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RESEARCH ON INTERNATIONAL MARKETS
Provided by
April 2015
We deliver the facts – you make the decisions
RESEARCH ON INTERNATIONAL MARKETS
22
PREFACE
Market reports by yStats.com inform top managers about recent market trends and assist with strategic company decisions.
A list of advantages
 yStats.com provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As
a result companies get a precise and unbiased impression of the market situation.
 The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry
and trade associations, business reports, business and company databases, journals, company registries and news portals.
 Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the
original studies is correctly interpreted.
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adapted.
 If required, yStats.com provides in-depth analysis for all research projects. Simply send us a request.
Terms of use and copyright conditions
 This report is copyrighted. All rights reserved and no part of this report may be reproduced, stored in a retrieval system or transmitted in any form
without the prior permission of the publishers.
 The information in this report does not constitute the provision of investment, legal or tax advise. Any views expressed reflect the current views of
the original authors, which do no necessarily correspond to the opinions of yStats.com GmbH & Co. KG.
 The information in this report is provided for informational purposes only and without any obligation, whether contractual or otherwise. No warranty
or representation is made as to the correctness, completeness and accuracy of the information given or the assessments made.
 We have taken every precaution to ensure that details provided in this report are accurate. The publishers are not liable for any omissions, errors
or incorrect insertions, nor for any interpretations made from the document.
© Copyright 2015. yStats.com GmbH & Co. KG, 22765 Hamburg, Germany.
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3
Methodology (1 of 2)
This Market report by yStats.com is produced in a holistic approach to provide relevant information about the online gaming market in the
relevant region.
 This report includes the results of secondary market research: By using various sources we ensure maximum objectivity for all obtained data.
As a result companies get a precise and unbiased impression of the market situation.
 This report covers the online gaming. It takes into account a wide definition of online gaming, including mobile and social gaming.
 Cross referencing of data was conducted in order to ensure validity and reliability.
 The report contains a Management Summary, summarizing the main information provided in each chapter.
 Besides providing information on the specific topic, every chart contains an Action Title, which summarizes the main statement of the chart and
a Sub Title, which gives information about the country, the topic, the unit or currency, and the time period the data on the chart refers to.
 Furthermore, the source of information and its release date are provided on every chart. It is possible that the information included in one chart
is derived from several sources. Then, all sources are mentioned on the chart.
 This report also includes rankings. Within these rankings, it is possible that the total amount adds up to more than 100%. If this is the case,
multiple answers were possible, and this is then mentioned in the note of the chart.
 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, currency is generally mentioned as stated in the source. When referencing money 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 12 months prior to the publication was
used.
 This report includes mainly data from the last 12 months. The exact publication dates are mentioned in every chart.
3
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RESEARCH ON INTERNATIONAL MARKETS
4
Methodology (2 of 2)
 This report covers the online gaming market. It takes into account a wide definition of online gaming, including mobile games.
 The opening chapter of the report is devoted to global development, including revenues and trends. In particular, mobile and social gaming
trends were covered.
 The next chapter covers regional development and country comparisons.
 The rest of the report is divided by sub-regions. Within the sub-regions, countries are presented in the descending order of total gaming
revenues.
 For the leading countries in the region, an overview of the market was presented first, summarizing important quantitative and qualitative data
and trends. Afterwards, depending on data availability, the following information was presented: breakdown of total gaming revenues, including
online and mobile, online/mobile gaming revenues growth, information about online/mobile gamers and gaming companies based in this
country.
 For the remaining countries, available quantitative information about the online and mobile gaming market development was presented, such as
revenues, penetration of online/mobile gamers and devices used to play games.
4
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RESEARCH ON INTERNATIONAL MARKETS
5
The following expressions and definitions are used in this Online Gaming Market report*:
 Online Gaming: games played on a PC with Internet connection required. Includes MMOs, social games, casual games and mobile games.
 Mobile Gaming: refers to games played on a mobile device, such as tablet or smartphone.
 Social Gaming: online games played via social media platforms.
