Newzoo:2019全球游戏市场报告(中英双语)
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Newzoo:《2015年全球游戏市场报告》
荷兰市场研究机构Newzoo公布了《2015年全球游戏市场报告》的几项最新关键数据。
报告指出,2018年美国游戏市场将收入241亿美元,而中国游戏市场的收入将超过美国87亿美元,增长至328亿美元(约1800亿元人民币)。
告指出,中国和美国游戏市场的最大不同在数字销售和移动增长两个方面。
在数字销售方面,就2015年到目前为止的中国市场来看,数字游戏收入将会在整个游戏市场收入中占据97个百分点,而数字游戏收入在美国游戏市场上所占的比例只有72个百分点。
在移动增长方面,美国移动市场“已经出现成熟化的迹象”,而中国的移动市场仍然还有更多的增长空间。
举例而言,在2015年中国的游戏市场上,智能手机游戏的年增长率将会达到50个百分点,平板电脑游戏的年增长率也将有39个百分点。
而在2015年的美国游戏市场上,智能手机游戏与平板电脑游戏有望实现的年增长率分别为13.4个百分点与17.8个百分点。
根据报告公布的关键数据,到2018年时,全球游戏市场收入将会达到1133亿美元,以2014年为基数的复合年增长率为7.9个百分点。
同时,中国和美国在2018年的整个全球游戏市场上将会占据半壁江山。
世界与中国:2019电竞运动行业发展报告作者:来源:《电子竞技》2019年第11期原创与版权说明本报告由企鹅智库、腾讯电竞、《电子竞技》杂志联合发布,本报告版权归企鹅智库以及联合发布方所有。
任何中文转载或引用,需注明报告来源,同时不能删减或改写报告内容。
国外机构如需转载引用,请提前联系授权。
报告所发布内容,均为企鹅智库作为第三方研究平台的独立原创分析,不代表任何企业的立场。
用户数据采样与精准度说明为了客观准确展示中国以及全球的电竞产业发展态势,本报告分析发布了多项独家调研数据,主要来自于三个方面:1. 企鹅调研平台精准调研(中国用户数据):通过企鹅调研平台,我们对全国范围内的手机网民进行广泛调研,共收集了10784个样本数据。
根据CNNIC最新数据,中国手机网民在全体网民渗透率超过95%,因此报告中相关数据结论,亦可推论至全体中国网民。
本报告针对电竞用户画像数据做了相应抽样处理,在研究具体细分领域时,也对样本进行了精细分层。
2. 国际调研机构Lightspeed(海外用户数据):通过Lightspeed,对美国、日本、韩国、法国、巴西、越南、俄罗斯7个海外国家进行调研,每个国家各600个样本,海外国家共计4200个调研样本。
样本覆盖各年龄层和对电竞不同层次喜好的用户,以准确展示不同国家所代表地区的电竞产业发展情况。
3. 腾讯电竞大数据(行业大数据):针对电竞赛事观看情况、电竞用户画像特征,腾讯电竞提供了独家的信息来源,在行业大数据解读方面,腾讯电竞也提供了专业的分析建议。
除此,本报告还引用了Newzoo、艾瑞、以及其他公开渠道的分析数据,均在具体引用处予以注明,在这里一并致谢!相关研究对象定义电竞:是基于游戏又超越游戏的,集科技、竞技、娱乐、社交于一身的拥有独特商业属性与用户价值的数字娱乐文化体育产业。
中国电竞用户:中国大陆范围内,观看过电竞赛事,并且对电竞有一定了解的用户。
海外电竞用户:美国、日本、韩国、法国、巴西、越南、俄罗斯范围内,观看过电竞赛事,并且对电竞有一定了解的用户,海外电竞用户指对以上7个国家电竞用户的统称。
核心洞察:NEWZOO游戏玩家动机研究究竟是什么促使玩家玩游戏?我们首个游戏玩家动机研究(Gamer Motivation Study)揭示的重要洞察在2019年4月我们成功推出Newzoo’sGamer Segmentation™(玩家画像细分)之后,我们开始着手回答一个被客户反复提及的问题:当涉及到游戏相关行为时,真正驱动玩家的是什么?是什么促成了他们玩游戏、观看游戏视频和购买游戏相关硬件的决定?为找出这些重要问题的答案,我们在世界两个最大的游戏市场——美国和中国,进行了首次玩家动机研究。
同时还探索了Newzoo的Gamer Segmentation™中不同人群的动机。
这项全面的研究为中美两个国家各提供了一份深入的分析报告,并在我们“消费者洞察”界面中提供了对随附数据的无限次访问。
在这份报告中,我们将分享一些来自该研究的高维度数据分析,包括两个市场中看游戏视频和玩游戏等行为背后的动机、不同玩家群体动机的区别等等。
你会发现,对于这两个截然不同的市场,游戏玩家的动机和驱动力也各不相同。
当然,两个市场之间也有很多相似之处。
例如,物有所值是中美两国玩家进行消费决策的核心。
然而,在这些市场中的游戏玩家心中,价值或许意味着不同的东西。
毋庸置疑,这一切对于任何着眼于中美市场,并寄希望于满足这两个市场游戏爱好者的发行商或品牌来说,都具有重大意义。
100+变量揭示中美游戏玩家动机。
Sander BosmanVP Research游戏打破性别隔阂,助玩家逃离日常48%的美国玩家玩游戏以逃离日常。
相较于男性玩家,美国女性玩家更倾向于玩游戏来打发时间,且更倾向于易上手的游戏。
24%的美国游戏观众基于主播来选择观看游戏视频或直播。
不过,正在播放的某款特定游戏对选择观看视频的影响最大。
24%的美国玩家基于他们喜欢的类型去选择一款新游戏,这让类型成为了影响游戏选择的首要因素。
20%的美国玩家现在玩游戏比过去三年更多。
35%的美国主机玩家在新游戏上架的第一时间就会购买,这使他们与PC 玩家(33%)一起成为购买速度最快的游戏买家,而移动游戏玩家的购买速度则稍慢(28%)。
gamesGlobalmarket reportMethodologyMarket sizing & forecasts Key global trendsNewzoo’s Gamer Segmentation TM T op 35 companies2019FORPRESSFOREWORD FOREWORDWe are proud to present our 2019 Global Games Market Report. Now more than ever, gaming is at the heart of the entertainment business. The way consumers engage with and through games is continually changing. Not only does this result in more overallengagement, but it also leads to entirely new segments of game enthusiasts.Brands from every corner of the consumer-facing market are seizing the opportunity that gaming presents, especially when it comes to reaching younger generations. In the last decade alone, the years-long stigma against gamers has all but disappeared. What’s more, the past year has seen many brands—including the biggest companies in apparel, automotive, and even financial services—connect with gaming in bigger and better ways than ever before.Gaming’s rise to the mainstream, particularly its shift toward more live events, profes-sional athletes, and entertainment spectacles, presents new crossover opportunities for other sectors within the entertainment business. After all, more than 10 million enthu-siasts tuned in when the popular DJ Marshmello hosted a concert within the virtual world of Fortnite. This year marks the first time that Netflix had a presence at E3, the world’s largest gaming event for consumers. What’s more, popular game IP is increas-ingly being adapted for television, and the biggest games rival Hollywood in terms of grandeur, budget, narrative, and revenues.Business models from general entertainment and games are also becoming intertwined. Subscription-based distribution is now the de facto method of content consumption for music and TV , and gaming is increasingly embracing the model. However, content is still king and lies at the heart of any successful subscription service. This is why we foresee a content gold rush going forward, as companies vie for the rights to lucrative gaming IP . The promise of cloud gaming—allowing players to play any game anywhere, anytime, on any platform—brings us into a platform-agnostic future. In this future, we will no longer argue about what’s the best console, nor the differences between PC, console, andmobile gaming. The only thing that will matter is which services offer the best gaming experiences and content.The meteoric success of ga ming is too impa ctful for bra nds to ignore, with more a nd more huge na mes, including Google a nd Netflix, choosing to enter the fra y. Google a nnounced its biggest move into gaming in March 2019 when it unveiled Google Stadia to the world, as well as the establishment of its own game studio. It will levera ge YouTube’s ma ssive user ba se to drive Sta dia ’s success, combining both video a nd intera ctive ga ming content. Mea nwhile, Sa msung pa rtnered with Ha tch to la unch a 5G-powered ga me strea ming service in the U.S., a nd Apple is testing the wa ters for its new premium mobile ga me service, Apple Arcade.At the sa me time, the ma instrea m spotlight a lso a ttra cts the public eye. New models of content monetiza tion, pioneered by games, have drawn criticism from the community and politicians alike. The nine-month freeze on game licenses in China last year wa s perha ps the most impa ctful consequence. The domestic market is well on the road to recovery, but it has certainly taken a hit, albeit temporarily. In-game monetization is now the norm in the most profitable games, even more so when subscriptionssta rt to substitute the tra ditiona l pa id ga me business model. For publishers, finding the right mix of business models in a n extremely dyna mic ma rket, with pressure from politics a nd a diverse game enthusiast community, will be the biggest challenge in the coming years.PETER WARMANCEO, NewzooFOREWORDNEWZOO’S 2019 GLOBAL GAMES MARKET REPORT: CONTENT IS KINGC O V E R © S H U T T E R S T O C KFORPRES S METHODOLOGY & TERMINOLOGY1.METHODOLOGY & TERMINOLOGYAt the highest level, Newzoo focuses on three key metrics for every