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GLOBAL DIGITAL GAMING MARKET 2019
PUBLICATION DATE: JANUARY 2019
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
PAGE 14 ORDER FORM I PAGE 15 TERMS AND CONDITIONS
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PRODUCT DETAILS Title:
Type of Product:
Category:
Covered Regions:
Covered Countries:
Language:
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Number of Charts:
Global Digital Gaming Market 2019
Report
Other
Asia-Pacific, Europe, Latin America, Middle East and Africa, North
America
Argentina, Brazil, Canada, China, Colombia, France, Germany, India,
Indonesia, Italy, Japan, Mexico, Russia, South Africa, South Korea,
Spain, UAE, UK, USA
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QUESTIONS
ANSWERED
IN THIS REPORT
How much of global gaming revenue in 2018 is digital?
What are the major trends in the online gaming market across various global markets?
What are the leading digital game titles on different platforms?
How high are the rates of smartphone and tablet usage for gaming in various countries worldwide?
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
GLOBAL DIGITAL GAMING MARKET 2019
MOBILE GAMES CONTINUE TO DOMINATE THE GLOBAL GAMING MARKET
The digital gaming market, already the largest share of the overall gaming market,
will maintain its position as the industry shifts further and further away from physical game
sales. By the end of 2018, mobile games will produce the lion’s share of revenue for the
digital gaming market. All things considered, mobile gaming already accounts for more than
75% of total app revenues, according to figures cited in the yStats.com report. Following
mobile gaming, Free-to-Play Mass Multiplayer Online games hold their position as second in
this market, in terms of revenue, with Fortnite: Battle Royale as a massive contributor to this
success.
The world’s largest gaming market, China, has seen persistent growth in the digital
gaming sector with an increasing reliance on mobile gaming. Mobile gaming already plays a
large part in the digital gaming arena in China and, as reported by yStats.com, it will
compose almost two-thirds of revenues for the Chinese digital gaming market by 2020.
Over 50% of mobile internet users in China play games on their mobile devices, amounting
to over 400 million users. Tencent encompasses more than half of the online gaming
market in China, towering over competitors such as Netease. Other top markets such as the
USA and the UK are also experiencing continued growth in digital gaming.
Although mobile gaming outpaces all other forms of gaming in the market with
regards to growth, new console technology has increased developers’ interest in creating
new games for other devices. New devices such as PS4/Pro, Nintendo Switch, and VR
Headsets have shown a great deal of potential for developers and are set to offset
developments for mobile games. As presented in the yStats.com report, Nintendo Switch
and PS4/Pro are now behind PC as the two frontrunners for future projects for game
developers.
GLOBAL DIGITAL GAMING MARKET 2019
3
MANAGEMENT SUMMARY
GLOBAL DEVELOPMENTS
 Global Digital Gaming Market Trends, December 2018
 Global Gaming Revenues, in USD billion, and Breakdown by Segment, in %, 2017-2021f
 Breakdown of Gaming Revenues by Region, in %, 2018e
 Digital Gaming Revenues, in USD billion, 2015 – 2020f
 Digital Gaming Revenues, in USD billion, and Number of Users, in millions, by Segment, 2016 - 2018f
 PC/ Console Revenues, by Segment, in USD billions, 2014 - 2022f
 Mobile Gaming Revenues, in USD billion, and Growth, in %, 2017 - 2021f
 App Revenues, in USD billion, and Breakdown by Game and Non-Game, in %, 2016 – 2021f
 Number of Mobile Gamers, in millions, by Smartphone and Tablet, by Region, 2016 & 2017
