LONDON, June 25, 2014 /PRNewswire/ -- Reportbuyer.com has added a new market research report:
Global Online Gaming Market 2014
http://www.reportbuyer.com/leisure_media/gambling/global_online_gaming_report.html
1.) Online gaming increases worldwide, with trends toward social and mobile games
A new publication by Hamburg-based secondary research organization yStats.com, "Global Online Gaming Market 2014", reports that trends show that gamers are moving away from consoles and pre-installed PC games toward online and mobile games.
The online gaming market is forecasted to grow by a high one-digit percentage point annually in the years leading up to 2017. By then, online gaming spending is expected to almost reach the level of console spending. At the same time, mobile games are predicted to be the fastest growing segment of the video games market. Game-playing on mobile devices has already become a major activity of Internet users worldwide, slightly ahead of online gaming. Also social gaming is a fast growing industry, taking up an increasing share of the total video gaming market. Both segments are forecasted to outpace the total online gaming market in terms of growth, increasing by a small double-digit percentage point annually.
Worldwide, over 40% of internet users play games online, with males accounting for slightly more than half of the total gaming audience. The Asia-Pacific region has the largest number of players, but North America and Europe lead in terms of regular engagement in game-playing. Regarding payment for playing, credit cards still dominate the gaming landscape, but the use of alternative payments such as E-Wallets is on the rise.
Practices and trends in online gaming vary by world region.
In the advanced online gaming market of the USA, mobile gaming was spreading more than social gaming in 2013 in terms of popularity, and this trend is expected to persist. Mobile games remained the largest segment in terms of revenue, accounting for around a quarter of the total market.
In Latin America last year, Brazil was by far the largest online gaming market and is forecasted to grow with annual rates of over 20% in the next few years. Reduction of game piracy, as well as growth of the Internet and smartphone audience boost the online games market in Brazil. Over half of Internet users in Brazil now play online games, with the largest segment of gamers using mobile devices. In Mexico also most video game aficionados played through a mobile device, while the total video gaming market there reached a value of nearly a billion Euros last year. A considerable portion of Internet uses in Argentina also are video game players.
In Europe, the UK led spending rates on digital game content, while Germany was the leading country by average monthly revenue per paying user. Online gaming is a vast market in the UK as nearly 20% of the population of the UK use the Internet to play video games. The online game market there has further growth potential because of the mobile trend. Tablets were the first choice of over a third of mobile device owners to play games in 2013 in the UK, while half of all tablet owners played games. In Germany, consoles and PC are still popular for gaming, but mobile and social platforms are gaining importance. Downloads generated the highest revenue on the online gaming market in Germany in 2013. Mobile game sales also grow. The most popular types of games played in Germany are strategy, casual and action games.
In France, digital games are expected to grow and take a large share of the total video games market, while physical games sales decline. The revenues of the digital gaming market in France grew by over 10% in 2013, while the share of digital gaming on the total gaming market increased. Computer was the device most frequently used for gaming in France last year, followed by smartphone. In Belgium, the largest group of gamers played social or casual games, with the mobile gaming audience also being significant. A similar pattern was observed in Spain, and in Italy the PC and consoles are still used more for games than smartphones and tablets.
The emerging markets Turkey and Poland were ahead of Western European countries in terms of the share of online gamers on Internet users in 2013. Eastern European countries also had a higher share of users who play networked games than in Western Europe, with Croatia in the lead. In Poland, computer games remained a major segment of the gaming market in 2013, but social, mobile games and online MMOs are catching up. In Turkey, over 20 million people play games online regularly, with social games being the largest contributors to this number.
In Russia, the online gaming market is booming, with still more growth expected from the mobile and social platforms. The online gaming market grew by over 20% in Russia, with MMO being the largest segment, followed by social. The number of mobile gamers in Russia is forecasted to increase annually to reach over 60 million in 2016, with around the same number playing online games other than on mobile devices.
The Asian region has the highest number of game players on the globe. In Japan, the gaming market is dominated by local game publishers, however, more foreign games are expected to be adapted for the country. Mobile gaming revenues on smartphones grew five-fold in the last two years, reaching a small one-digit sum in EUR billions. The social gaming market in Japan also saw the strong growth rates with revenues outperforming mobile games. In China, regulation plays an important role in the fast growing gaming industry, which favors local game publishers. Several hundreds of million people play online and mobile games, with the number growing every year. Online gaming revenues in China are forecasted to grow at rates above +20% between 2013 and 2017. The share of mobile games on total online gaming revenues is expected to increase significantly in the next four years, as well as that of social gaming. In South Korea, mobile gaming is a leading trend, led by a messaging app which transformed into a popular gaming platform. Mobile is forecasted to be the fastest growing segment in the gaming industry in India also through the next few years, with revenues approaching that of console.
In the Middle East, a quarter of Internet users in the UAE play or download video games or computer games online, almost double the share in 2010. Moreover, over 10% of mobile users in the UAE download games on mobile. In Jordan and Saudi Arabia, the most visited gaming websites have a monthly audience reach of over 10% of Internet users.