market: players, payers, and revenues.The data on players and payers is mainly based on our own primary consumer research, which continues to form the basis of our understanding of consumers and games. In our primary consumer research, conducted from February to March 2019, more than 62,500 invite-only respondents across 30 key countries/markets were sur-veyed. The 30 countries/markets together represent more than 90% of global game revenues. Respondents were carefully selected to represent the online population in developed countries and the urban online population in selected major cities in emerg-ing countries in Southeast Asia, Turkey, Saudi Arabia, and India. This research started in 2009 with six countries; now, it is the world’s largest games-related consumer research program.The player and payer ratios resulting from our consumer research are projected against the online population, using UN population and ITU internet penetration metrics. The logic behind the model is that the online population is an important driver of the number of potential gamers and an indicator of how much more struc-tural growth a country can expect in its potential gamer population.The differences between the player and payer numbers in the Global Games Market Report and our Consumer Insights stem from the use of age boundaries and the core city approach; that is, including only Tier 1 and 2 cities in Asia and the Middle East. In the G lobal G ames Market Report, the total population is considered, while our Consumer Insights use the population aged between 10 and 50 or 65 years to best rep-resent the online urban population in most countries.The revenue data comes from our predictive games market model, which uses a top-down approach to market sizing. We incorporate macroeconomic and census data from the IMF and UN, such as household income and GDP per capita, transactional and app store revenue data from our data partner Priori Data, our primary consumer research, detailed financial information reported by more than 100 public companies, and third-party research. We also receive valuable input from clients.METHODOLOGYSIZING THE MARKET WITH A VARIETY OF DATANewzoo aims to provide clients with the best possible assessment of the size of the overall games market, broken down into segments and regions. By developing many data po ints, we ensure that o ur numbers make sense o n a segment, regio nal, and individual country/market level. Below, we describe our approach in more detail to help clients understand what underpins our forecasts, facilitating comparisons with other data sources.FORPRESSMarket size estimates and growth forecasts for individual segments, countries, and in aggregate for the total industry are validated against our analysis of various contex-tual metrics. For instance, our market model calculates the average annual spend perpaying gamer, which is then compared with historical numbers, other regions, house-hold income, and GDP per capita.Our historical revenues and growth rates reflect the year-end US$ exchange rate.Our projected growth rates assume steady exchange rates going forward, but we take into consideration historical growth rates in local currency rather than US$, as thisgives a better picture of underlying growth.We define revenues as the amount the industry generates in consumer spending on games; physical and digital full-game copies, in-game spending, and subscription services like PlayStation Plus and Xbox G ame Pass. Mobile revenues include paid downloads and in-game spending on all stores, including third-party stores, and fromdirect downloads. Our revenue numbers exclude taxes, consumer-to-consumer second-hand trade, advertising revenues earned in and around games, (peripheral) hardware, business-to-business services, and the traditionally regulated online gambling and betting industry (e.g., BWIN and William Hill).In terms of countries and regions, we define the market size as the amount com-panies generate from consumers in that specific territory, as opposed to the amount companies based in a particular territory generate worldwide.The broader conceptual framework supporting our forecasts consists of the expected growth of the online population plus the expected development of the key marketindicators per region, as illustrated on the right. Overall, our forecasts are always theoutcome of an iterative process, reviewing the implications of our assumptions on a very granular level. During this process, we rely on quantifiable metrics, such as his-torical growth rates, and include hard-to-quantify metrics, such as (gaming) culture, spending behavior, and other societal factors.GLOBAL FINANCIAL COMPANY ANAL YSIS Game revenues of public and non-public companiesPOPULATION & ECONOMIC CENSUS DATA Projecting organic growth on a local and global scaleLOCAL DATA VALIDATIONWith commercial companies in specific countriesTHIRD-PARTY RESEARCH Reported on a local and global scalePRIMARY CONSUMER RESEARCH IN KEY COUNTRIES Understanding playing and spending behaviorPARTNER DATAActual download, revenue, and play time dataGLOBAL GAMES MARKET MODELA V G . S P E N D /P A Y I N G P L A Y E R ($)S H A R E O F P A Y I N G P L A Y E R S (%)FORPRESSGame revenues: Consumer revenues generated by companies in the global games market, excluding hardware sales, tax, business-to-business services, advertising, and online gambling and betting revenues.Gamer personas: A new way of segmenting game enthusiasts across their playing, viewing, and owning behavior. Please refer to the Special Focus Topic (page 23) to find the definition of each persona.Games as a service: Also known as GaaS, games as a service provides game content or access to games on a continuous revenue model; for example, via a game subscription service or a season/battle pass.Smartphone games: Games played on smartphones.Online population: All people within a country/market or region who have access to the internet via a computer or mobile device.Payers or paying gamers: All people who have spent money to play games on a PC, console, or mobile device.Pay-to-play (P2P) games: Games that must be paid for upfront or are paid subscription-based games.Peripherals: G aming-related hardware products that are used for gaming, such as gaming mice, keyboards, headsets, controllers, or monitors.Players or gamers: All people who play (digital) games on a PC, console, or mobile device. Spend per payer: Annual