Product Brochure with summarized information of our publication "Global Digital Gaming Market 2017".
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Product Brochure: Global Digital Gaming Market 2017
1. GLOBAL DIGITAL GAMING MARKET 2017
PUBLICATION DATE: August 2017
PAGE 2 GENERAL INFORMATION I PAGE 3 KEY FINDINGS I PAGE 4-7 TABLE OF CONTENTS I PAGE 8 REPORT-SPECIFIC SAMPLE
CHARTS I PAGE 9 METHODOLOGY I PAGE 10 RELATED REPORTS I PAGE 11 CLIENTS I PAGE 12-13 FREQUENTLY ASKED QUESTIONS I
PAGE 14 ORDER FORM I PAGE 15 TERMS AND CONDITIONS
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GLOBAL DIGITAL GAMING MARKET 2017
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Global Digital Gaming Market 2017
Report
Online Gaming
Asia-Pacific, North America, Europe, Latin America, Middle East &
Africa
Argentina, Brazil, Canada, China, France, Germany, India, Iran, Italy,
Japan, Mexico, Nigeria, Russia, Saudi Arabia, South Korea, Spain,
UAE, UK, USA,
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QUESTIONS
ANSWERED
IN THIS REPORT
How much of global gaming revenue in 2017 is digital?
What are the top 5 countries worldwide by gaming revenues?
What is the current state and the prospects of mobile gaming?
What are the leading digital game titles on different platforms?
How does the development of digital games market vary by region and country?
SECONDARY MARKET
RESEARCH
Our reports are exclusively based on secondary market research. Our researchers derive
information and data from a variety of reliable published sources and compile the data into
understandable and easy-to-use formats.
ADVANTAGES Maximum Objectivity
Reliable Sources
Up-To-Date Analysis
Boardroom-Ready PowerPoint Presentations
Guidance For Strategic Company Decisions
3. GLOBAL DIGITAL GAMING MARKET 2017
MOBILE DRIVES THE GROWTH OF DIGITAL GAME REVENUES WORLDWIDE
Global gaming market revenues are projected to increase by a high one-digit
percentage point in 2017, according to projections cited in this report by yStats.com. At the
same time, digital games, comprised of online, mobile, digital console and digital computer
games, are projected to keep up a double-digit growth in 2017, boosted in the first place by
mobile gaming. With this trend expected to persist, digital could reach more than three-
quarters of global gaming sales by 2021.
Within the mobile segment, smartphone gaming by far outweighs tablet gaming as of
2017. Smartphone is the favorite device of gamers in countries such as China, the USA,
Brazil, the UAE, and others. Last year, the popularity of augmented reality games helped
drive both gaming and app revenues. Among the leading titles, Pokemon GO grossed nearly
one billion dollars in terms of direct spending by gamers. Furthermore, virtual reality (VR)
games are also gaining acceptance following the launch of VR headsets to the mass market.
For example, among frequent video gamers in the USA, one-third stated the intention to
acquire such gaming accessories in 2017, according to a survey cited in yStats.com’s report.
Also among console and computer games, digital game purchase and
microtransactions are on the rise. In Germany, nearly one in four PC and console game
purchases were digital in 2016, and in China, the world’s largest gaming market, only a small
single-digit share of total game revenues were from boxed computer or console games,
with the rest coming from digital purchases and mobile. Still, game purchases from physical
retail are far from extinct: in Brazil, more than 50% of console gamers said in a 2017 survey
that they buy video games in-store rather than digitally, with less than one-third saying the
same about computer games.