Online gaming revenues in South Africa are forecasted to grow by a small-double digit percentage between 2013 and 2017. Mobile gaming outperforms pure online gaming by far in South Africa, with the revenues differing by several times. In other African countries, such as Ghana, Nigeria, Kenya and Senegal, online and mobile gaming is also gaining popularity, with a small double-digit share of Internet users engaging in this activity on their mobile devices and PCs.
2.) About our Reports
- Market reports by yStats.com inform top managers about recent market trends and assist with strategic company decisions
- yStats.com provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.
- The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry and trade associations, business reports, business and Company databases, journals, company registries and news portals.
- Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the original studies is correctly interpreted.
- yStats.com delivers all research results as PowerPoint files. All data can therefore be used directly for board presentations or be individually adapted.
- If required, yStats.com provides in-depth analysis for all research projects. Simply send us a request.
1.Management Summary
2.Global
•Online Gaming Trends, 2014
•Mobile Gaming Trends, 2014
•Social Gaming Trends, 2014
•Trends in Online Gaming Payment, 2014
•Online Gaming Mergers and Acquisitions Trends, 2014
•Online Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
•Breakdown of the Global Gaming Revenues, by Segment, in % and in USD billion, 2013e
•Mobile Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
•Share of Mobile Gaming on Total Video Gaming Revenues, in %, 2012 - 2015f
•Mobile Gaming Revenues, 2013e & 2018f
•Share of Mobile Gaming on Total Gaming Market, 2013e & 2016f
•Mobile Gaming Revenues, in USD billion, by Smartphones, Tablets and Total, 2012, 2013e, 2016f
•Mobile Gaming Revenues, in USD billion, Year-on-Year Growth, in %, Total Number of Mobile Gaming Users, in millions, Number of Mobile Gaming Users who Pay, in millions and Average Monthly Spending per Player, in USD, by Region, 2013e
•Social Gaming Revenues, in EUR billion, and Share of Social Gaming on Online Gaming and Total Video Gaming Market, in %, 2012 & 2016f
•Share of Online Gamers on Total Internet Users, in %, 2013
•Breakdown of Online Gamers, by Gender, in %, 2013
•Average Number of Daily Online Gamers, in millions, by Region, April 2013
•Average Time Spent per Visitor on Online Gaming Daily, in Minutes, by Region, April 2013
•Gaming Activities, Incl. Online and Mobile, in % of Internet Users, Q2 2011 & Q3 2013
•Average Transaction Value of Online Gaming Purchases, by Console-Based Games and App-Based Video Games, 2013
•Top 15 Companies by Gaming Revenues, in USD million, H1 2013
•Leading Mobile Gaming Companies with Revenues over USD 100 million, 2013
•Top 5 Facebook Gaming Apps, by Estimated Monthly Average Users, in millions, November 2013
•Top 10 Online Games, by Free-to-Play Revenues, in USD million, 2013
3.North America
3.1. USA (Top Country)
•Online Gaming Trends, 2014
•Breakdown of Spending on Digital Content for Video Games, in % and in USD billion, 2012
•Breakdown of the Digital Gaming Market, in % and in USD billion, 2013
•Share of Digital Game Content on Total Game Spending, in %, 2010 & 2012
•Digital Game Content Spending, in USD billion and in % Year-on-Year Change, Q1 2013 - Q3 2013
•Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2012 - 2017f
•Mobile Gaming Revenues, in USD million, by Download, In-Game and Ad-Supported, 2012 - 2017f
•Number of Gamers, by Mobile, Online Casual and Social Gamers, 2010 - 2014f
•Number of Online and Mobile Gamers, by Groups, 2013 & 2017
•Number of Mobile Phone Game Users, in millions, in % of Mobile Phone Users and in % of Population, 2012 - 2017f
•Share of Gamers on Total Internet Users, by Device Used for Gaming, Q3 2013
•Share of Adult Internet Users Who Play Browser-Based Games, in %, 2013 and Benefits of Browser-Based Games Compared to
Console, as Perceived by Users, in %, 2013
•Breakdown of Time Spent on Console, by Activity, Incl. „Playing Video Games Online", by XBOX 360, Playstation 3, WII, 2012
•Average Monthly Revenue per Player, by Game Type, 2012
•Breakdown of Online Games Played Most Often, by Type, in %, 2013
•Breakdown of Mobile Games Played Most Often, by Type, in %, 2013
•Top 15 Games on iOS, Ranked by Estimated Daily Revenue, 2013
3.2. Canada
•Share of Internet Users Playing Games Online, in %, 2012
•Devices Most Frequently Used for Playing Games, in % of Gamers, 2013
•Breakdown of Revenues of Canadian Video Gaming Companies, by Game Type, 2012
4. Latin America
4.1. Latin America (Regional)
•Online Gaming Revenues, in USD million, by Selected Countries, 2013e
4.2. Brazil (Top Country)
•Online Gaming Market Trends, 2014
•Online Gaming Revenues, in USD billion, 2013e & 2016f
•Breakdown of Online Gaming Revenue, by Segment, in %, 2013
•Share of Online Gamers on Internet Users, in %, 2013
•Number of Monthly Average Users of Mobile and Social Games, in millions, and Revenue, in USD million, 2013e