average revenue generated per payer (game revenues/payers).Tablet games: Games played on a tablet (e.g., iPad).Virtual reality (VR): The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a headset with a screen inside or gloves fitted with sensors.Augmented reality (AR): A technology that supplements real-life views of users with computer-generated sensory input as images or sounds.Boxed revenues: Revenues generated by the sales of games or game-related content delivered on physical storage media (i.e., discs or cartridges). Also includes physicalcopies ordered in online stores.Browser PC games: Games played on casual game websites or social networks.Cloud gaming: Also referred to as gaming on demand, cloud gaming is the ability to play a game on any device without owning the physical hardware required to process it or needing a local copy of the game itself.Compound annual growth rate (CAGR): The constant growth rate over a period ofyears. In this report, all CAGRs are based on the years 2018-2022.Console games: Games played on a TV screen directly or through a console, such as Xbox, PlayStation, and Nintendo, or on handheld devices, such as a Nintendo DS or PS Vita.Digital revenues: Revenues generated by the sales of games or game-related content purchased directly from an online store, without a physical product being delivered. Digital revenues include in-game purchases, subscription revenues, and any additional downloadable content (DLC).Downloaded/Boxed PC games: PC games downloaded from websites or services (e.g., Steam or Epic Games Store) or purchased as a boxed product (CD/DVD), including client MMO and MOBA games.Esports: Competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (i.e., winning a champion title or prize money) and a clear distinction between players and teams that are competing against each other.Free-to-play (F2P) games: Games that are (legally) free to download and play, often offering in-game spending opportunities.Game enthusiasts: All people who engage with games through playing, viewing gaming content, and/or hardware or peripheral ownership.TERMINOLOGYDEFINITION OF MAIN TERMSFORPRES S THE GLOBAL GAMES MARKET2.THE GLOBAL GAMES MARKET• Mobile gaming (smartphone and tablet) remains the largest segment in 2019,producing revenues of $68.5 billion—45% of the global games market. Of all mobile game revenues, 80%, or $54.9 billion, will come from smartphone games, with tablet gaming accounting for the remaining $13.6 billion.• Growth in mobile game revenues will continue to outpace growth on PC in the coming years, resulting in a shrinking PC market share toward 2022. Mobile will also outpace console’s revenue growth; still, console’s market share will remain relatively static.• On PC, browser game revenues will continue to decrease as more gamers switch to mobile games. In 2019, revenues will decrease by -15.1% year on year. Competitive play will continue to drive downloaded/boxed PC games, which will generate $32.2 billion in 2019.• The current console generation is coming to an end, meaning the installed base for the Xbox One and PlayStation 4 is at its highest. The Nintendo Switch also continues to be successful, which will be bolstered by the upcoming new models. These factors, coupled with the continued shift toward the games-as-a-service business model, will drive 2019’s console games revenues to $47.9 billion, growing at +13.4% year on year.• Markets in the Asia-Pacific region will generate $72.2 billion in 2019, up +7.6% year on year, accounting for 47% of total global game revenues.• For the first time since 2015, the U.S. will be the largest gaming market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.In 2019, the global games market will generate revenues of $152.1 billion, a +9.6% year-on-year increase. The following section provides an overview of how these revenues are divided per region and segment, and how they will develop toward 2022.THE GLOBAL GAMES MARKET 2019AN OVERVIEW PER REGION AND SEGMENTFORPRESSKEY DEVELOPMENTS TOWARD 2022This year, the Asia-Pacific (APAC) region will produce game revenues of $72.2 billion, accounting for 47% of total global game revenues. This represents year-on-year growth of +7.6%. China’s licensing freeze has had a huge impact on the region’s revenue growth. Measures aiming to reduce the screen time of those under the age of 16 will also affect revenues in China. The licensing freeze impacts the mobile games market, APAC’s largest segment by far, more than other segments, as it is more dependent on a steady stream of new titles.North America will, once more, be the second-largest region (by game revenues), taking more than a quarter (26%) of 2019’s total global games market with $39.6 billion. This represents a +11.7% increase from last year, the fastest year-on-year growth rate of any region. Game revenue growth in the Europe, Middle East, and Africa region (EMEA) will be slightly lower than North America’s. With a year-on-year growth of +11.5%, EMEA will gen-erate revenues of $34.7 billion this year, representing 23% of the total global games market. Meanwhile, Latin America will make up 4% of the games market, growing +11.1% year on year to $5.6 billion.•By 2022, the global games market will grow to $196.0 billion with a CAGR (2018-2022)of +9.0%. Owing to the licensing freeze that heavily impacted China, Asia-Pacific is no longer the fastest-growing region. Driven by improving infrastructure andan increased appetite for games and esports, Latin America is now the fastest-growing games market in the world, boasting a CAGR of +10.4%.• Mobile gaming (smartphone and tablet combined) will produce revenues of $95.4 billion in 2022, growing with a CAGR of +11.3% to account for almost half (49%) of the entire games market. Revenues and growth will be driven predominantly bysmartphones, with revenues of $79.7 billion by 2022 (a CAGR of +12.8%). Tablet will account for the remaining $15.7 billion. Emerging markets will contribute most to the segment’s growth. However, a range of other factors will also contribute, including more cross-platform titles, more smartphone users, and improvements in hardware and infrastructure.• Revenues generated by the console segment will reach $61.1 billion in 2022,increasing with a healthy CAG R of +9.7%. Revenues will be boosted both by the imminent release of the next-generation Xbox and PlayStation consoles, the upcoming new Switch model(s), as well as the massive installed base of the previous (now current) console generation.