Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

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

2016 GLOBAL GAMES MARKET REPORT

Chartboost Power-Up Report

The Mobile Gaming Landscape in Germany. Gamescom Special Report

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

The mobile gaming market. Rise of the smart phone. Dual market The year of gaming. Revenues. smartphone sales. top apps

G5 ENTERTAINMENT AB. Investor Presentation

The Future of Mobile & Portable Gaming. An E3 Panel June 12, 2013

2016 GLOBAL ESPORTS MARKET REPORT

Who plays mobile games? Player insights to help developers win

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

G5 Entertainment. Investor Presentation

Portable Gaming Spotlight, 2Q13 August 2013

G5 Entertainment. Investor Presentation

UNDERSTANDING THE GAMING PAYMENTS EXPERIENCE

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

CAPITAL MARKETS DAY. March 2019

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

CHINA MOBILE GAME MARKET REPORT 2013

Casual & Puzzle Games Data Benchmarks North America, Q1 2017

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

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

Knowledge Directs Differences. 100 Facts. About the Ecosystem of Digital Games in Iran

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

Mobile Game & Entertainment Brands

Mobile Gaming Benchmarks

Electronic Gaming in the Digital Home: Game Advertising

Investor Conference, 2017

ESPORTS XPERTS NEWZOO PRESENTATION KEY INSIGHTS INTO THE DUTCH ESPORTS SCENE

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017

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

Outfit7 Limited: Overview

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

Interim Results. IGG Inc August 2018

EUROPE ONLINE GAMING MARKET April 2015

January September Summary

ESPORTS GLOBAL ESPORTS MARKET REPORT

ExEcutivE insights traditional media Dan Schechter Brad Finkbeiner

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE

2012 Country Summary Report The Netherlands

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

Gaming. Everyone s a. Gamer!

Casual Games in Asia: Challenges & Opportunities. James Gwertzman Vice President, APAC

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

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

Will Stronger Borders Weaken Innovation?

LONG TERM VALUE CREATION BLAKE JORGENSEN, CFO

Wamba.com Proposal of White Label Solution for Dating Service

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET

EVENT REPORT - KEY STATS 58,541 FOOTFALL. 43,693m² TOTAL AREA. 12 Million SOCIAL REACH

The Value of an App Store Feature When (And Where) to Pursue Getting Featured on the App Store

GLOBAL ONLINE GAMING MARKET April 2015

Developer and Publisher of Casual Games on Portable Pla7orms

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

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

GLOBAL PRIVATE EQUITY Report Charts

RAZER INC. CORPORATE PRESENTATION

Transforming Industries with Enlighten

Explanation on FY2018 Q3

Understanding Real-World Mobile Network Experience

Knowledge Directs Differences

Thought Piece 2017 THE NEW FACES OF GAMING

Take-Two Interactive Software, Inc.

VIDEOGAMES IN EUROPE:

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

#GamingResearch. France. April David Sourenian Head of Market Insight & Analytics - Continental Europe

Agenda. Company Overview. 2015Q1 Financial Results. Business Review and Prospects

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

The. Invasion Is Unstoppable

Online Gaming Category Overview

GOOD GAME PLATFORM GAMING IS ALWAYS BETTER WITH FRIENDS

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

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

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals

THE ETHERNIA PROJECT

Analyzing the User Inactiveness in a Mobile Social Game

Free Hidden Object Games For Ipad

More than just fun and games online gaming as a high-revenue popular sport

Will Stronger Borders Weaken Innovation?

Symphony android mobile games free. Symphony android mobile games free.zip

Series. InFocus. Global Folding Carton Market Outlook to

Ipod Manual Games Full Version >>>CLICK HERE<<<

Casual Gaming Market Update

REMEDY ENTERTAINMENT OYJ. Review of H

SWEDEN POLAND SPAIN GERMANY

Financial Results Briefing FY Q

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

Assassin's Creed Iii Guide Book Xbox 360 Release Date Europe

Postmortem: Crafting Your Success in World Building Games. Sebastien BORGET COO / Co-Founder at

Peter Moore, President

Business Plan. Level 8, Admiralty Centre Tower II 18 Harcourt Road Admiralty, HONGKONG

Gambling KTE Policy Forum Pantages Hotel Toronto, Ontario March 10 th -11 th 2016

