EUROPE ONLINE GAMING MARKET April 2015

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EUROPE ONLINE GAMING MARKET 2015 April 2015

Europe Online Gaming2015 General Information Product Details Language: English Format: PDF & Power Point Number of Pages/Charts: 104 Covered Countries/Regions: Europe, UK, Germany, France, Russia, Italy, Spain, Netherlands, Czech Republic, Turkey, Poland, Slovakia, Sweden Prices Single User License: 950 (excl. VAT) Site License: Global Site License: 1,425 (excl. VAT) 1,900 (excl. VAT) Questions Answered in This Report What are the major trends in the online gaming market across various European markets? What is the current state and furthermore future prospects of online and mobile games in advanced economies of Western Europe and Scandinavia? How does online gaming evolve in emerging markets of Eastern Europe? - 2 -

Key Findings Digital games conquering the gaming landscape on the Old Continent In Europe s largest gaming market, Germany, the virtual goods segment is booming: revenues from micro-transactions in games more than doubled in 2014, while smartphones and mobile phones overtook PCs as the device most used to play games. In the UK also the freemium games model was the growth driver, especially for mobile games, but online games on PCs and consoles still outweighed revenues from mobile games last year. In France both computers and consoles were ahead of smartphones in terms of usage by gamers with some difference in payment models between these devices: free-to-play was the leading type of tames played on smartphones, while on computers it was topped by subscription-based games by a small margin. Russia is by far the largest market.in the Eastern Europe region. Social and mobile games are the main growth drivers of the online gaming revenues in Russia. A third of Internet users in Russia played games over the Internet, with a similar share of gamers playing via social networks. In Turkey, computer and smartphones were in close competition for the share of Internet users frequently playing online games, with computers remaining slightly ahead. Similarly, in Poland the percentage of gamers playing on computers and in web browsers was higher than then playing on smartphones or tablets. Overall, some Eastern European countries were behind Scandinavian and Western European countries in penetration of Internet users playing games with other persons online in 2014. Regarding the Europe-based gaming companies, French video, computer and digital games maker Ubisoft saw its digital segment grow at double-digit rate, while total revenues were down. Gameloft, another French game maker and publisher of some popular mobile game titles, saw revenues decline slightly amidst growing competition. Meanwhile, Germany-based Game Studios managed to bring its Empire: Four Kingdoms title to the rankings of top mobile games and almost doubled its revenues in 2014. - 3 -

Table of Contents (1 of 6) 1. MANAGEMENT SUMMARY 2. GLOBAL Overview of Online Gaming Market, March 2015 Breakdown of Total Gaming Revenues, by Segment, in % and in USD billion, in % Year-on-Year Change and Number of Gamers, in millions, 2014e Digital Gaming Revenues, in USD billion, and in % Share on Total Gaming Revenues, 2013 & 2018f Top 10 Countries by PC Online Gamer Penetration on Internet Users, in %, H2 2014 Top 10 PC/MMO Games, by Rank, October 2014 Overview of Mobile Gaming Market, March 2015 Breakdown of Mobile Gaming Revenues, by Smartphone and Tablet, in USD billion, 2013-2015f & 2017f Mobile Gaming Revenues, in USD billion, 2013-2016f Reasons for Mobile Gaming Purchase, in % of Paying Mobile Gamers, by Smartphone and Tablet, 2014e Top 3 Mobile Games, by Revenues, in USD billion, 2014 Top Grossing Mobile Games on Google Play (Android), March 2015, and ios App Store, 2014 Overview of Social Gaming Market, March 2015 Social Gaming Revenues, in USD billion, 2012 & 2019f 3. EUROPE 3.1. REGIONAL Share of Individuals in the EU who Play Networked Games with Other Persons Online, in %, by Countries, 2012 & 2014-4 -