• G ame revenues for PC will grow at a slower pace than mobile and consolerevenues. Nevertheless, the overall PC gaming market will grow with a CAG R of +3.5% to total $39.5 billion by 2022. The ongoing consumer shift from browser PC games to downloaded/boxed PC games will reduce the browser segment’s revenues by almost half from 2018 to 2022. Downloaded/boxed PC games will grow with a CAGR of +5.4%, generating $37.3 billion by 2022.2019 GLOBAL GAMES MARKET PER REGIONEUROPE,MIDDLE EAST, AND AFRICARPRESSIn 2019, mobile will again be the largest segment, generating revenues of $68.5 billion and comprising 45% of the global games market. Of global mobile game revenues, 80%, or $54.9billion, will come from smartphone games, with tablet gaming accounting for the remain-ing $13.6 billion.Across the board, the games market is in a healthy state, with every segment showing growth. Console is the second-largest segment, boasting revenues of $47.9 billion. It will grow to $61.1 billion by 2022 with a CAGR (2018-2022) of +9.7%. In total, PC games will gener-ate $35.7 billion in 2019, making it the third-largest segment. Growth in downloaded/boxed PC games is partially offset by declining browser PC revenues, as browser gamers have mostly transitioned to mobile. Browser PC revenues will continue to decline from $3.5 billion this year to $2.2 billion in 2022, a CAGR (2018-2022) of -14.7%.REGIONAL BREAKDOWN OF GLOBAL GAME REVENUES TOWARD 2022$138.7Bn2018$152.1Bn2019$164.6Bn2020$178.2Bn2021$196.0Bn2022EUROPE, MIDDLE EAST & AFRICA LATIN AMERICA NORTH AMERICA ASIA-PACIFICBROWSER PC GAMES2019 GLOBAL GAMES MARKET PER SEGMENTSEGMENT BREAKDOWN OF GLOBAL GAME REVENUES TOWARD 2022DOWNLOADED/BOXED PCBROWSER PC CONSOLE TABLET SMARTPHONE38%21%$164.6Bn20202%31%8%35%3%22%31%9%$138.7Bn201836%2%21%32%9%$152.1Bn201940%1%20%31%8%$178.2Bn202141%1%19%31%8%$196.0Bn2022FORPRES S REGIONS GLOBAL KEY GLOBAL TRENDS3.KEY GLOBAL TRENDSNostalgia has always been a key selling point in the games market, with some of the biggest franchises today, including Mario, Final Fantasy, and Pokémon, born as far back as the early 1980s. Looking to capitalize on consumers’ nostalgia, companies are rereleas-ing and remaking retro content—and even hardware—from years gone by.Porting older games to current hardware has always been commonplace; for example, Nintendo has traditionally ported its older titles to its handheld consoles, such as the G ame Boy (Color/Advance), and to console via its Virtual Console and now Nintendo eShop. In the previous console generation (Xbox 360 and PlayStation 3), HD remasters were a possibility. Many publishers realized that consumers are willing to repurchase older titles at a discounted rate for upscaled or slightly updated visuals.However, the current console generation has seen publishers moving away from rereleases and remasters toward outright, from-the-ground-up remakes, released at premium price points. Two beloved PlayStation platformer franchises from the 90s, Crash Bandicoot and Spyro the Dragon, have seen major success here. Activision now owns the rights to these IPs and remade the first three main games from both fran-chises in two trilogy collections: the Crash Bandicoot N. Sane Trilogy and the Spyro Reignited Trilogy, respectively. Similar remakes include 2018’s Shadow of the Colossus and Ratchet & Clank on PlayStation 4, Pokémon Let’s Go Eevee and Let’s Go Pikachu on the Switch, and Resident Evil 2. Each has seen critical and commercial success. There are many highly anticipated remakes on the horizon, such as Final Fantasy VII and Crash Team Racing Nitro-Fueled. Blizzard is getting involved in the PC space with Warcraft III: Reforged and World of Warcraft Classic.Blizzard’s upcoming remakes show that capitalizing on nostalgia goes beyond short-term profit. Remakes or remasters can reignite the passion players have (or had) for fran-chises and allows the publisher to bring these beloved franchises to a modern era, poten-tially extending the timeline of these games for another decade or more. It also offers an opportunity to modernize the revenue model of these classic titles.Capitalizing on nostalgia offers publishers the chance to monetize games far beyond the initial success of the game but commercial and critical success isn’t the only benefit for publishers. Remaking games in this manner is less time consuming and more cost-effective than designing an entirely new title. After all, the developers already have a foundation, including character design, level layout, and story, from which to build. This provides another way for companies to produce stable revenue alongside games-as-a-service offerings. It also repurposes older content for new and younger audiences, who expect to see high-fidelity visuals in games.1. A LINK TO THE PAST: PUBLISHERS CAPITALIZE ON NOSTALGIAFORPRESSMINI RETRO CONSOLES TOOK THE MARKET BY STORM, BRIEFLYOn the hardware front, Nintendo kick-started a trend of companies releasing smaller versions of retro consoles, with the release of the NES Classic Edition in November 2016.It was an unexpected success and consumer demand was far higher than the initial supply, leading the company to manufacture more. Nintendo followed this up with the Super NES Classic Edition in 2017. This success inspired Sony to release the PlayStation Classic in 2018 and Sega to announce the Sega Genesis Mini (Mega Drive mini in Europe)for release in September 2019. Most recently, Capcom announced the Capcom Home Arcade, another plug-and-play arcade system including 16 classic titles and the originalcontroller layout from 80’s-style game arcades. However, consumer demand for thesesmaller retro consoles already seems to be diminishing. Also, since modern consoles often come with backward compatibility, we expect the market for hardware re-releases to be limited and for retro and nostalgic software re-releases and remakes to have moreof a role to play in the games market going forward.Just as mobile gaming expanded the market by making games accessible to billions of people across the globe, cloud gaming has the potential to expand the market for premium games beyond the current console and PC audience. Cloud gaming presents an opportunity that was unattainable just 10 years ago: any game can be played on any device without the consumer having to own the physical hardware