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4. GLOBAL DIGITAL GAMING MARKET 2017
TABLE OF CONTENTS (1 OF 4)
MANAGEMENT SUMMARY
GLOBAL DEVELOPMENTS
Global Digital Gaming Market Trends, July 2017
Global Gaming Revenues, in USD billion, and Breakdown by Segment, in %, 2016-2020f
Breakdown of Gaming Revenues by Region, in %, 2017f
Top 5 Countries by Gaming Revenues, in USD billion, and Breakdown by Segment, in %, 2016e
Breakdown of PC/Console Gaming Revenue by Sub-Sector, in %, 2012 & 2021f
Digital Gaming Revenues, in USD billion, 2015 - 2017f
Digital Gaming Revenues, in USD billion, and Number of Users, in millions, by Segment, 2015 - 2017f
Mobile Gaming Revenues, in USD billion, and CAGR, in %, by Two Comparative Estimates, 2016 - 2019f
Mobile Gaming Revenues by Region, in USD billion, 2016
App Store Revenues, in USD billion, and Breakdown by Game and Non-Game, in %, 2016 - 2020
Breakdown of Mobile Gaming App Revenues by Smartphone and Tablet, in USD billion, 2015 - 2020f
Mobile Gaming App Revenues, in USD billion, Year-on-Year Growth, in %, Mobile Share of Gaming Revenues, in %,
and Average Annual Spending per Paying Gamer, in USD, by Region, 2017f
Top 3 Mobile Payment Methods Preferred in Gaming, by Platform, in % of Users, June 2017
Top 10 Grossing Digital Game Titles, by Platform, May 2017
Top 5 Grossing Portable Games, by Platform, 2016
ASIA-PACIFIC
3.1. REGIONAL
Share of Smartphone Users Installing Gaming Apps Every Month, in %, July 2016
3.2. CHINA
Digital Gaming Market Trends, July 2017
Online PC and Mobile Gaming Revenues, in CNY billion, and Year-on-Year Change, in %, 2011 – 2019f
Breakdown of Online Gaming Revenues by PC Client Games, PC Browser Games and Mobile Games, in %, 2011 –
2019f
Number of Online Game Users, in millions, and Penetration, in % of Internet Users, 2015 & 2016
Number of Mobile Online Game Users, in millions, and Penetration, in % of Internet Users, 2015 & 2016
Top 5 Companies by Online Gaming Market Share, in %, Q1 2017
3.3. JAPAN
Online Gaming Revenues, in JPY billion, 2015 & 2016
Breakdown of Online Gaming Revenues by Device, in JPY billion, 2015 & 2016
Top 10 Online Activities, incl. “Online Gaming”, in % of Internet Users, February 2016
Breakdown of Frequency of Playing Smartphone Gaming Apps, in % of Smartphone Gaming App Users, December
2016
Breakdown of Monthly Spending on Mobile Gaming Content, in % of Smartphone Gamers, January 2016
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GLOBAL DIGITAL GAMING MARKET 2017
TABLE OF CONTENTS (2 OF 4)
ASIA-PACIFIC (CONT.)
3.4. SOUTH KOREA
Online Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2014 – 2018f
Mobile Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2014 – 2018f
Breakdown of Market Share by Sectors, in %, 2015
Mobile Gamer Penetration by Age Group, in % of Internet Users, 2016
Breakdown of Number of Mobile Games Downloaded per Month, in % of Mobile Gamers, April 2016
3.5. INDIA
Online Gaming Revenues, in USD million, 2016 & 2021f
Number of Online Gamers, in millions, 2016 & 2021f
Breakdown of Frequency of Mobile Games Download, in % of Smartphone Gamers, June 2016
Breakdown of Monthly In-App Mobile Game Spending, in % of Smartphone Gamers, June 2016
Breakdown of Payment Methods Used in Mobile Gaming, in % of Mobile Gamers Who Make Purchases, June 2016
Top 10 Mobile Games by Combined Downloads from iOS App Store and Google Play, Q2 2016
NORTH AMERICA
4.1. REGIONAL
Digital Gaming Revenues, by the USA and Canada, in USD billion, 2014 - 2018f
4.2. USA
Digital Gaming Market Trends, July 2017
Breakdown of Gaming Revenues by Segment, in % and in USD billion, 2016
Game Content Spending, in USD billion, and Breakdown by Physical and Digital, in %, 2011 - 2016
Mobile Gaming Revenues, in USD billion, 2015 & 2016
Breakdown of Frequency of Playing Games on Mobile Phones, in % of Mobile Users, July 2016
Breakdown of Mobile Gaming Revenues, by Gender and Age Group, Q1 2017
Top 5 Game Titles by Mobile Gaming Revenues Share, in %, Q1 2017
Top 10 Publishers by Mobile Gaming Revenues, in USD million, 2016
4.3. CANADA
Breakdown of Gaming Revenues by Device, in % and in USD billion, 2016e
Breakdown of Devices Used Most Often to Play Games, in % of Gamers, 2012 & 2016
EUROPE
5.1. REGIONAL
Digital Gaming Revenues in the EU5, by Country, in USD billion, 2016e
5.2. UK
Digital Gaming Market Trends, July 2017
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GLOBAL DIGITAL GAMING MARKET 2017
TABLE OF CONTENTS (3 OF 4)
EUROPE (CONT.)
