portable gaming spotlight, 2q14 september 2014...portable gaming spotlight, 2q14 september 2014 . 2...
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Portable Gaming Spotlight, 2Q14 September 2014
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Installed Base Snapshot 2Q14 Spending Patterns Key Themes & Takeaways
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Worldwide Consumer Smartphone & Tablet Installed Base Shares, 2Q13 & 2Q14
0%
25%
50%
75%
Android iOS All Others
2Q13
2Q14
+8.4 pts -‐6.4 pts
Source: IDC
-‐1.9 pts
• Android’s share of the combined consumer smartphone & tablet installed based (IB) hit 70%
• This combined consumer IB topped 2.1 billion worldwide • “All Others” is mostly Windows Phone, BlackBerry & Symbian devices
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0
2
4
6
8
10
12
Nintendo 3DS & 2DS
Sony PlayStaJon Vita & PSP
Nintendo DS & DSi
Millions (U
nits)
2Q13 2Q14 • Hardware platforms
span all SKUs
* Represents combined packaged game shipments & digitally
purchased copies of these same games (excludes titles that
received digital distribution only).
Worldwide Gaming-‐OpGmized Handheld Game Shipments: Packaged Goods & Digital Full Game Downloads, 2Q13 & 2Q14*
• The total installed base of these devices dipped under 200MM in 2Q14 • Total packaged & digital full game software shipments/sales volumes in
2Q14 were 27% lower than in 2Q13
Source: IDC
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Installed Base Snapshot 2Q14 Spending Patterns Key Themes & Takeaways
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• Games represented around 40% of downloads in both app stores • The share of consumer spending on games in Google Play grew
incrementally from 2Q13 to 2Q14 & was effectively flat for iOS • Results span applicable smartphones & tablets, plus iPod Touch
Worldwide Share of iOS & Google Play Downloads & Consumer Spending ATributable to Games, 2Q13 & 2Q14
Games: Share of App Store Downloads
Games: Share of App Store Consumer Spending
Source: App Annie
0%
25%
50%
75%
100%
iOS App Store Google Play 0%
25%
50%
75%
100%
iOS App Store Google Play
2Q13
2Q14
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Worldwide Mobile & Portable Game Consumer Spending, 2Q13 & 2Q14
0
50
100
150
200
iOS App Store Google Play Gaming-‐OpJmized Handhelds
Inde
xed Co
nsum
er
Spen
ding on Gam
es
(iOS 2Q
13 In
dexed to 100)
2Q13 2Q14 • Gaming-optimized
handheld revenue includes packaged & digital
• All ad revenue excluded
Source: App Annie & IDC
• iOS app store game revenue grew over 70% from 2Q13 to 2Q14 & Google Play more than doubled total game revenue generated
• Gaming-optimized handheld software revenue declined 28% over the same period
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0%
25%
50%
75%
100%
2Q13 2Q14 2Q13 2Q14 2Q13 2Q14
North America
Western Europe
Asia-‐Pacific
Rest of World
+2.8 pts
+1.0 pts
iOS App Store Games
Google Play Games
Gaming-‐OpJmized Handhelds
+8.6 pts
Worldwide Mobile & Portable Game Consumer Spending Shares by Region, 2Q13 & 2Q14
• Asia-Pacific gained in share of game spending in the iOS App Store, while Western Europe outpaced the market on Google Play
• On gaming-optimized handheld platforms, Western Europe (& Rest of World) showed incremental share gains
Source: App Annie & IDC
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Rank iOS App Store Google Play Gaming-‐OpGmized Handhelds
1 Clash of Clans Supercell, Finland
Puzzle & Dragons GungHo Online, Japan
Pokémon X/Y N3DS; Nintendo, Japan
2 Candy Crush Saga King, United Kingdom
Clash of Clans Supercell, Finland
Youkai Watch N3DS; Level-5, Japan
3 Puzzle & Dragons GungHo Online, Japan
Candy Crush Saga King, United Kingdom
Kirby: Triple Deluxe N3DS; Nintendo, Japan
4 Game of War – Fire Age Machine Zone, United States
モンスターストライク (Monster Strike)
Mixi, Japan
Animal Crossing: New Leaf N3DS; Nintendo, Japan
5 Hay Day Supercell, Finland
The World of Mystic Wiz COLOPL, Japan
Freedom Wars PSV; SCE Japan Studio,
Japan
• = New entrant to top 5 in 2Q14 (not in top 5 for 1Q14)
Top 5 Grossing Portable Games Worldwide by PlaYorm, 2Q14
Source: App Annie & IDC
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Installed Base Snapshot 2Q14 Spending Patterns Key Themes & Takeaways
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• Consumer spending on games increased notably from 2Q13 to 2Q14; iOS App Store revenue grew over 70% worldwide, while Google Play more than doubled in revenue
• iOS game revenue held up parJcularly well in the United States, generaJng ~2.4 Jmes as much revenue as Google Play games
• Sony's PlayStaJon Vita showed signs of life in the gaming-‐opJmized handheld space; a Vita Jtle made the top 5 grossing list in consecuJve quarters (Final Fantasy X/X2 HD in 1Q14, Freedom Wars in 2Q14)
• Seasonality & a relaJve lack of AAA-‐quality Jtle releases depressed gaming-‐opJmized handheld sales, but the launch pipeline suggests sales will rebound sharply in the laeer half of this year
Key Themes & Takeaways, 2Q14
Report methodology and updates are available here!