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

esports Marketing: Start with the Consumer Photo courtesy of ESL New research sheds light on enigmatic esports players and fans

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

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

Digital Game Development

CHINA S PC ONLINE GAMES MARKET REPORT

SEMICONDUCTOR INDUSTRY ASSOCIATION FACTBOOK

Strategic Assessment of Worldwide esports Market Forecast Till 2021

Transcription:

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens From a consumer perspective, smartphones and tablets both have their own right of existence, ensuring that mobile games growth as a whole is fueled by both simultaneously. They are fast becoming the primary screens in the multiscreen environment of consumers. 2. Accessibility Gaming on mobile screens is pushing time spent on games up dramatically as consumers can play at anytime and anywhere. Ultimately this results in continued growth for the market as a whole. 3. Global reach As smartphones and tablets penetrate every corner of the world, developers can launch titles into any country they choose. Countries that were previously hard to penetrate are now appearing on the opportunity radar. 4. Free-to-play Pioneered on PC, free-to-play is the dominant business model for mobile taking over 90% of global revenues. Ultimately this has been the choice of consumers. 5. Hardware innovation Driven by fierce competition, the pace of innovation related to smartphones and tablets goes unmatched. This continuously provides developers with new opportunities, including the chance to catch up with immersive console or PC games. Smartphones and tablet gaming will take 27.8% of the global games market in 2016. Up from 17.4% in 2013

Global Growth This year, the mobile games segment is on track to generate $12.3 billion or 17.4% of all global game revenues. By 2016, mobile games are expected to account for 27.8% of revenues, generating $23.9 billion. The 2012 to 2016 Compound Annual Growth Rate (CAGR) for the mobile games segment (27.3%) is almost four times higher than the industry as a whole (6.7%). This impressive growth is driven mostly by tablet gaming, which boasts the highest CAGR of any platform at 47.6%. global games market 2013-2016 : total & mobile Total 2013 2016 Total $ 70.4bn $ 86.1bn 17.4% $ 12.3bn Mobile Source: Newzoo 2013 Global Games Market Report 27.8% $ 23.9bn Mobile mobile gaming CAGR* 6.7% CAGR 27.3% *Compound Annual Growth Rate global projections: 2012-2016 per segment Source: Newzoo 2013 Global Games Market Report Mobile Gaming Report 2013 Casual Games Association 3

Mobile Gaming Per Region mobile gaming metrics per region : 2013 Source: AppLift / Newzoo infographic {www.newzoo.com/mobile-games-infographic) Revenue growth for mobile games is fueled by an increase in the number of players and payers as well as a higher average spend per paying mobile gamer. Already, 378 million consumers worldwide, or 39% of all mobile gamers, spend a monthly average of $2.70 on or in mobile games. By 2016, these figures will amount to 50% and $3.07 respectively. With 48% of the global revenue, the Asia-Pacific region is by far the biggest market for mobile games with almost three times as many paying mobile gamers as 4 the next biggest region, North America. Western & Eastern Europe will continue to grow fastest with Compound Annual Growth (CAGR) rates of over 33%. Within the APAC region, China and South-East Asia boast comparable growth figures. Japan has always been a huge mobile games market, even before the arrival of smartphones and tablets. Average monthly spend per paying mobile gamer is highest in Western Europe with $4.40.

The Players mobile gaming players split : per gender age and device North America 146M EU 212M Korea / Japan / China 224M 48% Female 52% Male 46% Female 54% Male 43% Female 57% Male 10% 8% 25% 10-20 24% 10-20 24% 27% 20-35 20-35 27% 27% 35-50 35-50 38% 50+ 41% 50+ 49% 10-20 20-35 35-50 Share of mobile gamers playing on a tablet or smartphone Tablet 38% Smartphone 71% Tablet 28% Smartphone 70% Tablet 45% Smartphone 86% YoY Growth of mobile player base in US and EU : mid 2012 vs mid 2013 Mobile Gaming Report 2013 Casual Games Association 5

