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2017 FREE GLOBAL GAMES MARKET REPORT
4
TRENDS, INSIGHTS, AND
PROJECTIONS TOWARD 2020
2017 GLOBAL
GAMES
MARKET REPORT
FREE
VERSION
2017 FREE GLOBAL GAMES MARKET REPORT
5
TABLE OF CONTENTS
1.	 KEY GLOBAL TRENDS 6
2.	 THE GLOBAL GAMES MARKET 10
3.	 REGIONAL OVERVIEW 13
6
2017 FREE GLOBAL GAMES MARKET REPORT
This year is a landmark in the history of the games market, with revenues exceeding the $100 billion mark to
total $109 billion. Five years ago, when Newzoo launched its first Global Games Market Report, global revenues
amounted to approximately $70 billion. A growth of 56% in five years illustrates how game companies have
not only pioneered new ways of engaging and entertaining consumers, but have also led the way in innovating
business models to suit the digital age. The future outlook for games has never been better but requires a new
way of looking at the market. Most games now provide consumers with entertainment on three different levels:
playing, viewing, and creating. Game companies are quickly evolving into all-round entertainment companies,
pushing engagement time up dramatically and securing gaming’s position as the world’s favorite pastime.
Traditional boundaries between games, media, telecom, and sports industries are disappearing and sparking
new partnerships and M&A activity across the globe.
PETER WARMAN
Newzoo CEO & Co-founder
“The phase that the games market is now
entering is redefining how we talk about
our industry, audience, and future. From
an industry perspective, the terms ‘game
developer’ and ‘publisher’ no longer fit
with the games-as-a-service model and
the broadening of games as a business.
From a consumer perspective, we need to
replace ‘gamers’ with ‘game enthusiasts’,
as a large part of the fast-growing viewing
audience does not play the games it watches.
Consumers who no longer have time to play
and master games now stay engaged as
viewers through esports. Games would not be
games if we would not face another year of
innovative change.”
NEWZOO’S 2017 GLOBAL GAMES MARKET REPORT
FOREWORD
•	 Continuous game behavior tracking of 10 million
PC gamers across 40 countries.
•	 Device usage data from more than a billion
mobile devices worldwide, including China.
•	 Android and iOS monetization metrics based
on tracking of 30+ million mobile gamers.
•	 iOS and Google Play app store revenue and
download data on 50+ countries.
•	 Primary consumer research and trend data
in 28 countries involving more than 80,000
invite-only respondents.
NEWZOO’S EXPANDING DATA WAREHOUSE
Newzoo’s Global Games Market Reports and the data accessible in our online dashboard are powered by our proprietary Global
Games Market Forecast Model. This predictive analytics model combines insights and data feeds from an ever-increasing number
of sources, including:
•	 Quarterly game revenue data from more than
100 public and non-public companies.
•	 Continuous tracking of viewer data from streaming
platforms. More than 100 local, regional, and global
games-related reports published by third parties.
•	 More than 50 (socio-)economic KPIs for the
130 top countries in the world by population.
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
7
KEY
GLOBAL
TRENDS
1.
8
2017 FREE GLOBAL GAMES MARKET REPORT
OVERALL MARKET TRENDS
GAMES ARE RAPIDLY BECOMING THE WORLD’S FAVORITE PASTIME.
Consumers are spending more time than ever on games, and this is especially
true for the millennial generation. The reason for this is that games now cater to
a much wider variety of interests. This includes lean-forward (gaming intensely or
casually), lean-back (viewing content created by peers or provided by the pro-
fessional gaming scene), creating unique content and sharing (on-demand and
live streaming). Viewing professional or amateur game video content is bringing
back millions of lapsed gamers who no longer have the time to play but whose
passion is reignited by viewing other players and worldwide championships. The
term “gamers” is becoming increasingly obsolete, as it fails to capture the variety
of ways that games entertain consumers. “Game enthusiasts” would be a more
encapsulating term.
1.	 WITH MORE TIME SPENT ON GAMES, MONEY FOLLOWS.
2.	 A COMMUNITY-CENTRIC APPROACH IS KEY TO SUSTAINABLE SUCCESS.
3.	 GAMES ARE RAPIDLY BECOMING THE WORLD’S FAVORITE PASTIME.
2012 2013 2014 2015 2016 2017 2018 2019 2020
$70.57 	
$76.48 	
$84.72 	
$91.91 	
$101.06 	
$108.90 	
$115.83 	
$122.72 	
$128.46
GLOBAL GAMES MARKET
REVENUE DEVELOPMENT
2012-2020
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
9
2017 FREE GLOBAL GAMES MARKET REPORT
GAME COMPANIES ARE BECOMING GLOBAL ENTERTAINMENT COMPANIES.