 Casual Games: Games played on or downloaded from casual game websites including premium versions of games; excludes social networks.
 MMO Games: Massive Multiplayer Online Games, often referred to as MMOs and Virtual Worlds
 Console Games: games played on video game consoles.
 PC/ Mac Boxed Games: Games on CD or DVD (boxed product) that are installed on a PC, Laptop or Mac before playing.
 PC/ Mac Downloaded Games: Games that are downloaded and installed on a PC, Laptop or Mac before playing; excludes MMO game downloads
and premium casual games from casual game websites.
 Video Games: Games that are played by manipulating electronic images produced by a software.
 Free-to-Play Games: also called freemium games, games that are free to enter and play, but require the player to pay a premium for additional
content and special features.
 Pay-to-Play Games: games that require players to pay in order to enter.
 In-Game Purchases: non-physical items that are purchased by a player to improve a character in game of enhance playing experience, includes
virtual goods.
 ESports: also called competitive gaming, refers to organized multiplayer video game contests.
Definitions
Note: *specific definitions used by sources may differ from these definitions; definitions used by the source are mentioned on the charts, where available
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (1 of 6)
1. Management Summary
2. Global
• Overview of Online Gaming Market, March 2015
• Breakdown of Total Gaming Revenues, by Segment, in % and in USD billion, in % Year-on-Year Change and Number of Gamers, in millions,
2014e
• Digital Gaming Revenues, in USD billion, and in % Share on Total Gaming Revenues, 2013 & 2018f
• Top 10 Countries by PC Online Gamer Penetration on Internet Users, in %, H2 2014
• Top 10 PC/MMO Games, by Rank, October 2014
• Overview of Mobile Gaming Market, March 2015
• Breakdown of Mobile Gaming Revenues, by Smartphone and Tablet, in USD billion, 2013 - 2015f & 2017f
• Mobile Gaming Revenues, in USD billion, 2013 - 2016f
• Reasons for Mobile Gaming Purchase, in % of Paying Mobile Gamers, by Smartphone and Tablet, 2014e
• Top 3 Mobile Games, by Revenues, in USD billion, 2014
• Top Grossing Mobile Games on Google Play (Android), March 2015, and iOS App Store, 2014
• Overview of Social Gaming Market, March 2015
• Social Gaming Revenues, in USD billion, 2012 & 2019f
3. Europe
3.1. Regional
• Share of Individuals in the EU who Play Networked Games with Other Persons Online, in %, by Countries, 2012 & 2014
6
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (2 of 6)
3. Europe (cont.)
3.2. Western Europe
3.2.1. Germany
• Overview of Online Gaming Market, March 2015
• Breakdown of the Digital Games and Hardware Revenues, by Segments, in EUR million, 2013&2014
• Breakdown of Gaming Revenues, by Segments, in EUR million, 2013 & 2014e
• Mobile Gaming Revenues, in EUR million, and in % Year-on-Year Change, 2010 - 2014e
• Devices Used to Play Games, in % of Gamers, 2013 & 2014
• Number of Online and Mobile Gamers, by Platform Type, in millions, H1 2013 & H1 2014
• Interactive Activities Carried Out Online, incl. “Play with Other Persons”, in % of Internet Users, by Age and Gender, Q1 2014
• Breakdown of Preferences for Game Types, by “Playing Alone”, “Playing with Others in the Same Room”, “Playing with Others Over the
Internet”, by Age Group, in % of Gamers, 2013 & 2014
• Top Ten Mobile Games in Downloads and Revenue, by Rank, 2014
• Overview of Selected Germany-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Revenue, March
2015
3.2.2. UK
• Overview of Online Gaming Market, March 2015
• Breakdown of Games Market Value, by Physical and Digital, in % and in GBP million, 2013 & 2014
• Online Games Sales, in GBP million, and Share on Total Retail Sales of Games, in %, 2013 & 2014
• Online Gaming Revenues, in GBP million, and in % Year-on-Year Change, 2011 - 2014
• Mobile Gaming Revenues, in GBP million, 2013 & 2014
• Breakdown of Gaming Industry Revenues, by Segment, in % and in GBP million, 2014
• Share of Online Gamers on Internet Users, by Age Group, in %, 2013
7
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (3 of 6)