The Payers In the short term, the uptake of mobile gaming is increasing the time spent on games enormously, up to 25% year-on-year in a single country. In the medium to long term, this will push the global games market to new revenue levels. The fastest growing KPI behind the growth of the smartphone and tablet games market is the absolute number of paying gamers. Asia, as aggregate of China, Japan, Korea and Taiwan, has the highest percentage of mobile players that also pays for games at 47%. Of these payers, 4% are big spenders. This is the same as in Europe, where the share of paying gamers is still lower at 34%. Of US mobile players, 45% pay for and in mobile games and 5% of these are big spenders. The US also has the highest amount of average spenders (33%), followed by Europe (23%). Asia has the highest amount of minor spenders at 77%. share of mobile game payers Share of Payers Level of Spending Based on monthly average spend 6

Country Rankings Below, you can see the top 10 countries in terms of revenues generated for the ipad, iphone & Google Play stores. The ios data is based on a total of 43 countries and the Google Play Store data is based on 34 countries. In September, the top 2 countries in terms of iphone game revenues swapped positions. The US reclaimed the top spot pushing Japan back to number 2. China is in third position with the UK and Australia following. Candy Crush Saga was the top performing game in 11 of the top 20 countries. The top 3 countries in terms of revenues generated from ipad games were the US, China and the UK. In the past 4 months, China has climbed 1 position in the chart, whereas Japan mobile gaming has made an impressive jump from number 9 in May to number 5 in September. Candy Crush Saga was also the top performing on the ipad, taking the top spot in 10 of the 20 top countries. Puzzles and Dragons was the top game in Japan. Asia has a stronger presence in the Google Play chart with Japan and Korea as the top performing countries. The US is number 3 and is followed by Germany. Since May, France has made a gain of one place in the chart while Hong Kong moved up 2 places to number 10. Candy Crush Saga is once again the most popular game, generating the most revenues in 15 of the top 20 countries. Spartan Wars: Empire of Honor was the top game in Russia. top countries in terms of game revenue per store : September 2013 * * * * Source: Distimo AppIQ / Newzoo Monthly Rankings * Rank change since May 2013 Mobile Gaming Report 2013 Casual Games Association 7

App Store Performance top countries and their revenue split per app store : August 2013 Source:... Source: Distimo Top Global Apps August 2013 The graph above shows the relative revenue split per platform. The combined revenue for the ios platforms (iphone and ipad) was highest in the US and Japan and lowest in South Korea where Google Play revenues dominated. Google Play also accounted for a relatively large share of revenues in Japan and Germany. China s mobile games market outside of ios is dominated by local Android stores. As seen on the right hand side, Google Play has a higher market share in terms of mobile gamers but reach amongst paying mobile gamers is larger for both ios stores combined. Amazon s launch in Europe seems to be effectively reaching paying gamers. 8 app stores used to download games

Franchises & Genres mobile gaming Candy Crush Saga #Gamers* 62,0 M Minecraft #Gamers* 33,4 M 41% are men 67% 45% have a full time job 10% 38% have at least 1 child 33% 32% play video games with their kids 32% 24% class themselves as core 41% 78% 82% also play console games 21% 8% list sports as a hobby/interest are men are in part time employment have at least 1 child play video games with their kids class themselves as core also play MMO games list fishing as a hobby/interest 40% use family/friend recommendations to choose a mobile game 30% choose a mobile game because of the graphics or screenshots * Aggregate of 18 countries across the globe top game genres : per app store Genres Revenue shares Genres Revenue shares Game titles Arcade & Action 38% Role Playing 14% Free Paid Game of War - Fire Age Order & Chaos Online Casual 31% Strategy 13% Free Paid Clash of Clans Plaque Inc. Brain & Puzzle 13% Action 12% Free Paid Clash of Clans Infinity Blade III Cards & Casino 10% Simulation 11% Free Paid Hay Day Minecraft - Pocket Edition Sports Games 7% Adventure 9% Free Paid The Simpsons Tapped Out Minecraft - Pocket Edition Source: Games: King of the Mobile Eco-system, September 2013 Mobile Gaming Report 2013 Casual Games Association 9