•Breakdown of Online Gamers by Gender, in %, 2013
•Share of Online Gamers Who Have Paid for Downloadable Games, in %, 2013 and Maximum Amount Paid for Downloadable Games,
in % of Online Gamers Who Paid for Downloadable Games, 2013
•Types Access Used for Mobile Games, by Apps, Mobile Browsers and Both, in % of Smartphone Owners, September 2013
4.3. Argentina
•Share of Online Gamers on Internet Users, in %, 2013
4.4. Mexico
•Video Gaming Revenue, in MXN billion, 2011 & 2012 and Devices Used for Gaming, in % of Gamers, 2013
5. 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
6. Western Europe
6.1. 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
6.2. 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
•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
6.3. 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
6.4. Belgium
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
6.5. Denmark
•Share of Online Shoppers Purchasing Video Games Software Online, in %, by Age Group, Gender and Total, 2010-2013
6.6. Italy
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
6.7. 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
6.8. Spain
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
6.9. Sweden
•Share of Individuals Purchasing Video or Computer Games Software Online, in %, by Age Group, Gender, Gender and Total, 12 Months to March 2013
7. Eastern Europe
7.1. 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
7.2. Poland
•Online Gaming Trends, 2014
•Share of Online Gamers on Internet Users, in %, 2013
7.3. Turkey
•Online Gaming Trends, 2014
•Share of Online Gamers on Internet Users, in %, 2013
8. Asia-Pacific
8.1. Japan (Top Country)
•Online Gaming Market Trends, 2014
•Breakdown of Total Gaming Revenues, by Segment, Incl. Online, in % and in JPY billion, 2012
•Mobile Gaming Revenues, in JPY billion, 2011 & 2012
•Social Gaming Revenues, in JPY billion, and in % Year-on-Year Change, 2010 - 2013e
8.2. China (Top Country)
•Online Gaming Trends, 2014
•Online Gaming Revenues, in CNY billion and in % Year-on-Year Change, 2012 - 2017f
•Breakdown of Online Gaming Revenues*, by Segment, in %, 2013e & 2017f
•Mobile Gaming Revenues, in CNY million, 2012 & 2013e
•Social Gaming Revenues, in CNY million, 2012, 2013e & 2015f
•Number of Online Gamers, in millions and in % of Total Internet Users, 2012 & 2013
•Number of Mobile Gamers, in millions and in % of Mobile Internet Users, 2012 & 2013
•Gaming Platforms Played on Weekly, in % of Gamers, 2013
•Breakdown of Online Gaming Market, by Players, in %, Q3 2012
8.3. South Korea (Top Country)
•Online Gaming Trends, 2014
•Gaming Revenues, by Segment, in KRW billion and in % Year-on-Year Change, 2011 - 2015f
•Share of Online Shoppers Who Buy Computer or Video Games Online, in %, 2012
•Share of Mobile Gamers on Mobile Phone Users, in %, 2012
8.4. Australia
•Share of Individuals Who Play Video Games, in %, 2013 and Preferred Ways to Buy Games, in % of Gamers, 2011 & 2013
•Devices Used for Playing Games, in % of Households in Which Individuals Play Games, 2013
8.5. India
•Gaming Revenues, by Sector, in INR billion and in % Year-on-Year Change, 2012 - 2017f
8.6. Taiwan
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
9. Middle East
9.1. UAE (Top Country)
•Share of Internet Users Who Play or Download Video Games or Computer Games Online, in %, 2010 & 2012
•Breakdown of the Most Purchased Product Categories in B2C E-Commerce, Incl. Downloadable Games, in % of Online Shoppers, 2012
•Share of Mobile Users Who Download Games on Mobile, by Frequency, in %, 2010 & 2012
•Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
9.2. Jordan
•Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
9.3. Saudi Arabia
•Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
10. Africa
10.1. South Africa (Top Country)
•Online Gaming Revenues, in ZAR million, 2012, 2013e & 2017f
•Mobile Gaming Revenues, in ZAR million, 2012, 2013e & 2017f
•Purposes of Internet Usage, Incl. "Playing or Downloading Video Games or Computer Games", in % of Internet Users, by Urban and
Rural, 2012
•Product Categories Purchased Online, in % of Internet Users, November 2012
10.2. Egypt
•Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
10.3. Ethiopia
•Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. "Gaming", in % of Urban Internet Users, 2012
10.4. Ghana
•Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. „Gaming", in % of Urban Internet Users, 2012
10.5. Nigeria
•Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. "Gaming", in % of Urban Internet Users, 2012
10.6. Kenya
•Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. "Gaming", in % of Urban Internet Users, 2012
10.7. Senegal
•Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. "Gaming", in % of Urban Internet Users, 2012
Read the full report:
Global Online Gaming Market 2014
http://www.reportbuyer.com/leisure_media/gambling/global_online_gaming_report.html
For more information:
Sarah Smith
Research Advisor at Reportbuyer.com
Email: [email protected]
Tel: +44 208 816 85 48
Website: www.reportbuyer.com
SOURCE ReportBuyer
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