have a major influence on gaming in the future Page 57 57 Video games Swiss Entertainment and Media Outlook 2017

Segment definition The video games segment comprises consumer spending on video games software and services (not hardware or devices), including both traditional and social/casual gaming, as well as revenue from advertising via video games. All sub-categories are exclusive of each other. Traditional gaming includes revenues associated with PCs and games consoles (both TV-connected and portable). This covers physical (disc-based) game sales at retail (both bricks-and-mortar and online retailers), digital game sales (including Steam, Good Old Games and Origin for PCs, and the PlayStation Store and Xbox Games Store for consoles), and additional downloadable content (DLC) and subscription services. Traditional gaming also includes online/microtransaction revenue associated with free to play multiplayer online games but does not include spending on social and casual browser games. Social/casual gaming includes consumer spending on and in appbased games on tablets and mobile phones, and browser games aimed at casual users. This includes revenues associated with the purchase of social and casual game apps, subscription services for social and casual games, and purchase of virtual items within social and casual games. This also includes revenues associated with hardcore mobile games. Video games advertising revenue includes only static advertising in video games. It does not include dynamic advertising inserted into or displayed alongside the game in an app or browser during play. Business innovation As innovation affects the way we play games (social/casual vs. traditional), the types of games we play (cooperation, survival, PvE, PvP) and the technology we use (console vs PC, cross- CHF millions 1000 750 500 250 0 Video Games Market by component (CHF millions) 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Video Games Advertising Social/Casual Gaming Console Games (incl. Handheld Consoles) PC Games Total Traditional Gaming Total Video Games Please note that the research process applied in compiling the relevant data has been revised and updated since last year. Therefore, year-on-year comparisons of the absolute figures may differ substantially. platform). One business-model innovation has the potential to bring gaming to the next level and even create a whole new global industry where gaming and real life meet: E-Sports. E-Sports is a shining example of what successful business innovation means: trends and innovations of the gaming, telecommunication, sports and broadcasting industries are combined to create something unique that has not existed before. Something that is new and that many believed will fail. It is driven by the collective allure of those industries and will create a growing multi-billion business in the years to come. The E-Sport business is growing year by year at double-digit growth rates in terms of revenues and has reached millions of spectators, even outpacing traditional sports such as ice hockey. E-Sports live events fill stadiums around the globe with 20,000-30,000 fans watching and thousands streaming the event live. Very important to the success of E-Sport are live events in big stadiums that have a lasting impact on the perception of this gaming concept. While the global market is huge and the potential even bigger, the E-Sports market in Switzerland is still in its infancy. According to Heinrich Zetlmayer, the potential for E-Sports is huge since Switzerland constitutes the perfect location for a live event, due to suitable stadiums, open-minded people, great telecommunication infrastructure, well-established broadcasting services, and a geographically optimal location in the heart of Europe. E-Sport live events have shown a significant and enduring spillover effect on the gaming industry. Analyses have shown that the gaming traffic of the game played at the live event spikes and remains at a higher level after the event. Page 58 Video games Swiss Entertainment and Media Outlook 2017