Table of Contents (2 of 6) 3.2. WESTERN EUROPE 3.2.1. GERMANY Overview of Online Gaming Market, March 2015 Breakdown of the Digital Games and Hardware Revenues, by Segments, in EUR million, 2013&2014 Breakdown of Gaming Revenues, by Segments, in EUR million, 2013 & 2014e Mobile Gaming Revenues, in EUR million, and in % Year-on-Year Change, 2010-2014e Devices Used to Play Games, in % of Gamers, 2013 & 2014 Number of Online and Mobile Gamers, by Platform Type, in millions, H1 2013 & H1 2014 Interactive Activities Carried Out Online, incl. Play with Other Persons, in % of Internet Users, by Age and Gender, Q1 2014 Breakdown of Preferences for Game Types, by Playing Alone, Playing with Others in the Same Room, Playing with Others Over the Internet, by Age Group, in % of Gamers, 2013 & 2014 Top Ten Mobile Games in Downloads and Revenue, by Rank, 2014 Overview of Selected Germany-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Revenue, March 2015 3.2.2. UK Overview of Online Gaming Market, March 2015 Breakdown of Games Market Value, by Physical and Digital, in % and in GBP million, 2013 & 2014 Online Games Sales, in GBP million, and Share on Total Retail Sales of Games, in %, 2013 & 2014 Online Gaming Revenues, in GBP million, and in % Year-on-Year Change, 2011-2014 Mobile Gaming Revenues, in GBP million, 2013 & 2014 Breakdown of Gaming Industry Revenues, by Segment, in % and in GBP million, 2014 Share of Online Gamers on Internet Users, by Age Group, in %, 2013 Types of Games Played Online, in % of Online Gamers, 2013 Products Purchased Online, incl. Video Games Software and Upgrades, in % of Individuals, 2013 & 2014 Products Purchased Online, incl. Video Games Software and Upgrades, in % of Individuals, by Gender & Age, 2014 Breakdown of Time Spent Playing Video Games, by Device Used and by Game Type, in %, H1 2014 Devices Used to Play Video Games, in % of Internet Users, H1 2014 Breakdown of Game App Revenues in Google Play, by Game Types, October 2014 Number of Gaming Companies Active in the UK, 2014 and Platforms Specialized in, by Rank Based on Companies Number, 2014-5 -

Table of Contents (3 of 6) 3. EUROPE (cont.) 3.2. WESTERN EUROPE (cont.) 3.2.3. FRANCE Overview of Online Gaming Market, March 2015 Breakdown of Gaming Revenues by Segment, in % and in EUR million, 2014 Mobile Gaming Revenues, in EUR million, 2013 & 2014 Breakdown of Gamers, by Playing Exclusively Online, Exclusively Offline and Both Online and Offline, in %, September 2014 Platforms Used to Play Video Games, in % of Gamers, October 2014 Devices Used to Play Video Games, in % of Gamers, 2013 & 2014 Share of Individuals Playing Games Online, in %, September 2014 Types of Digital Games Played, by Platform, in % of Gamers, October 2014 Breakdown of Average Spending on Online Games, by Game Type, in % of Paying Gamers, 12 Months to October 2014 Game Genres Played Online, by Free-to-Play and Paid, in % of Online Gamers, 12 Months to October 2014 Sites Used to Obtain Online Games, in % of Online Gamers, October 2014 Top 3 Game Genres, by Online, Offline, Tablet and Smartphone, in % of Online/Offline/ Smartphone/Tablet Gamers, September 2014 Products Purchased Online, incl. Games and Toys, in % of Internet Users, Q1 2014 Overview of Selected France-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Total Revenue, March 2015 3.2.4. SPAIN Breakdown of Total Gaming Revenues, by Segment, Q1 2014 - Q3 2014 Number of Gamers in millions and in % of Population, by Platform, Q2 2014 Total Gaming Revenues, in EUR million, 2013-2017f and Breakdown of Total Video Gaming Revenues, by Physical and Online, in %, 2013-6 -