required to processthe game. As the tech continues to improve and cloud gaming grows, we expect an increase in the overall demand for games as new consumer groups enter the ecosys-tem. We also expect to see challenges and innovations in business models, game devel-opment, content discovery, engagement options, and even shakeups to gameplay itself. The past year has seen some key players unveiling cloud gaming platforms. Faster Internet and the imminent release of 5G make the technology feasible in more markets than ever, and companies are striking when the iron is hot. Microsoft, for example, announced Project xCloud in October 2018, leaning heavily on this innovative new tech for the upcoming console generation. Earlier this year, Google unveiled Stadia, marking the tech giant’s biggest foray into the games business (outside the Google Play Store). Google is leveraging YouTube’s popularity with Stadia, including a button that shares directly to the video-streaming platform, as well as the ability for players to join stream-ers’ games. G oogle also announced its first-party development studio that will create Stadia-exclusive content. Of course, Sony is also active in the cloud gaming space and currently operates the world’s most popular cloud gaming platform, PlayStation Now, which now has more than 700,000 users.2. THE PERFECT STORM: CLOUD GAMING TAKES OFFKEY GLOBAL TRENDSKEY GLOBAL TRENDS UNLIKELY PARTNERSHIPS AND AN AMBIGUOUS FUTUREThe biggest cloud providers are Amazon Web Services (AWS), Google Cloud, Microsoft Azure, IBM, and Alibaba Cloud. Interestingly, Amazon has not yet revealed plans for a cloud gaming platform or partnership, despite being one of the world’s largest cloud providers. Moreover, Microsoft and Sony signed a memorandum of understanding, with both companies agreeing to work together on their respective cloud gaming solutions. This means that Sony’s cloud gaming platform will be powered by Microsoft’s Azure. While this seems an unlikely partnership, as Sony and Microsoft have been rivals in the console space since the mid-2000s, the two companies are consolidating their efforts in part to offset the looming threat of Google Stadia.All in all, cloud gaming is due to disrupt the market in some significant ways, including new features for consumers, new content-delivery methods, and potentially new pricing models. We dive even deeper into these areas in the Special Focus Topics section of in the paid version of this report.Instant game platforms are becoming popular across the globe. In China, Tencent’s WeChat mini games are most prominent, already solidifying themselves within the Chinese games ecosystem. In the West, Facebook Instant Games shows great potential. This has led to other Western-focused platforms, such as Snapchat, introducing similar instant games. In China, Tik Tok is also beginning to introduce them.MINI GAMES ROSE TO PROMINENCE IN CHINA FOLLOWING THE MINI-PROGRAM REVOLUTIONMini programs were first introduced to Chinese smartphone users at the end of 2017. Since then, they have grown into an integral part of many residents’ lives. Suitable for apps with low-frequency usage, mini programs are less work to design and develop com-pared to traditional mobile applications. Unlike app stores, where extremely popular apps generate most revenues, the more widespread distribution of mini programs allows for each mini program to enjoy an equal chance of reaching new users. Notably, the most efficient way to acquire users is through group chat, where people share and recom-mend mini programs to friends. This shows mini programs’ heavy dependence on social networks. Game developers in China have already seen huge potential in this market, with WeChat starting to monetize mini games on Android through rewarded video ads in April 2018.3. INSTANT GAMES: BRIDGING THE GAP BETWEEN GAMING AND SOCIAL MEDIA。
女性手游出海只能是日韩?想要打探欧美市场,你还需要知道这些“女子能顶半边天”,对于这句话,近两年的游戏行业可谓是体会的淋漓尽致。
到了2018年,由女性主导的移动游戏时代显然已经不能再用“趋势”来形容了。
在不久前由上海市网络游戏行业协会、炫踪网络联合举办的“这届女玩家”女性向游戏分享会上,来自Facebook的演讲嘉宾Lesley Huang就明确强调了这点。
此外,腾讯、网易、完美世界等大厂的力度加重,也验证了女性手游市场的可拓展空间。
只是对于主打女性市场的中小CP来说,大厂的入局意味着什么,同样不言而喻。
按照目前行业流行的“国内不行转海外”的发行套路,海外,尤其是西方女性市场的特点属性,自然是此领域的又一议题。
(以下数据与部分图片来自游戏日报“这届女玩家”女性向游戏分享会现场拍摄,像素不高,条件有限,凑合看吧)首先我们先看下关于女性用户消费方面的数据:据《哈佛商业评论(Harvard Business Review)》的统计显示,在2017年,全球女性消费力已经达到了20兆,并预计会在五年后达到28兆。
而作为比对参考,中国GDP是11兆,印度则是2兆。
在US Bureau of Labor Statistics(可以理解为美国劳工统计局)数据中,女性的薪资收入与男性的差距正在逐渐缩减。
到了2016年,女性的平均薪资收入是男性的80%以上。
巧合的是,国内的BOSS直聘研究院所发布的《2018中国性别薪酬差异洞察》也显示,在2018年,女性平均工资为男性的84%。
女性的消费能力上涨趋势是毋庸置疑的,而在游戏领域,据IBA 调查显示,全球女性玩家的内购占比为31%,在游戏时间与7天留存上的占比则分别为35%与42%。
参考52%的全球女玩家占比,这几项数据都有一定的上涨空间。
巧合的是,52%也是女性购票者贡献的主要电影票房营收。
用Newzoo与Facebook的具体数据说明就是,截至2017年,保守统计,在全球3.5亿元的女玩家中,有1.5亿是付费玩家。
国内外游戏行业的发展情况游戏行业正处于高速发展阶段,吸引了越来越多的年轻人加入其中,成为游戏爱好者,而这个行业的发展也引来了许多关注。
本文将会探讨国内外游戏行业的发展情况。
一、国内游戏市场的现状在国内,游戏市场已经逐渐成为一个庞大的产业。
根据统计数据显示,2019年中国游戏市场的总收入已经达到245.5亿元人民币,并且显示了持续增长的趋势。
在这个市场中,手游和端游占据了主要比例,而网游和手游增长势头非常迅猛。
很多游戏公司也纷纷涌入了这个行业,如腾讯、网易等巨头公司除了在国内市场抢占市场份额外,还不断拓展其市场影响力。
尽管这个市场前景看起来不错,但是国内游戏行业还存在不少问题。
首先,行业竞争压力不断加大,市场份额的分配非常困难。
许多小型游戏公司难以生存,针对他们来说,获得市场竞争优势非常重要。
其次,游戏的版权问题也是一个难题。
随着一些大制作游戏的推出,游戏版权的问题变得越来越重要。
虽然有些游戏公司成立了版权保护区来维护自己的利益,但是这并不能够解决这个问题。
最后,游戏行业的管理和监管也需要进一步完善。
游戏行业的舆论导向和文化传播还没有达到严格的标准,缺少一些规范和政府相关部门的支持。
二、海外游戏市场的发展情况相比国内市场,海外游戏市场已经处于一定的成熟阶段。
这个市场竞争激烈,但前景非常光明。
美国市场是目前是最大,其次是中国和欧洲。
海外市场的游戏公司数量也是非常庞大的,如日本的任天堂、美国的暴雪娱乐等游戏公司都是这个市场的佼佼者。
有不少原因促成海外市场的成功。
首先,市场宽广。
游戏爱好者遍布全球,在一些国家游戏行业非常成熟,可以为游戏公司创造相当的利润。
其次,政治环境和文化环境较为开放,不同地区的游戏公司在这个市场上都能保有相应的市场份额。
而且,海外市场对游戏行业的投资相对较高,而且不像国内市场那样存在文化审查等问题。
然而,海外市场也存在一些问题。
游戏的利润分配不均,游戏玩家偏好的不确定性,以及游戏对亚文化传承的影响都是这个行业需要解决的问题。
游戏产业现状和趋势论文游戏产业是当下全球发展最迅猛的产业之一,也是一种具有巨大商业价值和文化影响力的创意行业。
从传统的电子游戏到近年来的移动游戏、虚拟现实游戏、电子竞技等,游戏产业正不断创新进化,吸引着越来越多的投资和关注。
本文将从全球和中国的角度,分析游戏产业的现状和趋势。
一、全球游戏产业现状1. 规模和增长:根据市场研究机构Newzoo的数据显示,全球游戏产业规模已超过2000亿美元,并且在未来几年内有望持续增长。
尤其是移动游戏市场的快速崛起,成为全球游戏产业的主要增长引擎。
2. 主要市场:在全球游戏产业中,美国、日本、韩国和中国等国家是最主要的市场。
其中,中国作为全球最大的游戏市场,占据了全球游戏市场总收入的近三分之一,并且这一比例还在逐年增加。
3. 游戏类型:从游戏类型来看,移动游戏和电子竞技是当前全球游戏产业的两个主要趋势。
移动游戏的普及和发展,使得越来越多的人选择在手机和平板电脑上玩游戏。
而电子竞技则通过组织各种电子竞技赛事和直播平台,吸引了大量的玩家和观众。
4. 游戏开发和发行:随着游戏行业的发展,游戏开发和发行也呈现出多样化的趋势。
传统的游戏开发商和发行商仍然占据着市场的一部分份额,但也有越来越多的独立开发者和发行平台崭露头角。
这些独立开发者和发行平台通过互联网和社交媒体,能够更直接地与玩家进行互动,并寻找到更多的商业机会。
二、中国游戏产业现状1. 规模和增长:中国是全球最大的游戏市场,在过去几年里,中国游戏市场规模不断扩大。
根据中国文化和旅游部的数据,截至2020年,中国游戏市场的总收入达到3270亿元人民币,同比增长20%以上。
2. 主要市场:在中国游戏市场中,手机游戏成为最主要的游戏类型。
随着智能手机的普及和网络的发展,越来越多的人选择在手机上玩游戏。
此外,电脑游戏和主机游戏也有一定的市场份额,但相对较小。
3. 发展环境:中国政府对游戏产业的支持和政策环境的改善,为中国游戏产业的发展提供了有力保障。