The Swiss video games market Market overview The video games market continuous it s dynamic and innovative growth pattern. Total revenue in the gaming segment in Switzerland reached CHF 516 million in 2016, a 13.8% increase over 2015. The main contributor within the traditional gaming segment is console gaming, which generated CHF 231 million revenues in 2016. As a new generation of Xbox-One S that allows HD Gaming, Fidelity-VR and 4K-Ultra-HD will be launched by end of 2017, this segment is expected to grow further. Of no surprise is the ongoing decline in retail sales of games in the area of traditional gaming due to the continuous rise of downloading and streaming. In reflection of the changed data gathering process and the realignment of sub-segments, casual gaming also contributes substantially to the market revenues. Social/casual gaming contributed CHF 147 million in revenues to the total amount in 2016. The significant increase in social/casual gaming, largely attributable to app-based gaming, is reasonable considering the immense changes last year that accompanied AR app-based gaming such as Pokémon GO. Advertising also recorded a moderate growth compared to 2015 year, reaching CHF 37 million in 2016. Advertising remains a key source of revenues, especially in the social/casual gaming segment with its free-to-play app-based and browser games. This figure only includes static in-game advertising and does not include dynamic banner advertising on an internet page. Advertising in E-Sports offers a vast advertising playground with huge potential it can reach target groups (e.g. large audiences of young people) which are becoming more and more difficult to access through traditional media. The dominant topic in this industry remains E-Sports, as already addressed in last year s Swiss Entertainment and Media Outlook. With E-Sports a whole new ecosystem of gamers, marketers, broadcasters, TV channels, developers and fans came together, which evolved into an unbelievable success story for Turtle Entertainment and ESL. Developers today design, integrate and improve specific features such as spectator views that enhance the experience of E-Sports. Games played at E-Sports events or in E-Sports leagues are clearly attracting more gamers. Heinrich Zetlmayer Member of the Board, Turtle Entertainment The success of E-Sports is relevant for all stakeholders in the gaming industry. It will affect not only the gaming industry, but also the TV broadcasting industry. An important prerequisite for this growth is given: namely, the technological foundation for gaming in Switzerland is among the best in Europe, with a very high smartphone and tablet penetration superior telecommunication infrastructure, and the availability of ancillary equipment (console, PC, TV). Furthermore, the 4G mobile connectivity standard as well as fibre-to-the-home (FTTH) have spread constantly in recent years, thereby making it possible to offer new opportunities for gaming, especially in the traditional gaming segment. In general, the industry is gaining more importance not only economically, socially and technologically, but also from a political point of view. This year, the Swiss Federal council will publish an official industry report. The limited market size remains the largest obstacle for the gaming industry in Switzerland. Developers within Switzerland need to succeed internationally a big challenge indeed. Digital and gaming innovations are the drivers of major markets like Asia, USA, the UK and Germany. Nevertheless, organisations such as Pro Helvetia have recognised these issues and are launching initiatives to improve the situation for local small and mid-sized companies and start-ups. The Swiss video games market is quite fragmented, but several dominant multinational firms hold the lion s share. There are many small and mid-sized companies that get piece of the pie; some even have an international profile (e.g. Giants Software, Miniclip, Nothing Agency). In general, though, the key players can be categorised as follows: Multinational firms International giants still dominate traditional video gaming due to the considerable resources needed for game and console development. The biggest players in the Swiss gaming market are Sony, Electronic Arts and Nintendo, along with a number of other well-known companies. Page 59 Video games Swiss Entertainment and Media Outlook 2017

The number of fans is the measure for comparing E-Sports with other sports. E-Sports reaches around 386 million fans, of which some 191 million can be considered true enthusiasts. Ice hockey reaches 90 million fans. The market growth of 40% per year is stunning. The biggest financial potential today is still to reach the monetisation of classic sports. So far, E-Sports is just at the beginning of being professionalised and monetised like other classic sports. Heinrich Zetlmayer Member of the Board, Turtle Entertainment Sony is the leader in sales of video game hardware, with an estimated share of around 15% in 2016. Nintendo is the number one in the hand-held consoles segment, and substantially increased its market share in 2016. Organisations and institutions Pro Helvetica supports the industry with its online platform game-culture.ch, where trend topics in the game industry can be found as well as a directory of active companies. The portal s content is prepared in collaboration with Zurich University of the Arts (ZHDK), Zurich University of Applied Sciences (ZHAW), the International Game Developers Association Swiss Chapter (IGDA), and the Swiss Gamers Network (SGN). Pro Helvetica also organises the Swiss presence at international gaming conferences. Developers Game developers and designers in Switzerland have enjoyed increasing government and media attention lately. There are around 60 small to very small companies mostly located in the Zurich area. They tend to offer integrated solutions, in which gaming only a component is. Game development is expensive and risky, and competition is aggressive, so Swiss investors are still reluctant to fund video game makers. Their reluctance may lessen as they see some international developers opening offices in Switzerland, and once they start to realise interesting connections between gaming and other industries. Principal drivers E-Sports A key driver of the industry is E-Sports, as it requires an array of investments and the development of suitable consoles and game environments, including spectator mode and different competition modes. Developers are working on making their games fit for E-Sports since several analyses have shown that the gaming traffic during the live event increases and remains at a higher level after the actual game. It can be expected that such events will be organised more frequently on a global scale, and this would also be an interesting opportunity for Switzerland, regardless of its domestic market size. The discussions surrounding whether E-Sports should be part of the Olympic Games reflect the importance and further growth potential of this segment, not to mention the spill-over effects it can have on the entire gaming industry. However, in Switzerland, E-Sports is still not getting much publicity yet. UPC positioned itself as an early mover in the E-Sports market. It has been very active in promoting the new format via their information platform (www.esports.ch) and supports several professional gaming teams. Also, Swisscom is considering the option to broadcast E-Sports via their pay-tv Teleclub. Page 60 Video games Swiss Entertainment and Media Outlook 2017

