mobile video game market trends & stakes
DESCRIPTION
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.TRANSCRIPT
Mobile transforming the game marketCartoon Digital 2014
Laurent MICHAUDHead of Digital Entertainment PracticeTel: +33 (0)4 67 14 44 [email protected]
5-7 May 2014, Helsinki, FINLAND
Market, Data & Trends
2
Table of content
1. Video game value chain disintermediation p. 04
2. Video game market overview p. 07
3. Mobile game market in-depth approach p. 11
4. Conclusion p. 24
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Copyright IDATE 2014, CS 94167, 34092 Montpellier Cedex 5, France
3
I’m responsible for studies on consumer electronics, digital home, video games, music and related phenomena:changing uses, new uses and devices, technology innovation, content protection and rights management.I’m also actually involved in studies conducted by IDATE for local authorities and their expression to definedevelopment strategies around ICT (Information and Communication Technologies) and CCI (Cultural and CreativeIndustries).I carry out techno-economic appraisals for innovation agencies and incubators on the issues of video gaming andmultimedia content development.I participate in sector-based, market and strategic studies in the areas of ICT, television, Internet and video.
I was the originator of Game Summit, which takes place during the Digiworld Summit in November each year(www.gamesummit.pro).I hold a Master's degree in Economic and Financial Engineering.
˃ Laurent MICHAUD, Head of the "Consumer Electronics and Digital Entertainment" division
Author
1. Video game value chain disintermediation
1.1. Traditional value chain: hardware & physical s oftware oriented
Design & Creation
Tools Providers
MiddlewareProviders
Developers Publishers Distributors Retailers
Home Consoles(Microsoft, Nintendo, Sony, and a lot of traditional publishers)
Mobile Phones & Smartphones(Apple, Samsung, HTC, Nokia, Google & Gameloft, SuperCell, King , Kabam, GungHo and many indies)
Computers and Online Games(Zynga, King, Wargamming.net,Tencent, Blizzard Entertainment)
Smart TV(Onlive, Playcast, Visiware, Tectoy, SreenAngels…)
Handheld Consoles(Nintendo, Sony, and less and less traditonal publishers)
Tablets(Apple, Samsung, HTC, Nokia, Google & Gameloft, SuperCell, King , Kabam, GungHo and many indies)
1.2. Digital value chain: services & game oriented
Gamers & UGC
Home Consoles + PSN + XBLA + Nintendo Online Store(Microsoft, Nintendo, Sony, and a lot of traditional publishers)
Mobile Phones & Smartphones(Apple, Samsung, HTC, Nokia, Google & Gameloft, SuperCell, King , Kabam, GungHo and many indies)
Computers and Online Games(Zynga, King, Wargamming.net,Tencent, Blizzard Entertainment)
Smart TV(Playcast, G-Cluster, Visiware, Apple, Google…)
Handheld Consoles + PSN + Nintendo Online Store(Nintendo, Sony, and less and less traditonal publishers)
Tablets(Apple, Samsung, HTC, Nokia, Google & Gameloft, SuperCell, King , Kabam, GungHo and many indies)
Providers
Design & Creation Tools Providers
&MiddlewareProviders
Developers / Publishers / Distributors / Retailers
2. Video game market overview
8
Source: IDATE, November 2013
World video game market by segment, 2013-2017 (million EUR)
2.1. World video game market
6 05010 292 14 021 14 690 11 467
10 719
13 168
17 36320 334
21 5656 548
6 959
6 5825 694
4 241
5 387
6 306
6 7876 971
6 956
1 401
1 276
1 1551 049
956
16 955
19 013
21 12923 633
26 091
6 833
7 917
8 893
9 868 10 812
0
10 000
20 000
30 000
40 000
50 000
60 000
70 000
80 000
90 000
2013 2014 2015 2016 2017
Home Console Hardware Market Home Console Software Market Handheld Hardware Market Handheld Software Market
Offline Computer Software Market Online Computer Software Market Mobile Software Market
9
Source: IDATE, November 2013
World video game market by segment, 2013 and 2017
2.2. The digital sub segments growth
˃ The Breakthrough of full digital sub segments despite next gen home consoles arrival
• Home consoles will represent 40% of the total market in 2017 against 31% in 2013.
• Part of mobile games will be steadybetween 2013 and 2017.
