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Global Online Gaming Report 2012


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Reportlinker

May 09, 2012, 08:12 ET

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NEW YORK, May 9, 2012 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Global Online Gaming Report 2012 http://www.reportlinker.com/p0157384/Global-Online-Gaming-Report-2012.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game

Global Online Gaming Market on the Upswing

In its latest "Global Online Gaming Report 2012" Hamburg-based secondary market research firm yStats.com gives a detailed account of the global online gaming market, without accounting for global online gambling. In addition to the global market, markets in 19 individual countries in various regions are highlighted. The report also covers information and the latest news about 24 important competitors.

Revenue generated in the online gaming market continues to increase worldwide – it is predicted to grow annually by more than ten per cent in the period from 2010 to 2016. A significant trend in this sector is Massively Multiplayer Online Games (MMOGs). In 2011, MMOGs were especially popular in the BRIC states and the US market was also mature, while there is still potential for growth in emerging markets. In 2011, the share of paying casual and social gamers compared to all gamers worldwide was the highest in Asia, followed by emerging markets and the USA.

Social and casual games popular in all of AmericaIn the USA, social gaming was expected to spread further in 2011 – in total, as many as approximately 40 percent of all Internet users played such online games. The most popular gaming website in this market, gauged by visits in December 2011, was Pogo, followed by Yahoo! Games. According to the "Global Online Gaming Report 2012", for Brazil forecasts for 2011 predicted that gamers would spend most of their time on casual games and playing in social networks.

Social gaming as an important trend in Western Europe

Great Britain and Germany are among the leading European markets for online gaming. In 2011, almost one fifth of total time invested in playing games in Great Britain was spent on social networks, followed by casual games; only console games had more time invested in them. Unlike in Japan and the USA, in Germany the entire gaming market grew in 2012, merely as a result of increased revenue from online and browser games. The German online and mobile game market is also expected to almost double in size between 2010 and 2015. The "Global Online Gaming Report 2012" by yStats.com shows additionally that in 2011, French gamers spent approximately 15 percent of their entire gaming time on social networks. In the Netherlands, revenue generated from games on casual websites and MMO games was forecasted to reach more than 50 million EURO in 2011 in each category. In line with this trend, almost three quarters of all Spanish online gamers were predicted to use social networks for gaming in 2011.

Online gaming markets also soar in Eastern EuropeIn Poland, the value of the total gaming market increased by more than 20 percent from 2010 to 2011. In Russia, almost 80 percent of the entire online gaming market value was generated from browser games. Turkey was the fourth largest social gaming market worldwide in the second quarter of 2011 in terms of gamer numbers.

Rapid growth for revenue in the Asia-Pacific region, in the Middle East and in Africa

In Southeast Asia, revenue from online games is expected to more than double between 2011 and 2015. The social games market is also expected to grow fast in Japan – by approximately one third between 2011 and 2012. It is also shown that online gaming addiction is increasingly becoming a problem, for example in South Korea, where in 2011 more than half of all inhabitants already played online games. In China, the situation is slightly different, with massively client games spurring most of the online games market growth – for 2013, they are expected to generate more than three quarters of all revenue in this market. Early in 2012, the highest daily revenue per gamer worldwide was recorded in the Middle East. An annual increase of 25 percent in spending for online games is also expected in South Africa for the period between 2010 and 2015.

Online games market players observe strong growth worldwideIn addition to the key markets in different regions, the yStats.com "Global Online Gaming Report 2012" also provides important facts and figures about more than 20 successful players. Zynga, for example, is expecting an increase in revenue by more than 20 percent in 2012. Bigpoint, an enterprise based in Germany, had as many as 250 million registered users early in 2012 and has already added new locations in Great Britain and France. Wooga, also headquartered in Germany, was the largest social games developer in Europe in April 2012, and the third largest worldwide. Chinese online game developer Changyou also increased its revenue in 2011 by almost 40 percent compared to 2010. Developer of cross-platform games PopCap Games was bought by Electronic Arts in 2011, and is now a subsidiary of the games giant. US social games developer RockYou was also successful in 2011, entering partnerships with Peak Games and Aktiv Digital. Turkish games developer Peak Games was the fastest growing social gaming enterprise in an emerging market in 2011.

Key Findings

•Global online gaming revenue is expected to increase by more than +10% annually between 2010 and 2016.

• Social gaming in the US was expected to spread further in 2011, with more than 40% of total Internet users playing social games.

• Almost one-fifth of total gaming time in the UK was spent on "Social Networks" in 2011, followed by "Casual Games" and only surpassed by "Console Games".

• The online and mobile games market in Germany is expected to almost double between 2010 and 2015.

• The social game market in Japan is expected to grow rapidly, increasing by a third between 2011 and 2012.