2018 GLOBALTABLE OF CONTENTS1. KEY GLOBAL TRENDS2. NEW SEGMENTATION3. THE GLOBAL GAMES MARKET4. REGIONAL OVERVIEW4 10 12 15It took more than 35 years for the global games business to grow to $35 billion in 2007, the year that the iPhone was introduced. Since then, the games market has added an extra $100 billion in revenues to arrive at this year’s total of $137.9 billion worldwide. The uptake of smartphones has been a key contributor to the accelerated growth of the games market, in terms of both engagement and revenues, but is only one of the many factors that have brought us to where we are today.The way games are run has changed completely in only 10 years, from both an organizational and a business per-spective, regardless of platform. Add to that the ongoing global alignment of distribution channels, franchises, and business models and it becomes clear that this is more than several individual trends happening simultaneously. Ultimately, the consumer has determined the pace of change. No other form of entertainment or media gives as much power to the consumer as games. Today, not only do games empower people to actively participate, but allow them to enjoy their passion for gaming in ways that suit any mood, interest, lifestyle, location, and budget. The viewing experience is part of games’ DNA. Almost any new game includes competitive modes that could lead to a professional esports scene, including live events, pro-gamer heroes, and teams with millions of fans.The global games industry has reinvented itself to maximize consumer engagement and revenue growth on a global scale. It is time to do away with old terminology and re-examine how we segment consumers based on the wide variety of game behavior and preferences. This report features a new segmentation based on engagement in three different dimensions: playing, viewing, and owning.We trust you will enjoy this free version of our 2018 landmark global games report. Feedback is always appreciated!PETER WARMANNewzoo CEO & Co-Founder“Never in the history of Newzoo have we adjusted our global market forecasts so significantly, and twice in a single year. Upward, that is. This is indicative of the new dimensions of gaming and our industry’s ability to offer unique ways to engage. What I find particularly exciting is the impact it’s having on other industries, which will only increase in the coming years. While we don’t know exactly where the road will lead us, it is certain who the most skillful drivers will be: companies and professionals that dare to move over now and again and let the consumer take over the steering wheel.”NEWZOO’S 2018 GLOBAL GAMES MARKET REPORT: GROWTH ACCELERATESFOREWORD1.KEY GLOBAL TRENDSTo put current and future trends into perspective, we look back at the fundamental changes that have reshaped the industry in recent years. As we look toward the future, we foresee games playing an increasingly impactful role in disrupting and reshaping traditional industries, from implementing individual game mechanics to an array of mergers and acquisitions crossing the boundaries of traditional industries.2. MOBILE GAMING BOOMSTARTS NEW GROWTH PHASE3. GAAS IS THE NEW NORMALALSO FOR CONSOLES4. EMPOWERING ENTERTAINMENTPUTS COMMUNITIES AT THE HEART OF INNOVATION6. iNSTANT GAMINGCHANGES THE RULES OF DISTRIBUTION1. GAME AS IPTHINKING BIGGER5. STREAMING &ESPORTSREDEFINES RULES OFENGAGEMENT7. IMMERSION & COMPETITIONBRING THE CORE GAMING EXPERIENCE TO MOBILE8. GAMING LEADS DISRUPTIONACROSS ALLCONSUMER MARKETS10. THE NEXT BIG THINGHOW GAMING WILL BRING BALANCE TO THE WORLD9. CLOUD GAMINGGETS A NEW CHANCE2005<$35BN2025>$200BNGAMING COMPANIES PUT COMMUNITIES IN THE DRIVER’S SEATAs companies shift focus toward keeping gamers, viewers, and creators engaged while continuously providing opportunities to spend money, the most successful companies put communities at the center of their strategy and daily st year, we introduced the term “game enthusiast” to replace gamer, as gaming now encapsulates lean-forward playing (intensely or casually), lean-back viewing (content created by peers or provided by the professional gaming scene), creat-ing unique content (influencers), sharing (streaming live or on demand), and owning hardware. This marks another step forward for gaming, in line with other hobbies like sports or movies where fandom is not limited to those who actively participate.This year, we are adjusting our player segmentation to reflect this global trend. Our new segmentation considers playing, viewing, and owning as part of the game experience. It segments people based on how they engage with the various ways to enjoy gaming content and how important they consider gaming in their day-to-day lives.1.GAMES AS IP - THINKING BIGGER2. MOBILE GAMING - START OF A NEW GROWTH PHASE3. GAMES AS A SERVICE IS THE NEW NORMAL - ALSO FOR CONSOLES4. GAMING GIVES POWER TO CONSUMERS TO ACCELERATE CHANGEGLOBAL GAMES MARKET TRENDSTHE (LEGAL) BATTLE FOR PLAYERS AND PLAY TIMEIn 2017, we saw game publishers threatening to shut down startups or fan-made projects, or to sue rival companies that could potentially lure players away from their games. This is a side effect of GAAS, where game companies are compet-ing for the attention and time of gamers. The damage done by a rival company copying a successful formula can be tremendous if the business model is based on ongoing monetization. This legal battle will only intensify in 2018 and the yearsbeyond, given the growing importance of players and the community.GAMING GIVES POWER TO CONSUMERS TO ACCELERATE CHANGEINSTANT GAMING CHANGES THE RULES OF DISTRIBUTIONFor the most casual gamers, even downloading an app is sometimes a bridge too far. Since last year, social media platforms are experimenting with games that can be played instantly, without the need to download. Facebook was an early mover with Instant Games, which opened to third-party developers in March 2018, and Google was quick to follow. The practice is already commonplace among social networks in Asian countries, where Tencent in China, Kakao in South Korea, and LINE in Japan all offer instant, integrated game experiences directly in their apps.The trend is beneficial for all parties involved. Casual gamers get to try games immediately and the integration with the network allows for quick and easy setup for social games. Developers get exposure to the massive user base of the platform. The social networks themselves benefit from