3. Europe (cont.)
3.2. Western Europe (cont.)
3.2.2. UK (cont.)
• Types of Games Played Online, in % of Online Gamers, 2013
• Products Purchased Online, incl. “Video Games Software and Upgrades”, in % of Individuals, 2013 & 2014
• Products Purchased Online, incl. “Video Games Software and Upgrades”, in % of Individuals, by Gender & Age, 2014
• Breakdown of Time Spent Playing Video Games, by Device Used and by Game Type, in %, H1 2014
• Devices Used to Play Video Games, in % of Internet Users, H1 2014
• Breakdown of Game App Revenues in Google Play, by Game Types, October 2014
• Number of Gaming Companies Active in the UK, 2014 and Platforms Specialized in, by Rank Based on Companies Number, 2014
3.2.3. France
• Overview of Online Gaming Market, March 2015
• Breakdown of Gaming Revenues by Segment, in % and in EUR million, 2014
• Mobile Gaming Revenues, in EUR million, 2013 & 2014
• Breakdown of Gamers, by “Playing Exclusively Online”, “Exclusively Offline” and “Both Online and Offline”, in %, September 2014
• Platforms Used to Play Video Games, in % of Gamers, October 2014
• Devices Used to Play Video Games, in % of Gamers, 2013 & 2014
• Share of Individuals Playing Games Online, in %, September 2014
• Types of Digital Games Played, by Platform, in % of Gamers, October 2014
• Breakdown of Average Spending on Online Games, by Game Type, in % of Paying Gamers, 12 Months to October 2014
• Game Genres Played Online, by Free-to-Play and Paid, in % of Online Gamers, 12 Months to October 2014
• Sites Used to Obtain Online Games, in % of Online Gamers, October 2014
• Top 3 Game Genres, by Online, Offline, Tablet and Smartphone, in % of Online/Offline/ Smartphone/Tablet Gamers, September 2014
8
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (4 of 6)
3. Europe (cont.)
3.2. Western Europe (cont.)
3.2.3. France (cont.)
• Products Purchased Online, incl. “Games and Toys”, in % of Internet Users, Q1 2014
• Overview of Selected France-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Total Revenue, March
2015
3.2.4. Spain
• Breakdown of Total Gaming Revenues, by Segment, Q1 2014 - Q3 2014
• Number of Gamers in millions and in % of Population, by Platform, Q2 2014
• Total Gaming Revenues, in EUR million, 2013 - 2017f and Breakdown of Total Video Gaming Revenues, by Physical and Online, in %, 2013
3.2.5. Italy
• Number of Internet Users Who Play or Download Games Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014
• Number of Internet Users Who Play Networked Games with Other Persons Online, in thousands and in % of Total Internet Users, by Age and
Gender, Q1 2014
• Share of Internet Users Playing Games Online at Least Weekly, by Playing on Smartphone, Tablet and Computer, Q1 2014
3.2.6. Netherlands
• Breakdown of Gaming Software Revenues, by Segments, in EUR million, 2012 & 2013
• Activities Carried Out on Smartphones and Tablets, in % of Device Users, incl. “Games”, December 2014
9
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (5 of 6)
3. Europe (cont.)
3.3. Eastern Europe
3.3.1. Sub-Regional
• Breakdown of Free-to-Play MMO Gaming Revenues, by Selected Countries, in USD million, 2013 - 2017f
3.3.2. Russia
• Overview of Online Gaming Market, March 2015
• Online Gaming Revenues, in RUB billion, 2012, 2013 & 2014e
• Social Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 – 2013
• Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 – 2013
• Share of Internet Users who Played or Downloaded Games Online, by Total, Gender and Location, in %, 2013
• Share of Paying Gamers, in %, by MMO, Casual and Social Games, 2013
• Product Categories Purchased Online, incl. “Video Games and Update”, in % of Online Shoppers, 2013
• Product Categories Purchased Online, incl. “Video Games and Update”, in % of Online Shoppers in Relevant Group, by Gender and Location,
2013
3.3.3. Turkey
• Devices Connected to the Internet, in % Households with Internet Access, incl. “Game Console”, Q1 2014
• Online Activities, incl. “Playing Networked Games with Other Persons”, in % of Internet Users, Q1 2014
• Share of Internet Users Playing Games Online at Least Weekly, by Device, Q1 2014
3.3.4. Poland
• Share of Gamers on Internet Users, in %, and Types of Games Played, incl. Online and Mobile, in % of Gamers with Internet Access, April
2014
10
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (6 of 6)