5.2. UK (CONT.)
Breakdown of Gaming Revenues, by Physical and Digital, in GBP million, 2015 & 2016
Total Gaming Revenues, by Segment, in GBP million, 2015 & 2016
Number of Digital Gamers, in millions, and Penetration, in % of Internet Users, 2015 – 2021f
Market Share of Selected Payment Brands in Digital Gaming, in % of Digital Gaming Transactions, 2016
5.3. GERMANY
Breakdown of Digital Games Hardware and Software Revenues by Segment, in EUR million, 2015 & 2016
Breakdown of Game App Revenues, by App Purchase and In-App Purchase, in EUR million, 2015 & 2016
Share of Downloaded PC and Console Games in Total Game Purchase Number and Game Sales, in %, 2012 - 2016
Number of Gamers by Device, in millions, June 2016
5.4. FRANCE
Gaming Revenues by Market Segment, in EUR million, 2015 & 2016
Breakdown of Gaming Revenues by Segment, in %, 2016
Ranking of Devices Used for Gaming, in % of Individuals, October 2016
5.5. SPAIN
Video Game Revenues, by Segment, in EUR million, 2015 - 2020
5.6. ITALY
Breakdown of Video Game Software Sales, by Physical and Digital, in %, 2015 & 2016
Top 10 Grossing Mobile Games in Google Play and iOS Store, June 2017
5.7. RUSSIA
Online Gaming Revenues, in RUB billion, and Year-on-Year Change, in %, 2011 – 2016
Online Gaming Revenues, by Segment, in RUB billion, and CAGR, in %, 2011 – 2016
Online Gaming Revenues, in RUB billion, and Year-on-Year Change, in %, 2014 - 2017f
LATIN AMERICA
6.1. REGIONAL
Top 7 Countries by Digital Gaming Revenues, in USD million, 2016
Breakdown of Digital Gaming Transactions by Payment Method, by Selected Countries, in %, 2016
Breakdown of Gaming Revenues by Device, in USD billion, and Year-on-Year Change, in %, 2016
Breakdown of Total Gaming Revenues by Device, in %, 2016 & 2019f
6.2. BRAZIL
Devices Used and Preferred for Playing Games, in % of Gamers, February 2017
Categories of Mobile Games Played, in % of Mobile Gamers, February 2017
Breakdown of Ways Most Used to Purchase PC Games, in % of PC Gamers, February 2017
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GLOBAL DIGITAL GAMING MARKET 2017
TABLE OF CONTENTS (4 OF 4)
LATIN AMERICA (CONT.)
6.2. BRAZIL (CONT.)
Breakdown of Ways Most Used to Purchase Console Video Games, in % of Console Gamers, February 2017
6.3. MEXICO
Devices Used to Play Games, in % of Gamers, 2016
6.4. ARGENTINA
Mobile Gaming Revenues, in USD million, 2016 & 2021f
MIDDLE EAST & AFRICA
7.1. REGIONAL
Mobile Share of Gaming Revenues, in % and in USD billion, 2017e
7.2. SAUDI ARABIA
Share of Gamers Paying for In-App Purchases, in %, February 2016
7.3. UAE
Share of Gamers Preferring Smartphones to Play, in %, 2016
7.4. Iran
Devices Used to Play Games, in % of Gamers, 2016
7.5. Nigeria
Mobile Gaming Revenues, in USD million, 2014 & 2019f
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9. GENERAL METHODOLOGY OF OUR MARKET REPORTS
Secondary Market Research
The reports are compiled based on secondary market research.
Secondary research is information gathered from previously published
sources. Our reports are solely based on information and data acquired
from national and international statistical offices, industry and trade
associations, business reports, business and company databases,
journals, company registries, news portals and many other reliable
sources. By using various sources we ensure maximum objectivity for all
obtained data. As a result, companies gain a precise and unbiased
impression of the market situation.
Cross referencing of data is conducted in order to ensure
validity and reliability.