As game IP turns increasingly into entertainment franchises, game companies are
rethinking their strategic position in the broader entertainment industry. Game
companies are the champions of interactive entertainment and are outstand-
ing at stimulating social, creative, and sharing behavior. They also rely almost
entirely on direct consumer spending, as opposed to the advertising-based
model of many digital or broadcast media companies. At the same time, the
number of hours spent watching non-interactive (video) content around game
franchises has exploded and is no longer seen as free marketing but as a serious
new business opportunity. As traditional media struggle to offer an interactive
component around their content, game companies are quickly learning how to
monetize video content and its millions of viewers. This could ultimately lead to
a media landscape in which game companies hold a key position, as they master
both skills. The biggest game companies already entertain a far greater audience
than most of world’s biggest traditional media and entertainment companies.
SMARTPHONES ARE SET FOR A NEW WAVE OF INNOVATION.
It has now been exactly ten years since the iPhone was introduced. Looking
back, it is still remarkable how many step-change innovations were brought
together in this new device in terms of user experience, software, screen tech-
nology, and hardware. It has taken years for other manufacturers to catch up
and many still consider Apple’s iPhones to be the best. However, sales of new
devices have slumped recently as the lifespan of high-end devices has increased
enormously and the rate of innovation has slowed. The market is now set for a
new wave of innovation that will offer new possibilities for developers of games
and apps alike and boost the replacement cycle. Crucial developments on the
horizon include flexible screens, better battery technology, and the integration
of AR and VR into the DNA of smartphones.
1.	 THE INDUSTRY IS REACHING A TIPPING POINT MOVING
FROM PRODUCTS TO SERVICES.
2.	 GAME COMPANIES ARE BECOMING GLOBAL ENTERTAINMENT COMPANIES.
3.	 GLOBAL CONSOLIDATION MOVES TO THE NEXT LEVEL.
OVERALL INDUSTRY TRENDS TRENDS BY SEGMENT & REGION
MOBILE GAMING: FROM EXPLOSIVE TO STABLE GROWTH
1.	 THE LONG LIFESPAN OF MOBILE GAMES PROVES SKEPTICS WRONG.
2.	 SMARTPHONES ARE SET FOR A NEW WAVE OF INNOVATION.
3.	 THE RISE OF THE (MINI-)GAMES AND ALTERNATIVE DISTRIBUTION.
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
10
TRENDS BY SEGMENT & REGION
COMPETITIVE GAMES THE NORM; SAY GOODBYE TO SINGLE PLAYER.
As competitive games become increasingly popular on console, publishers are
starting to adjust their business models accordingly. Free-to-play multiplayer
games are on the rise on consoles, and running games as a service is spreading.
Single-player titles, such as Metal Gear Solid V, are on the way out.
1.	 THE LAST TRADITIONALISTS ARE NOW ON BOARD WITH DIGITAL.
2.	 COMPETITIVE GAMES THE NORM; SAY GOODBYE TO SINGLE PLAYER.
3.	 NOT ALL LEGACY FRANCHISES WILL MAKE IT THROUGH THE CHANGE.
A RENEWED ATTEMPT FOR CHINESE CONTENT IN THE WEST.
The global games market is increasingly aligned in terms of business models,
platforms, franchises, and companies. It has given Chinese game companies
new confidence to export their successful games to the West. Initial efforts that
started five years ago failed and Chinese companies quickly took an alternative
route: investments and acquisitions. This year, we expect to see new attempts
by Chinese game giants to launch games into Western markets.
CHINA: IN THE LEAD IN MANY WAYS
1.	 A RENEWED ATTEMPT FOR CHINESE CONTENT IN THE WEST.
2.	 CHINA OPENS SOME DOORS, CLOSES OTHERS.
3.	 THE GROWING GLOBAL INFLUENCE OF THE CHINESE GAMES MARKET.
CONSOLE GAMING: PLAYING CATCH-UPPC GAMING: LEADING, BUT COMPETITION IS INCREASING
THE CHINESE APPETITE FOR TOP WESTERN PC GAMES HOLDS THE KEY TO NEW
TRULY GLOBAL FRANCHISES.
Chinese gamers remain very interested in the top Western PC franchises, even
though the majority of the most popular games is home grown. With Tencent
opening the door for games such as Rocket League and Overwatch, the success
of Western IP in China will lead to new truly global franchises.
