Global Online Gaming Market Snapshot 2014

  • March 2014
  • -
  • yStats - Research on International Markets
  • -
  • 38 pages

1.) Online gaming increases worldwide, with trends toward social and mobile games

Hamburg-based secondary research organization yStats.com has published a new report, “Global Online Gaming Market Snapshot 2014”, which highlights the continued growth of online gaming worldwide. Among other findings, the publication reports a trend in gaming 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 game 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 around 20% 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, and alternative payments dominate in emerging markets.

The top three gaming companies by revenues worldwide in 2013 were Tencent, Activision Blizzard and Electronic Arts. Companies specializing in the fast-growing mobile gaming market are DeNA, GnugHo Online and Supercell. The leading online games by free-to-play revenues were CrossFire, League of Legends, Dungeon Fight Online and World of Tanks. In the social game category, the most popular gaming apps last year were Candy Crush Saga, Pet Rescue Saga and Farm Heroes Saga.

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Table Of Contents

1.Management Summary

2.Trends
•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

3. Revenues and Shares
•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 and 2018f
•Share of Mobile Gaming on Total Gaming Market, 2013e and 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
•Average Transaction Value of Online Gaming Purchases, by Console-Based Games and App-Based Video Games, 2013
•Social Gaming Revenues, in EUR billion, and Share of Social Gaming on Online Gaming and Total Video Gaming Market, in %, 2012 and 2016f

4. Gamers
•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 and Q3 2013

5. Companies and Games
•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

Companies Mentioned

Nintendo, Sony, Microsoft, Tencent, EA, Activision Blizzard, DeNA, Nexon, GungHo Ent, Gree, Apple, NetEase, Konami, Zynga, Disney, King, Rovio, Gameloft, Kabam, Supercell

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