increased engagement on their platform and get a cut of every transaction in these games. This last benefit is crucial, as it allows these social networks to fulfill the role of distributor previ-ously reserved for app stores.5. STREAMING AND ESPORTS SPARK ALL-AROUND ENTERTAINMENT6. HYPER-CASUAL GAMES UNLOCK V ALUE IN SOCIAL NETWORKSGLOBAL GAMES MARKET TRENDSHYPER-CASUAL GAMES UNLOCK V ALUE IN SOCIAL NETWORKSTHE IMPORTANCE OF IN-APP ADVERTISING IN EMERGING MARKETS The number of gamers has grown to more than 2.3 billion globally, and nearly 95% of them play mobile games. The number of people with access to the internet in emerging markets has grown dramatically in the past years, due to the global expansion of Chinese smartphone manufacturers offering affordable smart-phones and local government investment in mobile internet infrastructure. Yet, many gamers in these mobile-first regions do not have much disposable income to spend on (mobile) games, resulting in considerably lower average spend per paying gamer. Instead, these gamers “pay” with their time and most revenue in these regions is generated through in-app advertising.MOBILE PORTS TO BOOST OR REVIVE POPULAR GAME FRANCHISES Now that publishers have established that mechanics from PC and console games can be successfully adapted to mobile screens, ports to mobile are becoming increasingly popular. Games based on popular franchises or IP are launched on mobile to either attract attention for upcoming larger releases, such as Pokémon Quest in anticipation of two Pokémon games launching on Switch later this year. Publishers can also benefit from the popularity of their franchise in regions where mobile gaming is the preferred gaming method, or even to reinvigorate a dying franchise, such as the upcoming Maplestory M or recently announced Command & Conquer: Rivals.Due to the success of core gaming genres, these ports are not limited to certain genres. Instead, mechanically complex genres such as MOBAs, massive multi-player RPGs, sports games, and fighting games are all launching on mobile.7. IMMERSION AND COMPETITION BRING THE CORE GAMING EXPERIENCE TO MOBILE 8. GAMING DRIVES INNOV ATION ACROSS CONSUMER MARKETSGLOBAL GAMES MARKET TRENDSIMMERSION AND COMPETITION BRING THE CORE GAMING EXPERIENCE TO MOBILETHE RISE OF IMMERSIVE AND COMPETITIVE GAMING ON MOBILEIn the past year, mobile skeptics were proven wrong once again as publishers managed to create games for mobile in genres considered too complex for mobile screens and controls. Several games were launched to success that could rival the immersive experience of role-playing games or the competitiveness of a multi-player online battle arena game (MOBA).Launched at the end of 2015, Tencent’s Honor of Kings was the highest-grossing mobile game in 2017 and boasts 200 million monthly active users in China alone. By limiting the time spent per match and the number of abilities flying on screen at one time, Tencent created a mobile MOBA experience that rivals PC MOBAs in competitiveness. Netmarble’s Lineage II: Revolution offered an immersive massive multiplayer experience with stunning visuals, but limited the typical grind associ-ated with MMO-RPGs with an auto-play mechanic that lets players focus on other tasks while playing the game. This year, Fortnite for iOS and PUBG Mobile show that Western markets are equally ready for core gaming experiences on mobile.PC PUBLISHERS EAGER TO BECOME LESS DEPENDENT ON STEAMBeing the first to offer a digital distribution platform, Valve’s Steam has had a firm grip on digital distribution for PC games for the past 15 years and is the largest distribution platform for PC games.Eager to become less dependent on Steam, publishers have launched their own PC platforms in the past years to various degrees of success, offering their games exclusively on those platforms. At the same time, new challenger platforms are offering alternatives to Steam, often by focusing on a specific aspect that Steam lacks, such as strong curation of games, offering classic game titles, or offering cloud streaming. Publishers and challenger platforms alike are now competing for developers (and thus games) on their platforms as they look to compete in the ever-growing market for subscription-based gaming.GLOBAL GAMES MARKET TRENDSTHE NEXT BIG THING - SUBSCRIPTION-BASED GAMING IS THE START OF A NEW BUSINESS MODELSUBSCRIPTION-BASED GAMING BREAKS $60 AAA PRICING ON CONSOLE Console publishers are likely to take the lead in a new phenomenon that goes hand in hand with GAAS: subscription-based gaming. Sony, Microsoft, and Nintendo, platform owners who already control the hardware and the distribution channel for content and services, are especially well-positioned to offer game subscription services. By including latest releases in the Xbox Game Pass and acquiring several development studios for exclusive rights on its latest titles, Microsoft has taken a first step in that direction, which could have an equally fundamental impact on the games industry as it did on the music industry. Traditional game publish-ers are also experimenting with subscription services, including offering access to older titles in their back catalogs. Several startups and other established firms active in the games space also offer game subscription services, including services based on streaming technology, where pre-installation is no longer required to play games.9. CLOUD GAMING GETS A NEW CHANCE10. THE NEXT BIG THING - SUBSCRIPTION-BASED GAMING IS THE START OF A NEW BUSINESS MODEL2.NEW SEGMENTATIONA NEW SEGMENTATION THAT PROFILES ALL GAME ENTHUSIASTSGaming has evolved into an all-around entertainment phenomenon. If you add up all playing and viewing hours, gaming is the world’s favorite pastime. Buying and owning physical products that are specifically developed for gaming adds to the possibilities for consumers to enjoy their passion for games. How a person divides his or her time and/or money over playing, viewing, and owning differs greatly. An additional overlying dimension is how actively people share or engage with gaming content and discussions on social networks and other (online) communities.To reflect this changing engagement in the games market, we are introducing a new way of segmenting game enthusiasts, regardless of platform and content. For this purpose, we performed extensive research in 28 countries/markets simultaneously, allowing in-depth profiling of