1.	 PC GAMING LEADS A MEDIA REVOLUTION.
2.	 THE CHINESE APPETITE FOR TOP WESTERN PC GAMES HOLDS THE KEY
TO NEW TRULY GLOBAL FRANCHISES.
3.	 MOBILE FINALLY TAKES A BITE OUT OF PC GAMING REVENUES.
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
11
2.
THE
GLOBAL
GAMES
MARKET
12
2017 FREE GLOBAL GAMES MARKET REPORT
The Asia-Pacific region will generate $51.2
billion this year, or 47% of total global game
revenues. This growth represents a 9.2% year-
on-year increase. Overall, the share of total
revenues claimed by each region has remained
almost unchanged since 2016. North America is
the second-largest region, taking a 25% share
of the market.
Total revenues in North America will increase
year on year by 4.0% to reach $27.0 billion.
Most of this growth will come from smartphone
gaming, a mature market but certainly not
saturated. We see the same trend in EMEA,
which will reach $26.2 billion in 2017. Latin
America will grow to $4.4. billion in game
revenues this year. The fastest-growing region
in the coming years will be Rest of Asia (without
China, Japan, and Korea), with game revenues
growing to $10.5 billion in 2020, up from $4.5
billion in 2016. The Latin American market will
also continue its healthy growth and reach $6.3
billion by 2020.
THE GLOBAL GAMES
MARKET PER REGION
24%
4%
25%
47%
2017 TOTAL
$108.9Bn
+7.8%
YoY
$27.0Bn
+4.0% YoY
$26.2Bn
+8.0%
$51.2Bn
+9.2% YoY
ASIA-PACIFIC
EUROPE,
MIDDLE EAST & AFRICA
$4.4Bn
+13.9% YoY
LATIN AMERICA
NORTH AMERICA
YoY
GLOBAL GAMES MARKET 2017
PER REGION
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
13
2017 FREE GLOBAL GAMES MARKET REPORT
Mobile gaming (smartphone and tablet) is the largest segment in 2017, accounting for 42% of the total global market. The segment also has the most gamers with
2.1 billion, the majority of whom are gaming on smartphones. Console is the second-largest segment with revenues of $33.5 billion 2017. PC browser game revenues
will decrease by 9.3% to $4.5 billion as gamers continue their transition to mobile. Revenues for boxed/downloaded PC games will also drop by 1.3% to $24.6 billion.
PC revenues of public companies decreased in both Western and Asian markets last year, while emerging markets had single-digit growth rates. We now fore-
cast boxed/downloaded PC games to reach $24.4 billion in 2020, a significant downward revision of our previous estimate. Mobile will remain the largest segment,
growing with a CAGR (2016-2020) of 13.9% to claim 50% of the market by 2020.
THE GLOBAL GAMES
MARKET PER SEGMENT
CONSOLE GAMES
TABLET GAMES
BOXED/DOWNLOADED
PC GAMES
31%
10%
32%
23%
4%
2017 TOTAL
$108.9Bn
+7.8%
YoY
$24.8Bn
-1.3% YoY
BROWSER PC GAMES
$35.3Bn
+22.0% YoY
$10.8Bn
+11.4% YoY
$33.5Bn
+3.6% YoY
(SMART)PHONE
GAMES
SEGMENT BREAKDOWN OF GLOBAL GAMES REVENUES
TOWARD 2020
2016 2017 2018 2019 2020
$101.1Bn
$108.9Bn
$115.8Bn
$122.7Bn
25%
5% 4% 4% 3%
28%
10%
32%
31%
30%
29%
32%
10%
10%
10%
35% 38%
23% 21% 20%
$128.5Bn
3%
28%
10%
40%
19%
CONSOLE
TABLET
(SMART)PHONE
BOXED/DOWNLOADED PC
BROWSER PC
$4.5Bn
-9.3% YoY
GLOBAL GAMES MARKET 2017
PER SEGMENT
GLOBAL GAMES MARKET 2017
PER SEGMENT
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
14
3.