3. Europe (cont.)
3.3. Eastern Europe (cont.)
3.3.4. Poland (cont.)
• Product Categories Purchased Online, incl. “Computer Games”, in % of Online Shoppers, March 2014
3.3.5. Czech Republic
• Breakdown of Online Bank Card Payments, by E-Commerce Categories, incl. “Computer and Video Games”, in %, by Transaction Value and
Volume, 2013
3.3.6. Slovakia
• Product Categories Purchased Online, incl. “Video Games Software and Upgrades”, in % of Online Shoppers, 2013
3.4. Scandinavia
3.4.1. Sub-Regional
• Breakdown of Gaming Revenues, by Segments, by Countries and Total, in EUR million, 2013
• Products Purchased Online, incl. “Computer Games/Video Games”, in % of Individuals, by Sweden, Denmark, Norway and Finland, 2013
3.4.2. Sweden
• Share of Individuals Who Used the Internet to Play Networked Games with Other Persons, by Age Group and Gender, in %, Q1 2014
• Share of Individuals Who Purchased Video or Computer Games Software Online, by Age Group and Gender, in %, Year to March 2014
• Share of Individuals Who Purchased and Downloaded Video or Computer Games Software Online, by Age Group and Gender, in %, Year to
March 2014
11
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RESEARCH ON INTERNATIONAL MARKETS
1. Management Summary 12– 15
2. Global 16 – 29
3. Europe 30 – 103
3.1. Regional 30 – 32
3.2. Western Europe 33 – 80
3.2.1. Germany 33 – 44
3.2.2. UK 45 – 58
3.2.3. France 59 – 72
3.2.4. Spain 73 – 75
3.2.5. Italy 76 – 78
3.2.6. Netherlands 79 – 80
3.3. Eastern Europe 81 -97
3.3.1. Sub-Regional 81 – 82
3.3.2. Russia 83 – 90
3.3.3. Turkey 91 – 93
3.3.4. Poland 94 – 95
3.3.5. Czech Republic 96 – 96
3.3.6. Slovakia 97 – 97
Table of Contents
12
3.4. Scandinavia 98 – 103
3.4.1. Sub-Regional 98 – 100
3.4.2. Sweden 101 – 103
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13
30% of Internet users in the UK played games online at least quarterly in
2013, with penetration being the highest among 16-24 year-olds (50%).
UK: Share of Online Gamers on Internet Users, by Age Group, in %, 2013
50%
17%
26%
35%
26%
17%
30%
0% 20% 40% 60% 80% 100%
Total
65+
55-64
45-54
35-44
25-34
16-24
Survey: based on a survey of 1,272 Internet users; aged 16+, who use the Internet at home or elsewhere; question asked “Could you please tell me from this list the types of things you
currently do using the Internet, and how often you do each? - Playing games online”; answer of respondents who said “at least quarterly”
Source: Ofcom, April 2014
in % of Internet Users in the Relevant Group
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RESEARCH ON INTERNATIONAL MARKETS
14
47% of individuals in France aged 15 and older played games over
the Internet, as of September 2014.