 Preferred Channels to Acquire Video Games, in % of Gamers, by Selected Markets, January 2018
 Frequency of Downloading Paid Video Games and Updating the Paid Content, in % of Gamers, by Selected
Markets, January 2018
 Share of Gamers Preferred to Pay via PayPal for Digital Games, in % of Digital Gamers, 2018e
 Top 2 Factors Why Digital Gamers Prefer a Certain Payment Method, in % of Digital Gamers, 2018e
 Platforms That Are Interesting for Game Developers and For Which They Are Currently Developing, in % of
Game Developers, 2018e
 Share of Games in Virtual Reality (VR) Software Revenue, in %, 2017 & 2021f
 Top 10 Grossing Digital Game Titles, by Platform, October 2018
 Top 10 Free-to-Play Grossing Digital Games With the Highest Revenue in Month, in USD million, June 2018
 Top 5 Grossing Portable Games, by Platform, 2017
 Top 10 Mobile Games, by Revenue, in USD million, 2017
ASIA-PACIFIC
3.1. CHINA
 Online PC and Mobile Gaming Revenues, in CNY billion, and Year-on-Year Change, in %, 2014 – 2022f
 Mobile Gaming Revenues, in CNY billion, and Year-on-Year Change, in %, 2014 – 2020f
 Breakdown of Online Gaming Revenues by PC Client Games, PC Browser Games and Mobile Games, in %,
2014 – 2022f
 Number of Online Game Users, in millions, and Penetration, in % of Internet Users, 2015 -2017
 Number of Mobile Online Game Users, in millions, and Penetration, in % of Mobile Internet Users, 2015 -2017
 Top Companies by Online Gaming Market Share, in %, Q2 2018
 Mobile Gaming Revenues, in USD billion, 2017 & 2018e
 Top 10 Mobile Grossing Game Titles, by iOS and Android, March 2018
3.2. JAPAN
 Online Gaming Revenues, in JPY billion, 2015 – 2017
 Breakdown of Online Gaming Revenues by Device, in JPY billion, 2016 & 2017
 Share of Online Gaming Users, by Age, in % of Internet Users, 2017
3
2
GLOBAL DIGITAL GAMING MARKET 2019
TABLE OF CONTENTS (1 OF 4)
4
1
5
5
ASIA-PACIFIC (CONT.)
3.3. SOUTH KOREA
 Online Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2015 – 2019f
 Mobile Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2015 – 2019f
 Online Gamer Penetration, in % of Internet Users, 2017
 Smartphone Application Gamer Penetration by Age Group, in % of Smartphone Owners, 2017
 Breakdown of Number of Mobile Games Downloaded per Month, in % of Mobile Gamers, January 2018
3.4. INDIA
 Online Gaming Revenues, in USD billion, 2017 & 2022f
 Mobile Gaming Revenues, in USD billion, 2017 - 2020f
 Categories Researched on the Mobile Internet, incl. Games, in % of Mobile Internet Users, and Breakdown of Daily
Time Spent on Mobile Internet by Category, in %, incl. “Games”, Q2 2017
3.5. INDONESIA
 Activities Performed via Smartphone, incl. “Play Games”, in % of Smartphone Users, July 2017
NORTH AMERICA
4.1. USA
 Breakdown of Gaming Revenues by Segment, in % and in USD billion, 2017
 Game Content Spending, in USD billion, and Breakdown by Physical and Digital, in %, 2011 - 2017
 Devices Used to Play Games, in % of Gamers, June 2018
 Shares of Gamers Who Mostly/ Only Purchase Digital or Physical Games, in % Gamers, 2018e
 Breakdown of Frequency of Playing Games on Mobile Phones, in % of Mobile Gaming App Users, July 2017
 In-Game Spending in Digital Game Revenue, in %, 2017
 Top 3 Mobile Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018
 Top 10 Mobile Paid and Grossing Game Titles, by iOS and Android, September 2018
4.2. CANADA
 Devices Used to Play Games, in % of Gamers, June 2018
EUROPE
5.1. UK
 Breakdown of Gaming Revenues, by Physical and Digital, in GBP million, 2016 & 2017
 Total Gaming Revenues, by Segment, in GBP million, 2016 & 2017
 Ranking of Devices Used for Gaming, in % of Gamers, May 2018
 Top 3 Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018
GLOBAL DIGITAL GAMING MARKET 2019
TABLE OF CONTENTS (2 OF 4)
3
4
5
6
6
EUROPE (CONT.)