REGIONAL
OVERVIEW
15
2017 FREE GLOBAL GAMES MARKET REPORT
TOP 20 COUNTRIES
BY GAME REVENUES IN 2017
RANK COUNTRY POP. (M) ONLINE POP. (M) TOTAL REVENUES ($M)
1 CHINA 1,388 802 $27,547
2 UNITED STATES OF AMERICA 326 261 $25,060
3 JAPAN 126 120 $12,546
4 GERMANY 81 73 $4,378
5 UNITED KINGDOM 66 62 $4,218
6 REPUBLIC OF KOREA 51 47 $4,188
7 FRANCE 65 57 $2,967
8 CANADA 37 33 $1,947
9 SPAIN 46 38 $1,913
10 ITALY 60 43 $1,875
11 RUSSIAN FEDERATION 143 113 $1,485
12 MEXICO 130 84 $1,428
13 BRAZIL 211 140 $1,334
14 AUSTRALIA 25 22 $1,234
15 TAIWAN 23 21 $1,029
16 INDONESIA 264 72 $880
17 INDIA 1,343 429 $818
18 TURKEY 80 49 $774
19 SAUDI ARABIA 33 25 $651
20 THAILAND 68 32 $597
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
16
2017 FREE GLOBAL GAMES MARKET REPORT
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESNAM
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
17
2017 FREE GLOBAL GAMES MARKET REPORT
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESLATAM
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
18
2017 FREE GLOBAL GAMES MARKET REPORT
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESW-EU
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
19
2017 FREE GLOBAL GAMES MARKET REPORT
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUES
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESE-EU
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
20
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUES
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESMEA
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
21
2017 FREE GLOBAL GAMES MARKET REPORT
2017E
GAME REVENUES
TOP COUNTRIES BASED ON GAME REVENUESAPAC
© NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
2017 FREE GLOBAL GAMES MARKET REPORT
22
SUBSCRIBE TO THE REAL DEAL
THE INDUSTRY STANDARD FOR UNDERSTANDING AND SIZING THE GLOBAL GAMES MARKET
Trends, revenue, and gamer forecasts
per segment, consumer insights,
globally, regionally, and per country.
The report comprises of 110 pages of text, tables,
and graphs on a global, regional, and country scale.
GLOBAL GAMES MARKET
Revenues per region and segment | 2015-2020
Gamers per region and segment | 2015-2020
Digital vs. boxed revenue breakdown
Revenue share per genre | mobile, PC, and console
KEY GLOBAL TRENDS PER SEGMENT
RANKINGS
Top 35 Public Game Companies by Game Revenues
Top 50 countries by Game Revenues
REGIONAL MARKET OVERVIEW
Revenues per segment | 2015-2020
Gamers per segment | 2015-2020
COUNTRY MARKET OVERVIEW
Revenues per segment | 2015-2020
Gamers per segment | 2015-2020
Demographics of gamers per segment
SPECIAL FOCUS TOPICS:
PC hardware, esports franchises, mobile device specs
ANNUAL REPORT
110 pages
QUARTELY UPDATE
16 pages
DASHBOARD
BIME & XLS
Client suport
included
SUBSCRIBE TODAY
Wybe Schutte
VP Business Development
WYBE@NEWZOO.COM
$6900
DOWNLOAD
THE FACTSHEET
MARKET
FORECASTS
REPORT CONTENT SUMMARY
2017 FREE GLOBAL GAMES MARKET REPORT
23
ABOUT NEWZ00
OUR EXPERTISE
OUR SOLUTIONS
GLOBAL LEADER IN GAMES, ESPORTS, AND MOBILE INTELLIGENCE
MARKET
FORECASTS
TRACKING
DATA
Our landmark reports. In-depth
market forecasts and trends
ensure you never miss an
opportunity. Includes quarterly
updates and access to our
forecast dashboards.
Metrics that come straight from
the source. Track your market,
optimize marketing, and product
development while keeping an eye
out for blue-ocean opportunities.
Understand your most valued
consumers’ drivers, attitudes, and
behavior. Segment your audience
across 28 countries using more
than 200 variables.
CONSUMER
INSIGHTS
Annual subscriptions
developed for specific
markets, industries, or
regions.
MARKET
PACKAGES
STARTING AT $25K
Annual subscriptions
giving access to a
specific report or type
of market intelligence.
STANDARD
SUBSCRIPTIONS
STARTING AT $7K
One-off projects or
trackers scoped to
specific data, support
or reporting needs.
CUSTOM
SERVICES
STARTING AT $50K
Our ultimate
subscription involving
all our market
intelligence, support
and expertise.
PARTNER
MODEL
STARTING AT $100K
OUR MISSION
The current pace of change in consumer
behavior, media, and technology requires
a new type of intelligence firm that is
agile, innovative, truly global, and ahead
of the curve. We are that firm. As the
number one provider of games, esports,
and mobile intelligence in the world,
we support our global clients daily in
growing their businesses.
MARKET VS. BUSINESS INTELLIGENCE:
BRIDGING THE GAP
Newzoo now offers the majority of its
market intelligence services in Tableau,
enabling clients integration with their
business intelligence.