• Online gaming addiction is a major problem in South Korea, where more than half of all inhabitants played online games in 2011.

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.

Companies Mentioned

Arkadium

Bigpoint

Blizzard

Changyou

Com2uS

Digital Chocolate

Facebook

Gamevil

GDC

Giant

Gree

King.com

Miniclip

Nexon

Obscene Jeans Corp.

Peak Games

Perfect World

PopCap Games

RockYou

Rovio

Spil Games

Wemade

Wooga

Zynga

1. MANAGEMENT SUMMARY

2. GLOBAL

• Online Gaming Trends 2012 and Online Gaming Revenue, in USD billion, 2010 & 2016f

• Mid-Core Market Gaming Trends, 2011 and US and European Mid-Core Market Spenders & Market Potential, in millions, 2011

• MMO Games Market Trends, 2011

• Social Gaming Trends, 2011

• Gaming Market Spending, in USD billion, 2011f & 2013f & 2015f

• Spending on Games, by Platform, including Online, in USD billion, 2011f

• Share of Casual/Social Online Gaming Spenders, in % of Total Players, by Region, 2011

• Breakdown of the Games Market, including Online Games, by Region, in %, 2010 & 2013f

• Breakdown of the Games Market, by Platform, in %, 2010 & 2013f

• Console Players playing Video Games Online, by Game Console, in %, 2010 & 2011

• Time spent on Games, by Platform, including Online, in %, 2011f

3. AMERICA

3.1 USA (Top Country)

• Spending on Games, by Platform, including Online, in USD billion, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

• Breakdown of Female Online Gamers by Age Groups, in %, 2011f

• Social Gaming Trends, 2011

• Share of Social Gamers of total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011

• Breakdown of Social Gamers by Age Group, in %, September 2011

• Breakdown of Social Gamers by Access Device, in %, September 2011

• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011

• Share of Social Gamers by Social Networking Platform, in %, September 2011

• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f

• Breakdown of Themes of Online Games, in % of Times Played, 2011

• Top 20 Social Games, in % of Social Gamers, September 2011

• Ranking of Gaming Websites, in % of Total Visits, December 2011

3.2 Brazil• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

3.3 Mexico

• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

4. WESTERN EUROPE

4.1 Europe: Regional

• PC Gamers that ever bought Digital Content Online, in %, 2011f

• Type of Digital Content ever bought by PC Gamers, in %, 2011f

• PC Game Digital Content Revenue, in EUR billion, 2010-2015f

4.2 UK (Top Country)• Spending on Games, by Platform, including Online, in GBP million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, in millions and in %, 2011f• Social Gaming Trends and Share of Avid Social Game Users, in % of Total Internet Users, 2011• Share of Social Gamers of Total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011• Share of Social Gamers by Age Group, in %, September 2011• Share of Social Gamers by Access Device, in %, September 2011• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f• Breakdown of Social Gamers by Social Network Platform, in %, September 2011• Top 20 Social Games, in % of Social Gamers, September 2011

4.3 Germany (Top Country)

• Online Gaming Trends, 2010-2012, including Gaming Spending, in EUR billion, 2010 & 2011

• Online and Mobile Games Market Size, in EUR million, 2010 & 2015f

• Spending on Gaming, by Platform, including Online, in EUR million, 2010 & 2011

• Spending on Gaming, by Platform, including Online, in %, 2010 & 2011

• Germany: Spending on Gaming, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

• Online- and Browser Game Players, in millions, 2008-2010

• Virtual Goods Buyers, in millions and average per Capita Spending, in EUR, 2008-2010

• Top 10 Online Gaming Websites, by total monthly Hours played and Unique Visitors in thousands and in % Reach, June 2011

• Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone Users and in % of Smartphone Users, Q2 2011

4.4 Belgium• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

4.5 Finland

• Gaming Market Value, including Online, in EUR billion, 2009 & 2010

4.6 France• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, in millions and in % of total Gamers, 2011f

4.7 Italy

• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

4.8 Netherlands• Spending on Games, by Platform, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

4.9 Spain

• Spending on Games, by Platform, in million Euro, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and % of total Gamers, 2011f

5. EASTERN EUROPE

5.1 Poland

• Gaming Market Value, including Online, in PLN million, 2007-2011

• Freemium Segment (Free-to-Play and Online), in PLN million, 2009-2011f

• Gaming by Devices, including Online, in %, 2011

5.2 Russia• Online Gaming Market Trends, 2011 & 2012• Breakdown of Online Gaming Market Value in Russia, in %, 2011• Breakdown of Spending by Online Gamers, in %, 2011f• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f• Gamers per Platform, in millions and in % of total Gamers, 2011f