5.2. GERMANY
 Breakdown of Digital Games Hardware and Software Revenues by Segment, in EUR million, 2016 & 2017
 Share of Downloaded PC and Console Games in Total Game Purchase Number and Game Sales, in %, 2012 – 2017
 Number of Gamers by Device, in millions, 2016 & 2017
 Breakdown of Game App Revenues, by App Purchase and In-App Purchase, in EUR million, 2015 – 2017
 Top 3 Mobile Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018
5.3. FRANCE
 Breakdown of Gaming Revenues by Segment, in %, 2017
 Breakdown of Gaming Software Revenues by Platform, in %, 2017
 Ranking of Devices Used for Gaming, in % of Individuals, October 2016 & 2017
5.4. SPAIN
 Video Game Revenues, by Segment, in EUR million, 2016 – 2022f
5.5. ITALY
 Breakdown of Video Game Software Sales, by App, Physical and Digital (Console, PC), in %, 2017
 Share of Mobile Gaming Users, by Age, in % of Gamers, 2017
 Top 10 Video Games, by Downloads on PC/ Console and App, 2017
5.6. RUSSIA
 Share of Internet Users Playing Games, by Device and Gender, in % of Internet User, 2018e
 Top 10 Mobile Free-to-Play Games by Revenue, by iOS and Android, October 2017
LATIN AMERICA
6.1. REGIONAL
 Breakdown of Preferred Payment Methods to Pay for Digital Games, by Selected Countries, in %, 2018e
6.2. BRAZIL
 Top 3 Devices Used for Playing Games, in % of Gamers, March 2018
 Breakdown of Devices Preferred for Playing Games, in % of Gamers, March 2018
 Categories of Mobile Apps Downloaded, in % of Gamers, February 2017
 Breakdown Mobile Gamers by Attitude to Pay for Games, in % of Gamers, March 2018
6.3. MEXICO
 Devices Used to Play Games, in % of Gamers, H1 2018
6.4. ARGENTINA
 Breakdown of Mobile Game Players by Age and Gender, in %, 2017e
6.5. COLOMBIA
 Online Activities Performed at Least Weekly, by Smartphone and Desktop/ Laptop, in % of Internet Users, April 2017
5
GLOBAL DIGITAL GAMING MARKET 2019
TABLE OF CONTENTS (3 OF 4)
6
7
7
MIDDLE EAST AND AFRICA
7.1. REGIONAL
 Mobile Gamer Penetration, by Age and Gender, in Selected Countries, in % of Smartphone Owners, 2018e
 Mobile Gaming Market Revenues, in USD billion, 2015 & 2022f
 Share of Mobile Gamers Localized into Arabic, in %, February 2018
7.2. UAE
 Breakdown of Mobile Gamers by Attitude Towards Paid Content, by Gamers Who Pay for Extra Lives and Who Watch
Video Ads in Order to Get Extra Life for Free, in %, 2018e
7.3. SOUTH AFRICA
 Frequency of Playing Games on Mobile, in % of Mobile Gamers, 2018e
7
GLOBAL DIGITAL GAMING MARKET 2019
TABLE OF CONTENTS (4 OF 4)
8
8
GLOBAL DIGITAL GAMING MARKET 2019
REPORT-SPECIFIC SAMPLE CHARTS
9
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 2019
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 2019
9
METHODOLOGY
Global B2C E-Commerce Market 2018
Global Cross-Border B2C E-Commerce 2018
Global Omnichannel Commerce Trends 2018
Global M-Commerce
Global Digital Gaming Market 2017
Global Consumer Electronics B2C E-Commerce 2018
Global Clothing B2C E-Commerce 2018
Global Online Travel Market 2018
Global Online Airline Booking Market 2018
Global Online Accommodation Booking Market 2018
Global B2B E-Commerce Market 2018
Global B2B Payments Trends 2018
Asia-Pacific B2C E-Commerce Market 2018
North America B2C E-Commerce Market 2018
Europe B2C E-Commerce Market 2018
Latin America B2C E-Commerce Market 2018
July 2018
September 2018
December 2018
December 2018
August 2017
November 2018
December 2018
October 2018
October 2018
October 2018
September 2018
October 2018
June 2018
November 2018
September 2018
November 2018
€ 4,950
€ 2,950
€ 950
€ 1,450
€ 1,450 € 950
€ 1,950
€ 2,950
€ 1,950
€ 950
€ 950
€ 1,950
€ 950
€ 3,950
€ 950
€ 3,950
€ 1,950
Middle East B2C E-Commerce Market 2018
Africa B2C E-Commerce Market 2018
Global Online Payment Methods: Full Year 2017
Europe Online Payment Methods: Full Year 2017
January 2018
March 2018
July 2018
July 2018
€ 1,950
€ 1,950
€ 2,950
€ 1,950
Asia-Pacific Online Payment Methods: Full Year 2017
North America Online Payment Methods: Full Year 2017
Middle East and Africa Online Payment Methods: Full Year 2017
June 2018
July 2018
July 2018
€ 1,950
€ 950
€ 950
UPCOMING RELATED REPORTS