˃ A serious growth• An average annual growth of 11.4%
for online gaming and 12.2% for mobile gaming for the period 2013-2017 against 11.1% for the entire video games market.
11% 14%
20%
26%
12%
5%
10% 8%
3% 1%
31% 32%
13% 13%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2013 2017
Mobile Software Market
Online Computer SoftwareMarket
Offline Computer SoftwareMarket
Handheld Software Market
Handheld Hardware Market
Home Console SoftwareMarket
Home Console HardwareMarket
Source: IDATE, November 2013
2.3. Asia-Pacific, the world’s biggest video game m arket
World’s top video game segments in 2013
10
11%
11%
12%
6%
2%
45%
13%
Asia-Pacific, 21 billion EUR
Latin America, 2 billion EUR
Home Console Software Sales
Home Console Hardware Sales
World = 54 billion EUR
13%
26%
15%11%
7%
18%
10%
17%
29%
12%
13%1%
18%
10%
4%
13%
11%
13%
5%
35%
19%
Online Gaming SalesOffline Computer Software SalesHandheld Console Hardware Sales
Handheld Console Software Sales
EMEA, 16 billion EUR
North America, 15 billion EUR
Mobile Software Sales
3. Mobile game market in -depth approach
12
3.1. Mobile game market value
Source : IDATE – November 2013
- 0,04 0,07 0,13 0,16 0,29 0,56
1,15
1,70
2,37
3,26
4,44
5,64
6,72
7,61
8,41
9,08
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Mobile game revenue (smartphone + tablet)(EUR billions)
Apple iPhone SDK release
Apple iPad
13
˃ Confirmation of the attraction tablets for gamers˃ 248 million tablets sold in 2013
Source: IDATE, November 2013
Domestic tablet shipments by geographic area, 2013- 2017 (million units)
3.3. The tablet explosion
0
100
200
300
400
500
600
2013 2014 2015 2016 2017
North America Europe Asia Pacifique Latin America Total
14
3.4. Mobile and online segment in the race
Rank Companies 2011
1 Sony 5,78
2 Activision Blizzard 4,76
3 Microsoft 4,62
4 EA 3,87
5 Nintendo 3,81
6 Tencent 2,51
7 Konami 1,75
8 DeNA 1,72
9 Ubisoft 1,39
10 GREE 1,28
11 Zynga 1,14
12 Nexon 1,14
13 Namco Bandaï 1,08
14 NetEase 1,02
15 Disney 0,91
Rank Companies 2012
1 Activision Blizzard 4,86
2 Sony 4,59
3 Microsoft 4,56
4 EA 3,96
5 Tencent 3,63
6 Nintendo 2,78
7 DeNA 1,84
8 GREE 1,74
9 Ubisoft 1,64
10 Konami 1,40
11 Zynga 1,28
12 Apple 1,26
13 Nexon 1,25
14 NetEase 1,25
15 Take Two Interactive 1,06
Rank Companies 2013
1 Tencent 5,27
2 Microsoft 4,70
3 Activision Blizzard 4,58
4 Sony 4,33
5 EA 3,66
6 Take Two Interactive 2,45
7 Nintendo 2,93
8 Apple 2,01
9 DeNA 1,61
10 GungHo Online Ent. 1,55
11 Nexon 1,48
12 NetEase 1,43
13 Ubisoft 1,36
14 GREE 1,34
15 Google 1,20
Top 15 Game Companies by revenue ($ billions )
Source : IDATE from Newzoo
15
3.5. Age 2 of mobile game companies
Company Country Revenue 2011
Revenue 2012
Net Income 2012
Revenue Q1 2013
(Million USD) (Million USD) (Million USD) (Million USD)
GREE Japan 637.9 1 577.2 478.1 111.5
Mobage Inc. (DeNa)
Japan 1 046.0 1 401.0 NA 528.0
Gameloft France 211.4 267.8 23.4 70.1
EA Mobile USA 242.0 269.0 NA 79.0
Rovio Finland 106.3 195.7 71.3 NA
Supercell Finland NA 100.0 NA 179.0
GluMobile USA 66.2 87.5 20.5 17.1
Gamevil South Korea
37.6 64.8 20.7 15.5
G5 Games Sweden Russia
1.4 2.6 NA NA
Mojang Sweden NA 41.0 28.7 NA
KongZhong China 40.9 21.2 NA 3.7
GungHo Online Entertainment (GOE)
Japan 104.5 280.0 NA 410.02
Kabam USA 126.03 180.04 NA 270.05