France: Share of Individuals Playing Games Online, in %, September 2014
Do not Play Games
Online
53%
Play Games Online
47%
Survey: based on a survey of 1,057 individuals, aged 15+ conducted in September 2014
Source: Hadopi, December 2014
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RESEARCH ON INTERNATIONAL MARKETS
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Sample Report: Europe Online Gaming Market 2015

  • 1. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Provided by April 2015
  • 2. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 22 PREFACE Market reports by yStats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages  yStats.com provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.  The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry and trade associations, business reports, business and company databases, journals, company registries and news portals.  Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the original studies is correctly interpreted.  yStats.com delivers all research results as PowerPoint files. All data can therefore be used directly for board presentations or be individually adapted.  If required, yStats.com provides in-depth analysis for all research projects. Simply send us a request. Terms of use and copyright conditions  This report is copyrighted. All rights reserved and no part of this report may be reproduced, stored in a retrieval system or transmitted in any form without the prior permission of the publishers.  The information in this report does not constitute the provision of investment, legal or tax advise. Any views expressed reflect the current views of the original authors, which do no necessarily correspond to the opinions of yStats.com GmbH & Co. KG.  The information in this report is provided for informational purposes only and without any obligation, whether contractual or otherwise. No warranty or representation is made as to the correctness, completeness and accuracy of the information given or the assessments made.  We have taken every precaution to ensure that details provided in this report are accurate. The publishers are not liable for any omissions, errors or incorrect insertions, nor for any interpretations made from the document. © Copyright 2015. yStats.com GmbH & Co. KG, 22765 Hamburg, Germany.
  • 3. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 3 Methodology (1 of 2) This Market report by yStats.com is produced in a holistic approach to provide relevant information about the online gaming market in the relevant region.  This report includes the results of secondary market research: By using various sources we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.  This report covers the online gaming. It takes into account a wide definition of online gaming, including mobile and social gaming.  Cross referencing of data was conducted in order to ensure validity and reliability.  The report contains a Management Summary, summarizing the main information provided in each chapter.  Besides providing information on the specific topic, every chart contains an Action Title, which summarizes the main statement of the chart and a Sub Title, which gives information about the country, the topic, the unit or currency, and the time period the data on the chart refers to.  Furthermore, the source of information and its release date are provided on every chart. It is possible that the information included in one chart is derived from several sources. Then, all sources are mentioned on the chart.  This report also includes rankings. Within these rankings, it is possible that the total amount adds up to more than 100%. If this is the case, multiple answers were possible, and this is then mentioned in the note of the chart.  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, currency is generally mentioned as stated in the source. When referencing money 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 12 months prior to the publication was used.  This report includes mainly data from the last 12 months. The exact publication dates are mentioned in every chart. 3