FIND OUT MORE AT NEWZOO.COM
2017 FREE GLOBAL GAMES MARKET REPORT
24
WWW.NEWZOO.COM

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Newzoo Global Games Market Report 2017

  • 1. 2017 FREE GLOBAL GAMES MARKET REPORT 4 TRENDS, INSIGHTS, AND PROJECTIONS TOWARD 2020 2017 GLOBAL GAMES MARKET REPORT FREE VERSION
  • 2. 2017 FREE GLOBAL GAMES MARKET REPORT 5 TABLE OF CONTENTS 1. KEY GLOBAL TRENDS 6 2. THE GLOBAL GAMES MARKET 10 3. REGIONAL OVERVIEW 13
  • 3. 6 2017 FREE GLOBAL GAMES MARKET REPORT This year is a landmark in the history of the games market, with revenues exceeding the $100 billion mark to total $109 billion. Five years ago, when Newzoo launched its first Global Games Market Report, global revenues amounted to approximately $70 billion. A growth of 56% in five years illustrates how game companies have not only pioneered new ways of engaging and entertaining consumers, but have also led the way in innovating business models to suit the digital age. The future outlook for games has never been better but requires a new way of looking at the market. Most games now provide consumers with entertainment on three different levels: playing, viewing, and creating. Game companies are quickly evolving into all-round entertainment companies, pushing engagement time up dramatically and securing gaming’s position as the world’s favorite pastime. Traditional boundaries between games, media, telecom, and sports industries are disappearing and sparking new partnerships and M&A activity across the globe. PETER WARMAN Newzoo CEO & Co-founder “The phase that the games market is now entering is redefining how we talk about our industry, audience, and future. From an industry perspective, the terms ‘game developer’ and ‘publisher’ no longer fit with the games-as-a-service model and the broadening of games as a business. From a consumer perspective, we need to replace ‘gamers’ with ‘game enthusiasts’, as a large part of the fast-growing viewing audience does not play the games it watches. Consumers who no longer have time to play and master games now stay engaged as viewers through esports. Games would not be games if we would not face another year of innovative change.” NEWZOO’S 2017 GLOBAL GAMES MARKET REPORT FOREWORD • Continuous game behavior tracking of 10 million PC gamers across 40 countries. • Device usage data from more than a billion mobile devices worldwide, including China. • Android and iOS monetization metrics based on tracking of 30+ million mobile gamers. • iOS and Google Play app store revenue and download data on 50+ countries. • Primary consumer research and trend data in 28 countries involving more than 80,000 invite-only respondents. NEWZOO’S EXPANDING DATA WAREHOUSE Newzoo’s Global Games Market Reports and the data accessible in our online dashboard are powered by our proprietary Global Games Market Forecast Model. This predictive analytics model combines insights and data feeds from an ever-increasing number of sources, including: • Quarterly game revenue data from more than 100 public and non-public companies. • Continuous tracking of viewer data from streaming platforms. More than 100 local, regional, and global games-related reports published by third parties. • More than 50 (socio-)economic KPIs for the 130 top countries in the world by population. © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 4. 2017 FREE GLOBAL GAMES MARKET REPORT 7 KEY GLOBAL TRENDS 1.
  • 5. 8 2017 FREE GLOBAL GAMES MARKET REPORT OVERALL MARKET TRENDS GAMES ARE RAPIDLY BECOMING THE WORLD’S FAVORITE PASTIME. Consumers are spending more time than ever on games, and this is especially true for the millennial generation. The reason for this is that games now cater to a much wider variety of interests. This includes lean-forward (gaming intensely or casually), lean-back (viewing content created by peers or provided by the pro- fessional gaming scene), creating unique content and sharing (on-demand and live streaming). Viewing professional or amateur game video content is bringing back millions of lapsed gamers who no longer have the time to play but whose passion is reignited by viewing other players and worldwide championships. The term “gamers” is becoming increasingly obsolete, as it fails to capture the variety of ways that games entertain consumers. “Game enthusiasts” would be a more encapsulating term. 1. WITH MORE TIME SPENT ON GAMES, MONEY FOLLOWS. 