REPORT PUBLICATION
DATE
PRICE*
Pakistan B2C E-Commerce Market 2018 January 2019 € 750
GLOBAL DIGITAL GAMING MARKET 2019
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Product Brochure: Global Digital Gaming Market 2019

  • 1. GLOBAL DIGITAL GAMING MARKET 2019 PUBLICATION DATE: JANUARY 2019 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 PAGE 14 ORDER FORM I PAGE 15 TERMS AND CONDITIONS
  • 2. 2 2 PRODUCT DETAILS Title: Type of Product: Category: Covered Regions: Covered Countries: Language: Formats: Number of Charts: Global Digital Gaming Market 2019 Report Other Asia-Pacific, Europe, Latin America, Middle East and Africa, North America Argentina, Brazil, Canada, China, Colombia, France, Germany, India, Indonesia, Italy, Japan, Mexico, Russia, South Africa, South Korea, Spain, UAE, UK, USA English PDF & PowerPoint 100 PRICES* Single User License: Site License: Global Site License: € 1,450 (exc. VAT) € 2,175 (exc. VAT) € 2,900 (exc. VAT) We occasionally offer a discount on selected reports as newer reports are published. Please see the most up-to-date pricing on our website www.ystats.com. QUESTIONS ANSWERED IN THIS REPORT How much of global gaming revenue in 2018 is digital? What are the major trends in the online gaming market across various global markets? What are the leading digital game titles on different platforms? How high are the rates of smartphone and tablet usage for gaming in various countries worldwide? 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 GLOBAL DIGITAL GAMING MARKET 2019
  • 3. MOBILE GAMES CONTINUE TO DOMINATE THE GLOBAL GAMING MARKET The digital gaming market, already the largest share of the overall gaming market, will maintain its position as the industry shifts further and further away from physical game sales. By the end of 2018, mobile games will produce the lion’s share of revenue for the digital gaming market. All things considered, mobile gaming already accounts for more than 75% of total app revenues, according to figures cited in the yStats.com report. Following mobile gaming, Free-to-Play Mass Multiplayer Online games hold their position as second in this market, in terms of revenue, with Fortnite: Battle Royale as a massive contributor to this success. The world’s largest gaming market, China, has seen persistent growth in the digital gaming sector with an increasing reliance on mobile gaming. Mobile gaming already plays a large part in the digital gaming arena in China and, as reported by yStats.com, it will compose almost two-thirds of revenues for the Chinese digital gaming market by 2020. Over 50% of mobile internet users in China play games on their mobile devices, amounting to over 400 million users. Tencent encompasses more than half of the online gaming market in China, towering over competitors such as Netease. Other top markets such as the USA and the UK are also experiencing continued growth in digital gaming. Although mobile gaming outpaces all other forms of gaming in the market with regards to growth, new console technology has increased developers’ interest in creating new games for other devices. New devices such as PS4/Pro, Nintendo Switch, and VR Headsets have shown a great deal of potential for developers and are set to offset developments for mobile games. As presented in the yStats.com report, Nintendo Switch and PS4/Pro are now behind PC as the two frontrunners for future projects for game developers. GLOBAL DIGITAL GAMING MARKET 2019 3
  • 4. MANAGEMENT SUMMARY GLOBAL DEVELOPMENTS  Global Digital Gaming Market Trends, December 2018  Global Gaming Revenues, in USD billion, and Breakdown by Segment, in %, 2017-2021f  Breakdown of Gaming Revenues by Region, in %, 2018e  Digital Gaming Revenues, in USD billion, 2015 – 2020f  Digital Gaming Revenues, in USD billion, and Number of Users, in millions, by Segment, 2016 - 2018f  PC/ Console Revenues, by Segment, in USD billions, 2014 - 2022f  Mobile Gaming Revenues, in USD billion, and Growth, in %, 2017 - 2021f  App Revenues, in USD billion, and Breakdown by Game and Non-Game, in %, 2016 – 2021f  Number of Mobile