Table of Contents (4 of 6) 3. EUROPE (cont.) 3.2. WESTERN EUROPE (cont.) 3.2.5. ITALY Number of Internet Users Who Play or Download Games Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014 Number of Internet Users Who Play Networked Games with Other Persons Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014 Share of Internet Users Playing Games Online at Least Weekly, by Playing on Smartphone, Tablet and Computer, Q1 2014 3.2.6. NETHERLANDS Breakdown of Gaming Software Revenues, by Segments, in EUR million, 2012 & 2013 Activities Carried Out on Smartphones and Tablets, in % of Device Users, incl. Games, December 2014 3.3. EASTERN EUROPE 3.3.1. SUB-REGIONAL Breakdown of Free-to-Play MMO Gaming Revenues, by Selected Countries, in USD million, 2013-2017f 3.3.2. RUSSIA Overview of Online Gaming Market, March 2015-7 -

Table of Contents (5 of 6) 3. EUROPE (cont.) 3.3. EASTERN EUROPE (cont.) 3.3.2. RUSSIA (cont.) Online Gaming Revenues, in RUB billion, 2012, 2013 & 2014e Social Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 2013 Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 2013 Share of Internet Users who Played or Downloaded Games Online, by Total, Gender and Location, in %, 2013 Share of Paying Gamers, in %, by MMO, Casual and Social Games, 2013 Product Categories Purchased Online, incl. Video Games and Update, in % of Online Shoppers, 2013 Product Categories Purchased Online, incl. Video Games and Update, in % of Online Shoppers in Relevant Group, by Gender and Location, 2013 3.3.3. TURKEY Devices Connected to the Internet, in % Households with Internet Access, incl. Game Console, Q1 2014 Online Activities, incl. Playing Networked Games with Other Persons, in % of Internet Users, Q1 2014 Share of Internet Users Playing Games Online at Least Weekly, by Device, Q1 2014 3.3.4. POLAND Share of Gamers on Internet Users, in %, and Types of Games Played, incl. Online and Mobile, in % of Gamers with Internet Access, April 2014 Product Categories Purchased Online, incl. Computer Games, in % of Online Shoppers, March 2014-8 -

Table of Contents (6 of 6) 3. EUROPE (cont.) 3.3. EASTERN EUROPE (cont.) 3.3.5. CZECH REPUBLIC Breakdown of Online Bank Card Payments, by E-Commerce Categories, incl. Computer and Video Games, in %, by Transaction Value and Volume, 2013 3.3.6. SLOVAKIA Product Categories Purchased Online, incl. Video Games Software and Upgrades, in % of Online Shoppers, 2013 3.4. SCANDIVAVIA 3.4.1. SUB-REGIONAL Breakdown of Gaming Revenues, by Segments, by Countries and Total, in EUR million, 2013 Products Purchased Online, incl. Computer Games/Video Games, in % of Individuals, by Sweden, Denmark, Norway and Finland, 2013 3.4.2. SWEDEN Share of Individuals Who Used the Internet to Play Networked Games with Other Persons, by Age Group and Gender, in %, Q1 2014 Share of Individuals Who Purchased Video or Computer Games Software Online, by Age Group and Gender, in %, Year to March 2014 Share of Individuals Who Purchased and Downloaded Video or Computer Games Software Online, by Age Group and Gender, in %, Year to March 2014-9 -

Samples - 10 -

Methodology General Methodology of Our Market Reports: 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. The report contains a Management Summary, summarizing the main information provided in each chapter. 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 12 months prior to the publication was used. This report includes mainly data from the last 12 months. The exact publication dates are mentioned in every chart. Methodology of Our Europe Online Gaming Report: This report covers the online gaming market. It takes into account a wide definition of online gaming, including mobile games. The opening chapter of the report is devoted to global development, including revenues and trends. In particular, mobile and social gaming trends were covered. The next chapter covers regional development and country comparisons. The rest of the report is divided by sub-regions. Within the sub-regions, countries are presented in the descending order of total gaming revenues. For the leading countries in the region, an overview of the market was presented first, summarizing important quantitative and qualitative data and trends. Afterwards, depending on data availability, the following information was presented: breakdown of total gaming revenues, including online and mobile, online/mobile gaming revenues growth, information about online/mobile gamers and gaming companies based in this country. For the remaining countries, available quantitative information about the online and mobile gaming market development was presented, such as revenues, penetration of online/mobile gamers and devices used to play games. - 11 -

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