2. A COMMUNITY-CENTRIC APPROACH IS KEY TO SUSTAINABLE SUCCESS. 3. GAMES ARE RAPIDLY BECOMING THE WORLD’S FAVORITE PASTIME. 2012 2013 2014 2015 2016 2017 2018 2019 2020 $70.57 $76.48 $84.72 $91.91 $101.06 $108.90 $115.83 $122.72 $128.46 GLOBAL GAMES MARKET REVENUE DEVELOPMENT 2012-2020 © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 6. 9 2017 FREE GLOBAL GAMES MARKET REPORT GAME COMPANIES ARE BECOMING GLOBAL ENTERTAINMENT COMPANIES. As game IP turns increasingly into entertainment franchises, game companies are rethinking their strategic position in the broader entertainment industry. Game companies are the champions of interactive entertainment and are outstand- ing at stimulating social, creative, and sharing behavior. They also rely almost entirely on direct consumer spending, as opposed to the advertising-based model of many digital or broadcast media companies. At the same time, the number of hours spent watching non-interactive (video) content around game franchises has exploded and is no longer seen as free marketing but as a serious new business opportunity. As traditional media struggle to offer an interactive component around their content, game companies are quickly learning how to monetize video content and its millions of viewers. This could ultimately lead to a media landscape in which game companies hold a key position, as they master both skills. The biggest game companies already entertain a far greater audience than most of world’s biggest traditional media and entertainment companies. SMARTPHONES ARE SET FOR A NEW WAVE OF INNOVATION. It has now been exactly ten years since the iPhone was introduced. Looking back, it is still remarkable how many step-change innovations were brought together in this new device in terms of user experience, software, screen tech- nology, and hardware. It has taken years for other manufacturers to catch up and many still consider Apple’s iPhones to be the best. However, sales of new devices have slumped recently as the lifespan of high-end devices has increased enormously and the rate of innovation has slowed. The market is now set for a new wave of innovation that will offer new possibilities for developers of games and apps alike and boost the replacement cycle. Crucial developments on the horizon include flexible screens, better battery technology, and the integration of AR and VR into the DNA of smartphones. 1. THE INDUSTRY IS REACHING A TIPPING POINT MOVING FROM PRODUCTS TO SERVICES. 2. GAME COMPANIES ARE BECOMING GLOBAL ENTERTAINMENT COMPANIES. 3. GLOBAL CONSOLIDATION MOVES TO THE NEXT LEVEL. OVERALL INDUSTRY TRENDS TRENDS BY SEGMENT & REGION MOBILE GAMING: FROM EXPLOSIVE TO STABLE GROWTH 1. THE LONG LIFESPAN OF MOBILE GAMES PROVES SKEPTICS WRONG. 2. SMARTPHONES ARE SET FOR A NEW WAVE OF INNOVATION. 3. THE RISE OF THE (MINI-)GAMES AND ALTERNATIVE DISTRIBUTION. © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 7. 2017 FREE GLOBAL GAMES MARKET REPORT 10 TRENDS BY SEGMENT & REGION COMPETITIVE GAMES THE NORM; SAY GOODBYE TO SINGLE PLAYER. As competitive games become increasingly popular on console, publishers are starting to adjust their business models accordingly. Free-to-play multiplayer games are on the rise on consoles, and running games as a service is spreading. Single-player titles, such as Metal Gear Solid V, are on the way out. 1. THE LAST TRADITIONALISTS ARE NOW ON BOARD WITH DIGITAL. 2. COMPETITIVE GAMES THE NORM; SAY GOODBYE TO SINGLE PLAYER. 3. NOT ALL LEGACY FRANCHISES WILL MAKE IT THROUGH THE CHANGE. A RENEWED ATTEMPT FOR CHINESE CONTENT IN THE WEST. The global games market is increasingly aligned in terms of business models, platforms, franchises, and companies. It has given Chinese game companies new confidence to export their successful games to the West. Initial efforts that started five years ago failed and Chinese companies quickly took an alternative route: investments and acquisitions. This year, we expect to see new attempts by Chinese game giants to launch games into Western markets. CHINA: IN THE LEAD IN MANY WAYS 1. A RENEWED ATTEMPT FOR CHINESE CONTENT IN THE WEST. 2. CHINA OPENS SOME DOORS, CLOSES OTHERS. 