Gamers, in millions, by Smartphone and Tablet, by Region, 2016 & 2017  Preferred Channels to Acquire Video Games, in % of Gamers, by Selected Markets, January 2018  Frequency of Downloading Paid Video Games and Updating the Paid Content, in % of Gamers, by Selected Markets, January 2018  Share of Gamers Preferred to Pay via PayPal for Digital Games, in % of Digital Gamers, 2018e  Top 2 Factors Why Digital Gamers Prefer a Certain Payment Method, in % of Digital Gamers, 2018e  Platforms That Are Interesting for Game Developers and For Which They Are Currently Developing, in % of Game Developers, 2018e  Share of Games in Virtual Reality (VR) Software Revenue, in %, 2017 & 2021f  Top 10 Grossing Digital Game Titles, by Platform, October 2018  Top 10 Free-to-Play Grossing Digital Games With the Highest Revenue in Month, in USD million, June 2018  Top 5 Grossing Portable Games, by Platform, 2017  Top 10 Mobile Games, by Revenue, in USD million, 2017 ASIA-PACIFIC 3.1. CHINA  Online PC and Mobile Gaming Revenues, in CNY billion, and Year-on-Year Change, in %, 2014 – 2022f  Mobile Gaming Revenues, in CNY billion, and Year-on-Year Change, in %, 2014 – 2020f  Breakdown of Online Gaming Revenues by PC Client Games, PC Browser Games and Mobile Games, in %, 2014 – 2022f  Number of Online Game Users, in millions, and Penetration, in % of Internet Users, 2015 -2017  Number of Mobile Online Game Users, in millions, and Penetration, in % of Mobile Internet Users, 2015 -2017  Top Companies by Online Gaming Market Share, in %, Q2 2018  Mobile Gaming Revenues, in USD billion, 2017 & 2018e  Top 10 Mobile Grossing Game Titles, by iOS and Android, March 2018 3.2. JAPAN  Online Gaming Revenues, in JPY billion, 2015 – 2017  Breakdown of Online Gaming Revenues by Device, in JPY billion, 2016 & 2017  Share of Online Gaming Users, by Age, in % of Internet Users, 2017 3 2 GLOBAL DIGITAL GAMING MARKET 2019 TABLE OF CONTENTS (1 OF 4) 4 1
  • 5. 5 5 ASIA-PACIFIC (CONT.) 3.3. SOUTH KOREA  Online Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2015 – 2019f  Mobile Gaming Revenues, in KRW billion, and Year-on-Year Change, in %, 2015 – 2019f  Online Gamer Penetration, in % of Internet Users, 2017  Smartphone Application Gamer Penetration by Age Group, in % of Smartphone Owners, 2017  Breakdown of Number of Mobile Games Downloaded per Month, in % of Mobile Gamers, January 2018 3.4. INDIA  Online Gaming Revenues, in USD billion, 2017 & 2022f  Mobile Gaming Revenues, in USD billion, 2017 - 2020f  Categories Researched on the Mobile Internet, incl. Games, in % of Mobile Internet Users, and Breakdown of Daily Time Spent on Mobile Internet by Category, in %, incl. “Games”, Q2 2017 3.5. INDONESIA  Activities Performed via Smartphone, incl. “Play Games”, in % of Smartphone Users, July 2017 NORTH AMERICA 4.1. USA  Breakdown of Gaming Revenues by Segment, in % and in USD billion, 2017  Game Content Spending, in USD billion, and Breakdown by Physical and Digital, in %, 2011 - 2017  Devices Used to Play Games, in % of Gamers, June 2018  Shares of Gamers Who Mostly/ Only Purchase Digital or Physical Games, in % Gamers, 2018e  Breakdown of Frequency of Playing Games on Mobile Phones, in % of Mobile Gaming App Users, July 2017  In-Game Spending in Digital Game Revenue, in %, 2017  Top 3 Mobile Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018  Top 10 Mobile Paid and Grossing Game Titles, by iOS and Android, September 2018 4.2. CANADA  Devices Used to Play Games, in % of Gamers, June 2018 EUROPE 5.1. UK  Breakdown of Gaming Revenues, by Physical and Digital, in GBP million, 2016 & 2017  Total Gaming Revenues, by Segment, in GBP million, 2016 & 2017  Ranking of Devices Used for Gaming, in % of Gamers, May 2018  Top 3 Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018 GLOBAL DIGITAL GAMING MARKET 2019 TABLE OF CONTENTS (2 OF 4) 3 4 5