  • 4. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 4 Methodology (2 of 2)  This report covers the online gaming market. It takes into account a wide definition of online gaming, including mobile games.  The opening chapter of the report is devoted to global development, including revenues and trends. In particular, mobile and social gaming trends were covered.  The next chapter covers regional development and country comparisons.  The rest of the report is divided by sub-regions. Within the sub-regions, countries are presented in the descending order of total gaming revenues.  For the leading countries in the region, an overview of the market was presented first, summarizing important quantitative and qualitative data and trends. Afterwards, depending on data availability, the following information was presented: breakdown of total gaming revenues, including online and mobile, online/mobile gaming revenues growth, information about online/mobile gamers and gaming companies based in this country.  For the remaining countries, available quantitative information about the online and mobile gaming market development was presented, such as revenues, penetration of online/mobile gamers and devices used to play games. 4
  • 5. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 5 The following expressions and definitions are used in this Online Gaming Market report*:  Online Gaming: games played on a PC with Internet connection required. Includes MMOs, social games, casual games and mobile games.  Mobile Gaming: refers to games played on a mobile device, such as tablet or smartphone.  Social Gaming: online games played via social media platforms.  Casual Games: Games played on or downloaded from casual game websites including premium versions of games; excludes social networks.  MMO Games: Massive Multiplayer Online Games, often referred to as MMOs and Virtual Worlds  Console Games: games played on video game consoles.  PC/ Mac Boxed Games: Games on CD or DVD (boxed product) that are installed on a PC, Laptop or Mac before playing.  PC/ Mac Downloaded Games: Games that are downloaded and installed on a PC, Laptop or Mac before playing; excludes MMO game downloads and premium casual games from casual game websites.  Video Games: Games that are played by manipulating electronic images produced by a software.  Free-to-Play Games: also called freemium games, games that are free to enter and play, but require the player to pay a premium for additional content and special features.  Pay-to-Play Games: games that require players to pay in order to enter.  In-Game Purchases: non-physical items that are purchased by a player to improve a character in game of enhance playing experience, includes virtual goods.  ESports: also called competitive gaming, refers to organized multiplayer video game contests. Definitions Note: *specific definitions used by sources may differ from these definitions; definitions used by the source are mentioned on the charts, where available
  • 6. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (1 of 6) 1. Management Summary 2. Global • Overview of Online Gaming Market, March 2015 • Breakdown of Total Gaming Revenues, by Segment, in % and in USD billion, in % Year-on-Year Change and Number of Gamers, in millions, 2014e • Digital Gaming Revenues, in USD billion, and in % Share on Total Gaming Revenues, 2013 & 2018f • Top 10 Countries by PC Online Gamer Penetration on Internet Users, in %, H2 2014 • Top 10 PC/MMO Games, by Rank, October 2014 • Overview of Mobile Gaming Market, March 2015 • Breakdown of Mobile Gaming Revenues, by Smartphone and Tablet, in USD billion, 2013 - 2015f & 2017f • Mobile Gaming Revenues, in USD billion, 2013 - 2016f • Reasons for Mobile Gaming Purchase, in % of Paying Mobile Gamers, by Smartphone and Tablet, 2014e • Top 3 Mobile Games, by Revenues, in USD billion, 2014 • Top Grossing Mobile Games on Google Play (Android), March 2015, and iOS App Store, 2014 • Overview of Social Gaming Market, March 2015 • Social Gaming Revenues, in USD billion, 2012 & 2019f 3. Europe 3.1. Regional • Share of Individuals in the EU who Play Networked Games with Other Persons Online, in %, by Countries, 2012 & 2014 6