3. THE GROWING GLOBAL INFLUENCE OF THE CHINESE GAMES MARKET. CONSOLE GAMING: PLAYING CATCH-UPPC GAMING: LEADING, BUT COMPETITION IS INCREASING THE CHINESE APPETITE FOR TOP WESTERN PC GAMES HOLDS THE KEY TO NEW TRULY GLOBAL FRANCHISES. Chinese gamers remain very interested in the top Western PC franchises, even though the majority of the most popular games is home grown. With Tencent opening the door for games such as Rocket League and Overwatch, the success of Western IP in China will lead to new truly global franchises. 1. PC GAMING LEADS A MEDIA REVOLUTION. 2. THE CHINESE APPETITE FOR TOP WESTERN PC GAMES HOLDS THE KEY TO NEW TRULY GLOBAL FRANCHISES. 3. MOBILE FINALLY TAKES A BITE OUT OF PC GAMING REVENUES. © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 8. 2017 FREE GLOBAL GAMES MARKET REPORT 11 2. THE GLOBAL GAMES MARKET
  • 9. 12 2017 FREE GLOBAL GAMES MARKET REPORT The Asia-Pacific region will generate $51.2 billion this year, or 47% of total global game revenues. This growth represents a 9.2% year- on-year increase. Overall, the share of total revenues claimed by each region has remained almost unchanged since 2016. North America is the second-largest region, taking a 25% share of the market. Total revenues in North America will increase year on year by 4.0% to reach $27.0 billion. Most of this growth will come from smartphone gaming, a mature market but certainly not saturated. We see the same trend in EMEA, which will reach $26.2 billion in 2017. Latin America will grow to $4.4. billion in game revenues this year. The fastest-growing region in the coming years will be Rest of Asia (without China, Japan, and Korea), with game revenues growing to $10.5 billion in 2020, up from $4.5 billion in 2016. The Latin American market will also continue its healthy growth and reach $6.3 billion by 2020. THE GLOBAL GAMES MARKET PER REGION 24% 4% 25% 47% 2017 TOTAL $108.9Bn +7.8% YoY $27.0Bn +4.0% YoY $26.2Bn +8.0% $51.2Bn +9.2% YoY ASIA-PACIFIC EUROPE, MIDDLE EAST & AFRICA $4.4Bn +13.9% YoY LATIN AMERICA NORTH AMERICA YoY GLOBAL GAMES MARKET 2017 PER REGION © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 10. 13 2017 FREE GLOBAL GAMES MARKET REPORT Mobile gaming (smartphone and tablet) is the largest segment in 2017, accounting for 42% of the total global market. The segment also has the most gamers with 2.1 billion, the majority of whom are gaming on smartphones. Console is the second-largest segment with revenues of $33.5 billion 2017. PC browser game revenues will decrease by 9.3% to $4.5 billion as gamers continue their transition to mobile. Revenues for boxed/downloaded PC games will also drop by 1.3% to $24.6 billion. PC revenues of public companies decreased in both Western and Asian markets last year, while emerging markets had single-digit growth rates. We now fore- cast boxed/downloaded PC games to reach $24.4 billion in 2020, a significant downward revision of our previous estimate. Mobile will remain the largest segment, growing with a CAGR (2016-2020) of 13.9% to claim 50% of the market by 2020. THE GLOBAL GAMES MARKET PER SEGMENT CONSOLE GAMES TABLET GAMES BOXED/DOWNLOADED PC GAMES 31% 10% 32% 23% 4% 2017 TOTAL $108.9Bn +7.8% YoY $24.8Bn -1.3% YoY BROWSER PC GAMES $35.3Bn +22.0% YoY $10.8Bn +11.4% YoY $33.5Bn +3.6% YoY (SMART)PHONE GAMES SEGMENT BREAKDOWN OF GLOBAL GAMES REVENUES TOWARD 2020 2016 2017 2018 2019 2020 $101.1Bn $108.9Bn $115.8Bn $122.7Bn 25% 5% 4% 4% 3% 28% 10% 32% 31% 30% 29% 32% 10% 10% 10% 35% 38% 23% 21% 20% $128.5Bn 3% 28% 10% 40% 19% CONSOLE TABLET (SMART)PHONE BOXED/DOWNLOADED PC BROWSER PC $4.5Bn -9.3% YoY GLOBAL GAMES MARKET 2017 PER SEGMENT GLOBAL GAMES MARKET 2017 PER SEGMENT © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 11. 2017 FREE GLOBAL GAMES MARKET REPORT 14 3. REGIONAL OVERVIEW