The source of information and its release date are provided on
every chart. It is possible that the information contained in one chart is
derived from several sources. If this is the case, all sources are mentioned
on the chart.
The reports include mainly data from the last 12 months prior
to the date of report publication. Exact publication dates are mentioned in
every chart.
Definitions
The reports take into account a broad definition of B2C E-
Commerce, which might include mobile commerce. As definitions may
vary among sources, exact definition used by the source (if available) is
included at the bottom of the chart.
Chart Types
Our reports include text charts, pie charts, bar charts, rankings,
line graphs and tables. Every chart contains an Action Title, which
summarizes the main idea/finding of the chart and a Subtitle, which
provides necessary information about the country, the topic, units or
measures of currency, and the applicable time period(s) to which the data
refers. With respect to rankings, it is possible that the summation of all
categories amounts to more than 100%. In this case, multiple answers were
possible, which is noted at the bottom of the chart.
Report Structure
Reports are comprised of the following elements, in the following
order: Cover page, preface, legal notice, methodology, definitions, table of
contents, management summary (summarizing main information
contained in each section of report) and report content (divided into
sections and chapters). When available, we also include forecasts in our
report content. These forecasts are not our own; they are published by
reliable sources. Within Global and Regional reports, we include all major
developed and emerging markets, ranked in order of importance by using
evaluative criteria such as sales figures.
Notes and Currency Values
If available, additional information about the data collection, for
example the time of survey and number of people surveyed, is provided in
the form of a note. In some cases, the note (also) contains additional
information needed to fully understand the contents of the respective data.
When providing information about amounts of money, local
currencies are most often used. When referencing currency values in the
Action Title, the EUR values are also provided in brackets. The conversions
are always made using the average currency exchange rate for the
respective time period. Should the currency figure be in the future, the
average exchange rate of the past 12 months is used.
METHODOLOGY OF OUR GLOBAL DIGITAL GAMING MARKET 2017
Report Coverage
This report covers the global digital gaming market. It takes into
account a wide definition of digital gaming, including the sale of mobile,
computer and console games and subscriptions through digital retail
channels (online and mobile), as well as in-game digital purchases
(microtransactions).
All global regions are covered, including selected major markets
within each region.
Besides regional and country data, information about global
development is also included in this report.
Report Structure
The opening chapter of the report is devoted to global
development, including worldwide revenue figures, international
comparisons and trends.
The rest of the report is divided by regions. The regions are
presented in the descending order of gaming revenues.
Within each chapter, regional information is provided first,
followed by countries presented in the descending order of gaming
revenues.
The following types of information are included, where
available: breakdown of total gaming revenues, digital gaming revenues
and growth, information about digital gamers and their preferences, such
as devices used to play games.
For selected leading digital gaming markets (China, the USA and
the UK), a chart with an overview of the market was also included,
summarizing important quantitative and qualitative data and trends.
GLOBAL DIGITAL GAMING MARKET 2017
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10. Global M-Commerce 2017
Global Mobile Wallets 2017: Competitors and Market Opportunities
Global Online Payment Methods: Full Year 2016
Global Alternative Online Payment Methods: Full Year 2016
Europe B2C E-Commerce Market 2017
Western Europe B2C E-Commerce Market 2017
Turkey B2C E-Commerce Market 2017
Russia B2C E-Commerce Market 2017
Poland B2C E-Commerce Market 2017
Asia-Pacific B2C E-Commerce Market 2017
South Korea B2C E-Commerce Market 2017
India B2C E-Commerce Market 2017
China B2C E-Commerce Market 2017
Southeast Asia B2C E-Commerce Market 2017
Global Cross-Border B2C E-Commerce 2017
Global Online Travel Market 2016
Global B2C E-Commerce Market 2016
Latin America B2C E-Commerce Market 2016
Africa B2C E-Commerce Market 2016
Middle East B2C E-Commerce Market 2016
June 2017
January 2017
March 2017
March 2017
July 2017
July 2017
July 2017
July 2017
July 2017
June 2017
June 2017
May 2017
May 2017
May 2017
February 2017
October 2016
June 2016
March 2016
May 2016
May 2016
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UPCOMING RELATED REPORTS
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Europe Online Payment Methods: First Half 2017
Asia-Pacific Online Payment Methods: First Half 2017
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August 2017
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