1/ D’après www.guardian.co.uk, sur le mois d’avril 20132/ Q1 2013+ May 2013 Mobile revenue, d’après gamesindustry.biz. On estime que Puzzle & Dragons représente 75% de ce chiffre.3/ Généré à 100% via jeux Facebook4/ Dont 100 millions USD généré par les jeux mobiles5/ Estimation officielle de KabamSource : IDATE d’après chiffres publiés par Kabam
Main players of mobile game segment
16
3.6. Massive sales & virality
Source : IDATE from Thinkgaming.com, July 2013
Game Publisher Fee Daily Revenue Estimate
(USD)
Daily Active Users
(million)
Daily Installs
Estimate
ARPU/Lifetime Value (USD)
Candy Crush Saga King.com Free 632 867 6.68 112 500 2.87
Clash of Clans Supercell Free 527 389 4.07 29 897 3.94 MARVEL War of Heroes Mobage Free 474 650 3.53 24 347 4.13
Hay Day Supercell Free 421 911 2.84 29 383 4.53 The Hobbit : Kingdoms of Middle-earth
Kabam Free 361 789 2.04 24 656 4.05
The Simpsons™: Tapped Out Electronic Arts
Free 271 078 3.23 27 842 3.42
Kingdoms of Camelot : Battle for the North
Kabam Free 215 175 1.20 2 353 5.45
Minecraft – Pocket Edition Mojang $6.99 184 322 NA 33 800 5.30
Slotomania - Slot Machines Playtika Free 175 357 1.20 22 600 3.68
Big Fish Casino – Free Slots. Blackjack. Roulett
Big Fish Games
Free 150 306 NA 13 864 NA
iOS top 10 games per daily revenue in USA
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3.7. Ubiquity & multi platform strategy
Source : AppData – March 2014
Facebook : King vs Zynga
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3.8. The device war
Source: IDATE according to IDC - 2013
Evolution of global smartphone sales by the top fiv e suppliers(Million units)
44,0
35,1
4,9 5,1 6,1
70,7
37,4
10,3 9,9 9,1
Samsung Apple LG Huawei ZTE
Q1 2012 Q1 2013
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3.9. The OS war
Source: IDATE according to IDC - 2013
App download market share, Q1 2013, by OS
51%
40%
9%
Android
IOS
Others
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3.10. Games among other applications
Source: IDATE according to 148apps.biz, May 2013
Count of active applications in the iTunes Store, b y month, 2008-2013(Thousands)
-
100
200
300
400
500
600
700
800
Copyright © IDATE 2014
3.11. App store metrics
According to 148apps.biz, updated 01/07/2013According to AppBrain, updated 08/07/2013According to AppAnnie.comAccording to Canalys
Comparative economics of games: iOS vs Android, Q1 2013
Platform OS # Active Apps
# Games % of Games
Games downloads/ Total app
downloads
Total revenue from app
downloadsQ1 2013
($M)
Games downloads revenueQ1 2013
($M)
Games downloads revenue/
Total revenue
iTunes Store
iOS 892,687 (a)
151,574 (a)
17% ≈40% (c) 1,628 (d) 1,140 70% (c)
Google Play
Android 778,397 (b)
109,630 (b)
14% ≈40% (c) 440 (d) 352 80% (c)
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3.10. Pay-per-Play vs Free-to-Play
Source: IDATE according to Appbrain.com, May 2013
Share of free and pay-for games on Google Play
21%
18%
21%
18%
23%
15%
19%
79%
82%
79%
82%
77%
85%
81%
Arcade & Action
Brain & Puzzle
Cards & Casino
Casual
Sports Games
Racing
All Games
Paid apps Free apps
4. Conclusion
> Without doubt the most competitive gaming segment> An era of volatility and massivity> Direct access to the market for developers, but i nvolving new skills> A wave of mobile gaming socialisation> Notable appearances of multi-player titles in unsynchronised mode > The era of Free2Play> Mobile gaming well supports the ubiquity of games and will provide them their recognition.
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Conclusion
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