  • 12. 15 2017 FREE GLOBAL GAMES MARKET REPORT TOP 20 COUNTRIES BY GAME REVENUES IN 2017 RANK COUNTRY POP. (M) ONLINE POP. (M) TOTAL REVENUES ($M) 1 CHINA 1,388 802 $27,547 2 UNITED STATES OF AMERICA 326 261 $25,060 3 JAPAN 126 120 $12,546 4 GERMANY 81 73 $4,378 5 UNITED KINGDOM 66 62 $4,218 6 REPUBLIC OF KOREA 51 47 $4,188 7 FRANCE 65 57 $2,967 8 CANADA 37 33 $1,947 9 SPAIN 46 38 $1,913 10 ITALY 60 43 $1,875 11 RUSSIAN FEDERATION 143 113 $1,485 12 MEXICO 130 84 $1,428 13 BRAZIL 211 140 $1,334 14 AUSTRALIA 25 22 $1,234 15 TAIWAN 23 21 $1,029 16 INDONESIA 264 72 $880 17 INDIA 1,343 429 $818 18 TURKEY 80 49 $774 19 SAUDI ARABIA 33 25 $651 20 THAILAND 68 32 $597 © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 13. 16 2017 FREE GLOBAL GAMES MARKET REPORT 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESNAM © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 14. 17 2017 FREE GLOBAL GAMES MARKET REPORT 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESLATAM © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 15. 18 2017 FREE GLOBAL GAMES MARKET REPORT 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESW-EU © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 16. 19 2017 FREE GLOBAL GAMES MARKET REPORT 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUES 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESE-EU © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 17. 2017 FREE GLOBAL GAMES MARKET REPORT 20 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUES 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESMEA © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 18. 21 2017 FREE GLOBAL GAMES MARKET REPORT 2017E GAME REVENUES TOP COUNTRIES BASED ON GAME REVENUESAPAC © NEWZOO 2017 GET THE FULL 110-PAGE REPORT: NEWZOO.COM/GLOBAL-GAMES-MARKET-REPORT
  • 19. 2017 FREE GLOBAL GAMES MARKET REPORT 22 SUBSCRIBE TO THE REAL DEAL THE INDUSTRY STANDARD FOR UNDERSTANDING AND SIZING THE GLOBAL GAMES MARKET Trends, revenue, and gamer forecasts per segment, consumer insights, globally, regionally, and per country. The report comprises of 110 pages of text, tables, and graphs on a global, regional, and country scale. GLOBAL GAMES MARKET Revenues per region and segment | 2015-2020 Gamers per region and segment | 2015-2020 Digital vs. boxed revenue breakdown Revenue share per genre | mobile, PC, and console KEY GLOBAL TRENDS PER SEGMENT RANKINGS Top 35 Public Game Companies by Game Revenues Top 50 countries by Game Revenues REGIONAL MARKET OVERVIEW Revenues per segment | 2015-2020 Gamers per segment | 2015-2020 COUNTRY MARKET OVERVIEW Revenues per segment | 2015-2020 Gamers per segment | 2015-2020 Demographics of gamers per segment SPECIAL FOCUS TOPICS: PC hardware, esports franchises, mobile device specs ANNUAL REPORT 110 pages QUARTELY UPDATE 16 pages DASHBOARD BIME & XLS Client suport included SUBSCRIBE TODAY Wybe Schutte VP Business Development WYBE@NEWZOO.COM $6900 DOWNLOAD THE FACTSHEET MARKET FORECASTS REPORT CONTENT SUMMARY
  • 20. 2017 FREE GLOBAL GAMES MARKET REPORT 23 ABOUT NEWZ00 OUR EXPERTISE OUR SOLUTIONS GLOBAL LEADER IN GAMES, ESPORTS, AND MOBILE INTELLIGENCE MARKET FORECASTS TRACKING DATA Our landmark reports. In-depth market forecasts and trends ensure you never miss an opportunity. Includes quarterly updates and access to our forecast dashboards. Metrics that come straight from the source. Track your market, optimize marketing, and product development while keeping an eye out for blue-ocean opportunities. Understand your most valued consumers’ drivers, attitudes, and behavior. Segment your audience across 28 countries using more than 200 variables. CONSUMER INSIGHTS Annual subscriptions developed for specific markets, industries, or regions. MARKET PACKAGES STARTING AT $25K Annual subscriptions giving access to a specific report or type of market intelligence. STANDARD SUBSCRIPTIONS STARTING AT $7K One-off projects or trackers scoped to specific data, support or reporting needs. CUSTOM SERVICES STARTING AT $50K Our ultimate subscription involving all our market intelligence, support and expertise. PARTNER MODEL STARTING AT $100K OUR MISSION The current pace of change in consumer behavior, media, and technology requires a new type of intelligence firm that is agile, innovative, truly global, and ahead of the curve. We are that firm. As the number one provider of games, esports, and mobile intelligence in the world, we support our global clients daily in growing their businesses. MARKET VS. BUSINESS INTELLIGENCE: BRIDGING THE GAP Newzoo now offers the majority of its market intelligence services in Tableau, enabling clients integration with their business intelligence. FIND OUT MORE AT NEWZOO.COM
  • 21. 2017 FREE GLOBAL GAMES MARKET REPORT 24 WWW.NEWZOO.COM