  • 7. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (2 of 6) 3. Europe (cont.) 3.2. Western Europe 3.2.1. Germany • Overview of Online Gaming Market, March 2015 • Breakdown of the Digital Games and Hardware Revenues, by Segments, in EUR million, 2013&2014 • Breakdown of Gaming Revenues, by Segments, in EUR million, 2013 & 2014e • Mobile Gaming Revenues, in EUR million, and in % Year-on-Year Change, 2010 - 2014e • Devices Used to Play Games, in % of Gamers, 2013 & 2014 • Number of Online and Mobile Gamers, by Platform Type, in millions, H1 2013 & H1 2014 • Interactive Activities Carried Out Online, incl. “Play with Other Persons”, in % of Internet Users, by Age and Gender, Q1 2014 • Breakdown of Preferences for Game Types, by “Playing Alone”, “Playing with Others in the Same Room”, “Playing with Others Over the Internet”, by Age Group, in % of Gamers, 2013 & 2014 • Top Ten Mobile Games in Downloads and Revenue, by Rank, 2014 • Overview of Selected Germany-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Revenue, March 2015 3.2.2. UK • Overview of Online Gaming Market, March 2015 • Breakdown of Games Market Value, by Physical and Digital, in % and in GBP million, 2013 & 2014 • Online Games Sales, in GBP million, and Share on Total Retail Sales of Games, in %, 2013 & 2014 • Online Gaming Revenues, in GBP million, and in % Year-on-Year Change, 2011 - 2014 • Mobile Gaming Revenues, in GBP million, 2013 & 2014 • Breakdown of Gaming Industry Revenues, by Segment, in % and in GBP million, 2014 • Share of Online Gamers on Internet Users, by Age Group, in %, 2013 7
  • 8. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (3 of 6) 3. Europe (cont.) 3.2. Western Europe (cont.) 3.2.2. UK (cont.) • Types of Games Played Online, in % of Online Gamers, 2013 • Products Purchased Online, incl. “Video Games Software and Upgrades”, in % of Individuals, 2013 & 2014 • Products Purchased Online, incl. “Video Games Software and Upgrades”, in % of Individuals, by Gender & Age, 2014 • Breakdown of Time Spent Playing Video Games, by Device Used and by Game Type, in %, H1 2014 • Devices Used to Play Video Games, in % of Internet Users, H1 2014 • Breakdown of Game App Revenues in Google Play, by Game Types, October 2014 • Number of Gaming Companies Active in the UK, 2014 and Platforms Specialized in, by Rank Based on Companies Number, 2014 3.2.3. France • Overview of Online Gaming Market, March 2015 • Breakdown of Gaming Revenues by Segment, in % and in EUR million, 2014 • Mobile Gaming Revenues, in EUR million, 2013 & 2014 • Breakdown of Gamers, by “Playing Exclusively Online”, “Exclusively Offline” and “Both Online and Offline”, in %, September 2014 • Platforms Used to Play Video Games, in % of Gamers, October 2014 • Devices Used to Play Video Games, in % of Gamers, 2013 & 2014 • Share of Individuals Playing Games Online, in %, September 2014 • Types of Digital Games Played, by Platform, in % of Gamers, October 2014 • Breakdown of Average Spending on Online Games, by Game Type, in % of Paying Gamers, 12 Months to October 2014 • Game Genres Played Online, by Free-to-Play and Paid, in % of Online Gamers, 12 Months to October 2014 • Sites Used to Obtain Online Games, in % of Online Gamers, October 2014 • Top 3 Game Genres, by Online, Offline, Tablet and Smartphone, in % of Online/Offline/ Smartphone/Tablet Gamers, September 2014 8
  • 9. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (4 of 6) 3. Europe (cont.) 3.2. Western Europe (cont.) 3.2.3. France (cont.) • Products Purchased Online, incl. “Games and Toys”, in % of Internet Users, Q1 2014 • Overview of Selected France-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Total Revenue, March 2015 3.2.4. Spain • Breakdown of Total Gaming Revenues, by Segment, Q1 2014 - Q3 2014 • Number of Gamers in millions and in % of Population, by Platform, Q2 2014 • Total Gaming Revenues, in EUR million, 2013 - 2017f and Breakdown of Total Video Gaming Revenues, by Physical and Online, in %, 2013 3.2.5. Italy • Number of Internet Users Who Play or Download Games Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014 • Number of Internet Users Who Play Networked Games with Other Persons Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014 • Share of Internet Users Playing Games Online at Least Weekly, by Playing on Smartphone, Tablet and Computer, Q1 2014 3.2.6. Netherlands • Breakdown of Gaming Software Revenues, by Segments, in EUR million, 2012 & 2013 • Activities Carried Out on Smartphones and Tablets, in % of Device Users, incl. “Games”, December 2014 9