Rise of Core This graph shows how mobile gamers classify themselves when asked to choose from one of the below: Core: Gaming is an important part of my life and I spend a large amount of my spare time gaming. I enjoy immersive action-packed games the most, and like to compete with other gamers. Mid-Core: I play games regularly, favoring immersive games. I do not spend great lengths of time gaming and don t spend a large amount of money on it. However if I would have more spare time I would probably spend more time and possibly money on games. Casual: Although I enjoy games, my time spent or interest in them is limited. I mainly play games to pass the time and don t invest a lot of money in them. core, mid-core and casual gamers 60% 50% 40% 30% 20% 10% 0% 46.6 United States 28.2 30.7 37.3 22.7 Mobile Players Mobile Payers 34.5 Casual Mid-Core Core Casual Mid-Core Core 55.7 32.9 Europe 27.1 38.1 17.2 32.9 When zooming in on core PC/MMO or console gamers that spend money and play core genres, it becomes clear that are very likely to also play and pay for mobile games with 88% playing and 59% paying for mobile games. Below, three core mobile games are listed. When revenues are divided by the number of downloads for 2013 year-to-date, the figures show that a long-running free-to-play game (Modern War) can reach higher monetization levels than a paid game (Grand Theft Auto: Vice City). core gamers vs mobile games Europe 29.6M 12% Core PC/Console/MMO Gamers Game of War - Fire Age (Machine Zone) Price: Free, ios, Release: 20 July 2013 2013 Monthly Revenues: >$6.5 million 2013 Monthly Downloads: ~1,100,000 Modern War (Funzio) Price: Free, ios, Release: November 2011 2013 Monthly Revenues: >$4.5 million 2013 Monthly Downloads: ~400,000 29% 59% Pay for Mobile Games Play Mobile Games but don t pay Don t play Mobile Games Grand Theft Auto: Vice City (Rockstar Games) Price: Paid, ios, Release: 30 November 2012 2013 Monthly Revenues: ~$700,000 2013 Monthly Downloads: ~150,000 10 Source: Distimo App IQ / Newzoo

Regional Differences mobile gaming 25% of mobile gamers play video games with their kids at least once a week 12% of 39 million Brazilian mobile gamers like cars & motorbikes 40% of 11 million Canadian mobile gamers use Twitter 39% of the 29.2 million German mobile gamers own a Samsung phone 78% of 160 million Chinese mobile gamers also play MMOs 35% of 17.4 million Turkish mobile gamers consider themselves to be core gamers 58% of the 9.9 million Polish Mobile gamers are male 57% of the 3.1 million paying Australian mobile gamers regularly visit ebay.com.au 24% of the 16.6 million South Korean mobile gamers like racing games Netherlands vs China : reasons for choosing a mobile game 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% Recommendations 46% Netherlands China 35% 35% 33% 33% Rankings Game description 19% 23% 23% 16% 20% 18% 11% Storage needed Reviews Screenshots/graphics 20% 19% 19% 9% 10% 7% 7% 8% 6% Cross platform capability New release Video of game Discount / promotion 8% 8% 4% Marketing / advertising Developer / publisher name Mobile Gaming Report 2013 Casual Games Association 11

See you in Amsterdam! Following five great years in Hamburg, Casual Connect Europe is returning to Amsterdam in 2014. The event will be held at the landmark Beurs van Berlage building in the city centre, walking distance from the train station as well as a variety of entertainment. The event is now open for registration and sponsoring. Please visit the website to ensure you get involved with this event that is anticipated to be nothing less than epic. http://europe.casualconnect.org For press inquiries, please email jessica@casualgamesassociation.org Learn more about the games industry with the best speakers, networking, lectures and data to help you succeed in a crowded market at: Casual Connect Europe: Feb 11-13, 2014 Casual Connect Asia in Singapore: May 20-22, 2014 Casual Connect USA in San Francisco: July 22-24, 2014 Casual Connect Europe Returns to Amsterdam February 11-13 2014 About Newzoo and Distimo Newzoo is an international full service market research and consulting firm, focused completely on the games industry. It provides independent market data across all game segments, business models and regions of the world based on a unique combination of primary consumer research, transactional data and financial analysis. Distimo is Newzoo s global app analytics partner. It provides the #1 free app analytics platform for developers as well as daily insight into app performance worldwide through its AppIQ dashboard. About the Casual Games Association When it comes to the health of your business, the more things that work together, the better. Which is why the Casual Games Association is a critical portion of the success of your company and the industry as a whole. It means that you and your team have access to cutting edge educational resources and are connected to thousands of other game industry professionals, members of the press and service providers around the globe. Learn more at http://www.casualgamesassociation.org/