5.3 Turkey

• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011

6. ASIA-PACIFIC

6.1 Southeast Asia: Regional

• Online Gaming Trends, 2011 and Online Gaming Revenues, in USD billion, 2011f & 2015f

6.2 Japan (Top Country)• Online Game Market Value, by Platform, in JPY billion, 2009-2011• Spending on Online Games, per Person and Month, in JPY, 2006-2010• Breakdown of Online Gamers by Gender, in %, 2007-2010• Breakdown of Social Gamers and Online Gamers, by Gender, in %, 2010• Breakdown of Social Gamers and Online Gamers, by Age Group, in %, 2010• Social Game Market Sales, in JPY billion, 2008-2012f• Online Game License-Out Market Exports, in JPY million, 2007-2010

6.3 South Korea (Top Country)

• Online Gaming Trends, 2011

• Online Gaming Market, in KRW trillion, 2008 & 2012f

• Mobile Gaming Market, in KRW billion, 2011f & 2015f

• Games Market Revenue, including Online Games, in KRW trillion, 2006-2010

• Domestic Games Market Revenue, by Platform, including Online Games, in USD billion and in % of Global Games Market, 2010

• Breakdown of Games Market Sales, by Platform, including Online, in %, 2010

• Games Market Sales, by Platform, including Online, in KRW billion, 2009-2013f

6.4 China• Online Gaming Trends, including Online Gaming Market Value, in RMB billion, 2012f & 2015f• Outlook of the Online Gaming Market, 2011/2012• Browser-based and Client-based Online Gaming Market Trends, 2011• Online Gaming Market Revenue, in RMB billion and Growth in %, Q1 2009-Q4 2011f• Online Gaming Market Volume, in RMB billion, 2007-2012f• Online Gaming User Spending, in RMB billion, 2009-2013f• Breakdown of Online Gaming Revenues by Game Segments, in %, 2009-2013f• Browser-based Online Gaming Users, in millions and annual Growth, 2010-2014f• Client-based Online Gaming Users, in millions and annual Growth, 2010-2014f• Market Share in the Client-based Online Gaming Market, in %, in Q4 2011• Online Gamers paying Gaming Fees per Month, in % of total Online Gamers, H1 2011• Age Distribution of Online Gaming Users, in % of total Online Gamers, 2011• Top Six Online Gaming Companies, by Revenue, in RMB billion, 2010 & 2011

6.5 Australia

• Online Gaming Trends, 2011 & 2012 and Breakdown of the Digital Goods and Online Subscriptions Market, in %, 2012f

7. MIDDLE EAST & AFRICA

7.1 Middle East: Regional

• Online Gaming Trends, 2011

7.2 South Africa• Online Gaming Market and Online Players, in thousands, 2010 & 2015f• Online Gaming Spending, in ZAR million, 2010 & 2015f

8. ONLINE GAMING PLAYER NEWS

• Overview of the Players contained in the Online Gaming News-Section

• Arkadium: Online Gaming News, 2011/2012

• Bigpoint: Online Gaming News, 2011/2012

• Blizzard: Online Gaming News, 2012

• Changyou: Online Gaming News, 2011/2012 and Revenues, in USD million, 2007-2011

• Com2uS: Online and Mobile Gaming News, 2011/2012 and Revenues, in KRW billion, 2010-2012f

• Digital Chocolate: Online Gaming News, 2012

• Facebook: Online Gaming News, 2011/2012 and Top 10 Facebook Games by Daily Active Users, April 2012

• Gamevil: Mobile Gaming News, 2011/2012 and Sales, in KRW billion, 2010-2012f

• GDC: Online Gaming News, 2011/2012

• Giant: Online Gaming News, 2011/2012 and Net Revenues, in RMB billion, 2010 & 2011

• Gree: Online Gaming News, 2011/2012

• King.com: Online Gaming News, 2011/2012

• Miniclip: Online Gaming News, 2011/2012

• Nexon: Online Gaming News, 2011, including Revenues, in JPY billion, 2010-2012f

• Obscene Jeans Corp.: Online Gaming News, 2012

• Peak Games: Online Gaming News, 2011

• Perfect World: Online Gaming News, 2011/2012

• PopCap Games: Online Gaming News, 2011/2012

• RockYou: Online Gaming News, 2011

• Rovio: Online Gaming News, 2011/2012

• Spil Games: Online Gaming News, 2011/2012

• Wemade: Online Gaming News, 2012

• Wooga: Online Gaming News, 2011/2012

• Zynga: Online Gaming News, 2011/2012 and Revenues, in USD billion, 2010-2012f

To order this report: Toy and Game Industry: Global Online Gaming Report 2012

More  Market Research Report

Check our  Industry Analysis and Insights

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US: (805)-652-2626
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