  • 10. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (5 of 6) 3. Europe (cont.) 3.3. Eastern Europe 3.3.1. Sub-Regional • Breakdown of Free-to-Play MMO Gaming Revenues, by Selected Countries, in USD million, 2013 - 2017f 3.3.2. Russia • Overview of Online Gaming Market, March 2015 • Online Gaming Revenues, in RUB billion, 2012, 2013 & 2014e • Social Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 – 2013 • Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 – 2013 • Share of Internet Users who Played or Downloaded Games Online, by Total, Gender and Location, in %, 2013 • Share of Paying Gamers, in %, by MMO, Casual and Social Games, 2013 • Product Categories Purchased Online, incl. “Video Games and Update”, in % of Online Shoppers, 2013 • Product Categories Purchased Online, incl. “Video Games and Update”, in % of Online Shoppers in Relevant Group, by Gender and Location, 2013 3.3.3. Turkey • Devices Connected to the Internet, in % Households with Internet Access, incl. “Game Console”, Q1 2014 • Online Activities, incl. “Playing Networked Games with Other Persons”, in % of Internet Users, Q1 2014 • Share of Internet Users Playing Games Online at Least Weekly, by Device, Q1 2014 3.3.4. Poland • Share of Gamers on Internet Users, in %, and Types of Games Played, incl. Online and Mobile, in % of Gamers with Internet Access, April 2014 10
  • 11. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Table of Contents (6 of 6) 3. Europe (cont.) 3.3. Eastern Europe (cont.) 3.3.4. Poland (cont.) • Product Categories Purchased Online, incl. “Computer Games”, in % of Online Shoppers, March 2014 3.3.5. Czech Republic • Breakdown of Online Bank Card Payments, by E-Commerce Categories, incl. “Computer and Video Games”, in %, by Transaction Value and Volume, 2013 3.3.6. Slovakia • Product Categories Purchased Online, incl. “Video Games Software and Upgrades”, in % of Online Shoppers, 2013 3.4. Scandinavia 3.4.1. Sub-Regional • Breakdown of Gaming Revenues, by Segments, by Countries and Total, in EUR million, 2013 • Products Purchased Online, incl. “Computer Games/Video Games”, in % of Individuals, by Sweden, Denmark, Norway and Finland, 2013 3.4.2. Sweden • Share of Individuals Who Used the Internet to Play Networked Games with Other Persons, by Age Group and Gender, in %, Q1 2014 • Share of Individuals Who Purchased Video or Computer Games Software Online, by Age Group and Gender, in %, Year to March 2014 • Share of Individuals Who Purchased and Downloaded Video or Computer Games Software Online, by Age Group and Gender, in %, Year to March 2014 11
  • 12. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 1. Management Summary 12– 15 2. Global 16 – 29 3. Europe 30 – 103 3.1. Regional 30 – 32 3.2. Western Europe 33 – 80 3.2.1. Germany 33 – 44 3.2.2. UK 45 – 58 3.2.3. France 59 – 72 3.2.4. Spain 73 – 75 3.2.5. Italy 76 – 78 3.2.6. Netherlands 79 – 80 3.3. Eastern Europe 81 -97 3.3.1. Sub-Regional 81 – 82 3.3.2. Russia 83 – 90 3.3.3. Turkey 91 – 93 3.3.4. Poland 94 – 95 3.3.5. Czech Republic 96 – 96 3.3.6. Slovakia 97 – 97 Table of Contents 12 3.4. Scandinavia 98 – 103 3.4.1. Sub-Regional 98 – 100 3.4.2. Sweden 101 – 103
  • 13. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 13 30% of Internet users in the UK played games online at least quarterly in 2013, with penetration being the highest among 16-24 year-olds (50%). UK: Share of Online Gamers on Internet Users, by Age Group, in %, 2013 50% 17% 26% 35% 26% 17% 30% 0% 20% 40% 60% 80% 100% Total 65+ 55-64 45-54 35-44 25-34 16-24 Survey: based on a survey of 1,272 Internet users; aged 16+, who use the Internet at home or elsewhere; question asked “Could you please tell me from this list the types of things you currently do using the Internet, and how often you do each? - Playing games online”; answer of respondents who said “at least quarterly” Source: Ofcom, April 2014 in % of Internet Users in the Relevant Group
  • 14. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS 14 47% of individuals in France aged 15 and older played games over the Internet, as of September 2014. France: Share of Individuals Playing Games Online, in %, September 2014 Do not Play Games Online 53% Play Games Online 47% Survey: based on a survey of 1,057 individuals, aged 15+ conducted in September 2014 Source: Hadopi, December 2014
  • 15. We deliver the facts – you make the decisions RESEARCH ON INTERNATIONAL MARKETS Information on Social Media? www.twitter.com/ystats www.facebook.com/ystats www.slideshare.com/ystats www.scribd.com/ystats www.linkedin.com/company/ystats 1515 Contact or Follow us Copyright of cover picture by Fotolia.com How to contact yStats.com? yStats.com GmbH & Co. KG Behringstrasse 28a 22765 Hamburg Germany Phone: +49 (0) 40 - 39 90 68 50 Fax: +49 (0) 40 - 39 90 68 51 info@ystats.com More News? Please subscribe to our Newsletter on www.ystats.com Customized Research You need more Research?