  • 6. 6 6 EUROPE (CONT.) 5.2. GERMANY  Breakdown of Digital Games Hardware and Software Revenues by Segment, in EUR million, 2016 & 2017  Share of Downloaded PC and Console Games in Total Game Purchase Number and Game Sales, in %, 2012 – 2017  Number of Gamers by Device, in millions, 2016 & 2017  Breakdown of Game App Revenues, by App Purchase and In-App Purchase, in EUR million, 2015 – 2017  Top 3 Mobile Payment Methods Preferred in Gaming, by Platform, in % of Gamers, May 2018 5.3. FRANCE  Breakdown of Gaming Revenues by Segment, in %, 2017  Breakdown of Gaming Software Revenues by Platform, in %, 2017  Ranking of Devices Used for Gaming, in % of Individuals, October 2016 & 2017 5.4. SPAIN  Video Game Revenues, by Segment, in EUR million, 2016 – 2022f 5.5. ITALY  Breakdown of Video Game Software Sales, by App, Physical and Digital (Console, PC), in %, 2017  Share of Mobile Gaming Users, by Age, in % of Gamers, 2017  Top 10 Video Games, by Downloads on PC/ Console and App, 2017 5.6. RUSSIA  Share of Internet Users Playing Games, by Device and Gender, in % of Internet User, 2018e  Top 10 Mobile Free-to-Play Games by Revenue, by iOS and Android, October 2017 LATIN AMERICA 6.1. REGIONAL  Breakdown of Preferred Payment Methods to Pay for Digital Games, by Selected Countries, in %, 2018e 6.2. BRAZIL  Top 3 Devices Used for Playing Games, in % of Gamers, March 2018  Breakdown of Devices Preferred for Playing Games, in % of Gamers, March 2018  Categories of Mobile Apps Downloaded, in % of Gamers, February 2017  Breakdown Mobile Gamers by Attitude to Pay for Games, in % of Gamers, March 2018 6.3. MEXICO  Devices Used to Play Games, in % of Gamers, H1 2018 6.4. ARGENTINA  Breakdown of Mobile Game Players by Age and Gender, in %, 2017e 6.5. COLOMBIA  Online Activities Performed at Least Weekly, by Smartphone and Desktop/ Laptop, in % of Internet Users, April 2017 5 GLOBAL DIGITAL GAMING MARKET 2019 TABLE OF CONTENTS (3 OF 4) 6
  • 7. 7 7 MIDDLE EAST AND AFRICA 7.1. REGIONAL  Mobile Gamer Penetration, by Age and Gender, in Selected Countries, in % of Smartphone Owners, 2018e  Mobile Gaming Market Revenues, in USD billion, 2015 & 2022f  Share of Mobile Gamers Localized into Arabic, in %, February 2018 7.2. UAE  Breakdown of Mobile Gamers by Attitude Towards Paid Content, by Gamers Who Pay for Extra Lives and Who Watch Video Ads in Order to Get Extra Life for Free, in %, 2018e 7.3. SOUTH AFRICA  Frequency of Playing Games on Mobile, in % of Mobile Gamers, 2018e 7 GLOBAL DIGITAL GAMING MARKET 2019 TABLE OF CONTENTS (4 OF 4)
  • 8. 8 8 GLOBAL DIGITAL GAMING MARKET 2019 REPORT-SPECIFIC SAMPLE CHARTS
  • 9. 9 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 2019 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 2019 9 METHODOLOGY
  • 10. Global B2C E-Commerce Market 2018 Global Cross-Border B2C E-Commerce 2018 Global Omnichannel Commerce Trends 2018 Global M-Commerce Global Digital Gaming Market 2017 Global Consumer Electronics B2C E-Commerce 2018 Global Clothing B2C E-Commerce 2018 Global Online Travel Market 2018 Global Online Airline Booking Market 2018 Global Online Accommodation Booking Market 2018 Global B2B E-Commerce Market 2018 Global B2B Payments Trends 2018 Asia-Pacific B2C E-Commerce Market 2018 North America B2C E-Commerce Market 2018 Europe B2C E-Commerce Market 2018 Latin America B2C E-Commerce Market 2018 July 2018 September 2018 December 2018 December 2018 August 2017 November 2018 December 2018 October 2018 October 2018 October 2018 September 2018 October 2018 June 2018 November 2018 September 2018 November 2018 € 4,950 € 2,950 € 950 € 1,450 € 1,450 € 950 € 1,950 € 2,950 € 1,950 € 950 € 950 € 1,950 € 950 € 3,950 € 950 € 3,950 € 1,950 Middle East B2C E-Commerce Market 2018 Africa B2C E-Commerce Market 2018 Global Online Payment Methods: Full Year 2017 Europe Online Payment Methods: Full Year 2017 January 2018 March 2018 July 2018 July 2018 € 1,950 € 1,950 € 2,950 € 1,950 Asia-Pacific Online Payment Methods: Full Year 2017 North America Online Payment Methods: Full Year 2017 Middle East and Africa Online Payment Methods: Full Year 2017 June 2018 July 2018 July 2018 € 1,950 € 950 € 950 UPCOMING RELATED REPORTS REPORT PUBLICATION DATE PRICE* Pakistan B2C E-Commerce Market 2018 January 2019 € 750 GLOBAL DIGITAL GAMING MARKET 2019 10
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