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Market watch    Online gaming market in Russia,    2008-2015 гг.    October 2010       J’son & Partners Consulting is glad...
Online games market volume in RussiaAccording to J’son & Partners Consulting estimations, market volume of online games in...
In the medium-term perspective we expect online gaming market growth in Russia. The main driversfor online gaming acceptan...
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Online gaming market in Russia, 2008-2015

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J’son & Partners Consulting is glad to declare the main results of the research on Online gaming market in Russia, conducted in September 2010.
This research provides analysis of Russian online gaming market, main tendencies in content development, genres, business models, systems of distribution, online games payment systems (SMS, web money, etc.), commissions as well as forecasts of technological development and evolution of online games audience up to 2015.
The research is made for different types of games: MMO (browser and client), casual and social as well as trends in each of the type.

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Online gaming market in Russia, 2008-2015

  1. 1. Market watch Online gaming market in Russia, 2008-2015 гг. October 2010 J’son & Partners Consulting is glad to declare the main results of the research on Online gaming market in Russia, conducted in September 2010. This research provides analysis of Russian online gaming market, main tendencies in content development, genres, business models, systems of distribution, online games payment systems (SMS, web money, etc.), commissions as well as forecasts of technological development and evolution of online games audience up to 2015. The research is made for different types of games: MMO (browser and client), casual and social as well as trends in each of the type. Active online gaming audience in Russia According to J’son & Partners Consulting estimations, active online gaming audience in Russia in 2009 achieved 12,1 mln. users. In comparison with 2008 the number of Russian gamers has grown more than 6 times, mainly due to appearance and rapid spread of social games, which were not on the market in 2008 yet. Json & Partners Consulting expects further growth of the audience playing social games both in quantitative terms and its proportion of Russian Internet users. Active online gaming audience in Russia with overlap, 2008-20151 Source: J’son & Partners Consulting1 MMO, casual and social games audience is shown net of overlap. Total online games audience is shown with overlapCopyright © 2010, Json & Partners Consulting. Copying or distributing in print or electronic forms without written permission from Json &Partners is prohibited. Press may use any graphics, data and forecasts contained in this market watch, only with the reference to a source ofinformation - Json & Partners Consulting.™ Json & Partners [registered trademark].
  2. 2. Online games market volume in RussiaAccording to J’son & Partners Consulting estimations, market volume of online games in Russia in 2009 achieved USD 286.6 mln. Currently social gamesmarket is experiencing rapid growth, claiming 20% of total market revenue in 2010. Popularity growth of this segment is explained with appreciation ofpeople’s needs to stay in touch with their friends in gaming environment as well as easy availability and low price. We believe social gaming market will growfaster than other segments of online gaming industry and by 2015 will reach about 40% of total online gaming market revenue. This trend is explained by theincreasing number of players in social games, the growing proportion of paying users, as well as an increase in the amount of average bill per paying player.MMO gaming market will remain the largest online gaming segment in revenue, accounting for over 78% of online gaming market revenue in 2009. Accordingto Json & Partners Consulting forecasts, revenue share from MMO games will reduce, however, in monetary terms the market will continue to grow and willreach USD 748.8 mln. by 2015Casual gaming segment will remain the least developing, and with the market share falling to 4% of total market revenue in 2015, this segment stays popularonly with the niche audience. Market share of MMO, casual and social games, 2008-2015 Source: J’son & Partners ConsultingCopyright © 2010, Json & Partners Consulting. Copying or distributing in print or electronic forms without written permission from Json & Partners is prohibited. Press may use any graphics, data and forecastscontained in this market watch, only with the reference to a source of information - Json & Partners Consulting.™ Json & Partners [registered trademark].
  3. 3. In the medium-term perspective we expect online gaming market growth in Russia. The main driversfor online gaming acceptance are: • Broadband growth At the end of 2009, broadband penetration in households was about 30%, and by 2015 it will reach 63%. • Development of payment systems including increased penetration of credit cards, distribution of payment terminals, increasing popularity of electronic payments in cash. While SMS will remain the most popular way to pay for social and casual games, the majority of MMO players pay the game through alternative payment channels. Proportion of social games players who use bank cards, electronic money and payment terminals is also growing. • Investment in game development, emergence of new successful projects Such projects are social networks games which became popular due to easy access to the game, simple plots and few technical requirements, as well as the relatively low development costs. The main constrains for online gaming market growth are: • Lack of broadband connections and low PC installment rates in the Russian regions: for comparison, in Moscow 62% of households have Internet access and in the regions - only 26%. • Relatively high cost of telecom services in the Russian regions. • Still low level of confidence in payment systems and their poor development, high proportion of SMS (characterized by high commissions) in payments structure. Despite existing constrains to development, the effect of growth factors, according to Json & Partners Consulting, will affect more strongly, leading to an increase in online gaming market growth to USD 1.3 bln in 2015. FOR FUTHER INFORMATION PLEASE CONTACT: Pavel Ermolich Sales Manager Pavel@json.ru www.json.ru ___________________Market watch is prepared by Json & Partners Consulting. We try our best to provide actual and forecast data fully reflecting the situation andavailable at the time of research publication. Json & Partners Consulting reserves the right to revise the data after publication.Copyright © 2010, Json & Partners Consulting. Copying or distributing in print or electronic forms without written permission from Json &Partners is prohibited. Press may use any graphics, data and forecasts contained in this market watch, only with the reference to a source ofinformation - Json & Partners Consulting.™ Json & Partners [registered trademark].

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