Technological developments/infrastructure Not only is internet bandwidth and mobile connectivity improving; the computing power of mobile, consoles and PCs is increasing even as prices decline. These factors enhance cloud gaming, collaboration and the application of VR and AR games. Gamification The gamification of services remains a key trend that is propelling the gaming industry. A melding the gaming industry and other industries will strongly influence the future development of gaming as a whole. Not only in-app gaming and online gaming, but also traditional gaming will be affected in the years ahead. New customer segments, Silver Gamers Video games are attracting a broader customer base, particularly older generations and women. So-called Silver Gamers are usually not seeking a high-speed action game, but rather a strategic puzzle or a classic board or card game. Their connectivity is increasing: most own a computer, and their use of smartphones and tablets is on the rise. As opposed to classic (young male) gamers, the Silver Gamer is usually well-to-do and does not mind in-game purchases. The second group that should be focused on are female gamers. Most video games very openly address a male audience. Makers and distributors may need to adapt so they can avoid scaring away a huge potential client base. Changing consumer behaviour The role of users in games is changing to a more engaging and active way of participation. This creates a new kind of experience and involvement and attracts a wider range of potential users. Another aspect of tomorrow s changing customer behaviour will be the increased interaction between consumer and developer. Developers need to find an efficient way of unlocking this potential. CAGR 20% 15% 10% 5% 0% Growth 60% 40% 20% 0% -20% Video Games Advertising Social/Casual Gaming Comparison of CAGR Console Games (incl. Handheld Console) by component (%) 2015-2020 2016-2021 Video Games Market Growth by component (%) PC Games Total Traditional Gaming Total Video Games 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Video Games Advertising Social/casual gaming Console Games (incl. Handheld Consoles) PC Games Total Traditional gaming Total Video Games Page 61 Video games Swiss Entertainment and Media Outlook 2017

Market growth Video Games Market Comparison The Swiss video games market is expected to grow at 7% CAGR through 2021. The substantial variances with last year s growth predictions are mainly due to changes in the underlying methodology. With double-digit growth expected in the social/ casual gaming segment, this is remarkable but not surprising when one considers the latest developments in this area. The main driver of the video games market remains social/casual gaming with an expected CAGR of 15% over the next years. CHF millions 40000 30000 20000 Switzerland and Western Europe (CHF millions) 20% 10% 0% Growth Comparison to Western Europe From a global perspective, the gaming market grew to CHF 91 billion in 2016. The casual and gaming segment is the major growth driver, whilst traditional gaming defends its leading position in terms of revenue. The fundamental trends do not differ between the global and the Swiss market. The changes versus last year are moderate in terms of Western Europe comparisons. Switzerland accounted for around 2.5% of Western Europe s video games segment in 2016. Measured against the largest gaming markets in Europe, Switzerland is still a midget, which is not surprising when one considers the county s total population. Germany s gaming market totalled CHF 4.2 billion in 2016, France s around CHF 3.9 billion. The largest market in absolute terms is still the UK with revenues of more than CHF 5 billion in 2016. Switzerland s video games segment is expected to grow at a 7% CAGR between 2016 and 2021, similar to the European average. Trends in sub-categories, such as physical game sales, have roughly the same patterns in Switzerland as in the rest of Western Europe. From a growth perspective, Greece, Ireland and Italy are expected to outpace the rest of Europe. 10000 0 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Switzerland Western Europe Switzerland Growth Western Europe Growth -10% -20% Page 62 Video games Swiss Entertainment and Media Outlook 2017