all segments. We will continue tobuild on this concept in upcoming reports and quarterly updates.THE VARIOUS TYPES OF GAME ENTHUSIASTS By combining these levels of engagement, we can identify types among game enthusiasts. At the heart of these segments is the community that creates and shares gaming experiences. In total, the new segmentation allows us to identify and size 64 potential types of game enthusiasts.3.THE GLOBAL GAMES MARKETThe Asia-Pacific region will generate $71.4 billionthis year, or 52% of total global game revenues. This represents a +16.8% year-on-year increase. The share of total revenues claimed by the Asia-Pacific region has increased slightly over the past years due to continued growth in smartphone gaming, for which the region has, by far, the largest player base.North America remains the second-largest region, taking 23% of the global games market. T otal revenues in North America will increase year on year by +10.0% to reach $32.7 billion. Growth inEMEA’s diverse markets is lagging slightly behind North America, as the uptake of mobile gaming has been slower. As a result, the EMEA region rep-resents 21% of the market, equal to $28.7 billion. Latin America will grow to $5.0 billion in game rev-enues this year, taking 4% of the market. Growth in the coming years will cement Asia-Pacific as the largest region by game revenues, as the fast-est-growing markets in the coming three years will be India and various countries in Southeast Asia. The largest single market will continue to be China, which will reach $50.7 billion in 2021.THE GLOBAL GAMES MARKETPER REGIONGLOBAL GAMES MARKET 2018PER REGION52%21%2018 TOTAL$137.9Bn+13.3%YoYASIA-PACIFICEUROPE,MIDDLE EAST & AFRICALATIN AMERICANORTH AMERICA$28.7Bn+8.8% YoY$5.0Bn+13.5% YoY$32.7Bn+10.0% YoY$71.4Bn+16.8% YoY23%4%Mobile gaming is the largest segment in 2018, claiming more than half of all global game revenues for the first time. Combined, smartphone and tablet gaming will generate $70.3 billion, accounting for 51% of the total global market. The segment also has the most players with 2.2 billion, the majority of whom are gaming on smartphones.The gaming industry is in a healthy state as both console and PC games are also growing. Console is the second-largest segment with revenues of $34.6 billion in 2018. This will grow to $39.0 billion in 2021 with a CAGR (2017-2021) of +4.1%. The overall PC segment will generate $32.9 billion in 2018 and is the third-largest segment. Growth in downloaded/boxed PC games is offset by declining browser PC revenues, as browser gamers have largely transitioned to mobile. Browser PC revenues will continue to decline with a CAGR (2017-2021) of -16.1% to $2.5 billion in 2021.THE GLOBAL GAMES MARKETPER SEGMENTSEGMENT BREAKDOWN OF GLOBAL GAMES REVENUESTOWARD 2021CONSOLE TABLETGLOBAL GAMES MARKET 2018PER SEGMENTCONSOLE GAMESTABLET GAMESDOWNLOADED/BOXEDPC GAMESBROWSER PC GAMES(SMART)PHONEGAMES21%41%10%25%3%$34.6Bn+4.1% YoY$13.9Bn+13.1% YoY$56.4Bn+29.0% YoY$28.6Bn+4.5% YoY$4.3Bn-13.9% YoY2018 TOTAL$137.9Bn+13.3%YoY$180.1Bn201720182019202020214.REGIONAL OVERVIEWTOP 20 COUNTRIES/MARKETSBY GAME REVENUES IN 20181CHINA 1,415M 850M $37,945M 2UNITED STATES 327M 265M $30,411M 3JAPAN 127M 121M$19,231M 4SOUTH KOREA 51M 48M$5,647M 5GERMANY 82M 76M$4,687M 6UNITED KINGDOM 67M 64M$4,453M 7FRANCE 65M 58M$3,131M8CANADA 37M 34M$2,303M 9SPAIN 46M 39M$2,032M 10ITAL Y 59M 40M$2,017M 11RUSSIA 144M 113M$1,669M 12MEXICO 131M 86M$1,606M 13BRAZIL 211M 142M$1,484M 14AUSTRALIA 25M 23M$1,269M 15TAIWAN, CHINA 24M 20M$1,268M 16INDIA 1,354M 481M$1,169M 17INDONESIA 267M 82M$1,130M 18TURKEY 82M 53M$878M19SAUDI ARABIA 34M 26M$761M20THAILAND 69M 38M$692M363,721,000Population298,884,000Online Population199,868,000Gamers23.7%Share of 2018Global Revenues650,580,000Population411,319,000Online Population234,050,000Gamers$456M3.6%Share of 2018Global Revenues2018 Revenues Generated in LATAM+13.5%2017-2018 YoY Growth408,943,000Population357,477,000Online Population206,961,000Gamers 14.5%Share of 2018Global Revenues352,962,000Population264,977,000Online Population147,140,000Gamers1,716,242,000Population601,417,000Online Population330,696,000Gamers3.6%Share of 2018Global Revenues4,098,006,000Population1,944,417,000Online Population1,234,243,000Gamers 51.8%Share of 2018Global RevenuesFREE 2018 GLOBAL GAMES MARKET REPORTSUBSCRIBE TO THE REAL DEALTHE INDUSTRY STANDARD FOR UNDERSTANDING AND SIZING THE GLOBAL GAMES MARKETTrends, revenue, and gamer forecasts per segment, consumer insights, globally, regionally, and per country. Also includes our new gaming enthusiast segmentation.GLOBAL GAMES MARKETRevenues per region and segment | 2017-2021Gamers per region and segment | 2017-2021Digital vs. boxed revenue breakdownRevenue share per genre | mobile, PC, and consoleKEY GLOBAL TRENDS PER SEGMENTRANKINGST op 35 Public Game Companies by Game Revenues T op 50 Countries/Markets by Game Revenues REGIONAL MARKET OVERVIEW Revenues per segment | 2017-2021Gamers per segment | 2017-2021COUNTRY MARKET OVERVIEW Revenues per segment | 2017-2021Gamers per segment | 2017-2021Demographics of gamers per segmentSPECIAL FOCUS TOPICS:Game Enthusiast Segmentation, Mobile Device Specs and Growth, Battle Royal Fever: The Rise of PUBG and FortniteANNUAL REPORT123 pages QUARTEL Y UPDATE16 pages DASHBOARD T ableau & XLSClient supportincludedSUBSCRIBE TODAYKarst KortekaasBusiness Development Director ****************6000 EUR7500 USDDOWNLOAD THE FACTSHEETMARKET FORECASTSREPORT CONTENT SUMMARYOUR SOLUTIONSMetrics that come straight from the source. Track your market, optimize marketing, and product development while keeping an eye out for blue-ocean opportunities.Our landmark reports. In-depth market forecasts and trends ensure younever miss an opportunity. Includes quarterly updates and access to our forecast dashboards.Understand your mostvalued consumers’ drivers, attitudes, and behavior. Segment your audience across 28 countries/markets using more than 200 variables.TRACKING DATAMARKET FORECASTSCONSUMER INSIGHTSSTARTING AT $ 7K Annual subscriptions giving access to a specific report or type of market intelligence.STANDARD SUBSCRIPTIONS Our ultimate subscription involvingall our market intelligence, support, and expertise.PARTNER MODELOne-off projects or trackers scoped to specific data, support, or reporting needs .CUSTOM SERVICES STARTING AT $ 50K STARTING AT $ 100KLEARN MORE LEARN MORE LEARN MOREFREE 2018 GLOBAL GAMES MARKET REPORT。