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Fintech: Presentation at Egg Accelerator in VietnamHuy NGUYEN TRIEU
Presentation of Fintech, and discussion about the opportunities in Vietnam and Asia. Held at Egg Accelerator, a tech group bridging the UK, Singapore and Vietnam
■General attitude about life
•Among 3 countries, Indonesia gained highest level of life satisfaction in 2014 and 2015.
•The majority of Vietnamese admitted that life in 2015 has improved with 62.3% compared to life in 2014 that is felt a lot harder. They also experienced a much more satisfying life in 2015 than in 2014.
■Occupation
•The majority of Vietnamese admitted that job in 2015 was satisfying with 40.3% compared to satisfaction in 2014 (27.7%). Meanwhile, there were no big changes in job satisfaction of Indonesian from year 2014 to 2015. And Thai people felt the same satisfaction as in year 2014, with 45.8%.
■Shopping Habits
•Vietnamese mostly purchased products for personal use at Supermarket (29.3%), and Grocery store (14.0%), while they often visit Supermarket (31.8%) for household use products. In Indonesia, Supermarket is the most popular place to buy products for both personal and household use, with 24.8% and 29.0% respectively. Thai respondents mostly purchased products for personal use at Hypermarket (37.5%), and Mall (14.0%)
■Money&Savings
•The income in 2015 compared to 2014 has changed significantly for Thailand. There are much fewer respondents (44.8%) who indicated that their income has been increased in 2015 compared to 60.9% in year 2014.
•Regarding expenditure change, Vietnam has highest percentage of increase in expenditure in 2015 with 78.3%, next is Indonesia with 75.5% and followed by
Vietnam Mobile Market - Pocket Guide to 2014 by AppotaAppota Group
The report shows Vietnam mobile market’s potential & Tips to win in Vietnamese market in 2014. The report is useful for mobile developers, mobile game publishers who want to distribute applications/game successfully in Vietnam in 2014.
Questions and inquiries please contact us at sale@appota.com
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Game Industry in South East Asia is growing,..and its growing so fast, until you did not notice it,...why is that ?? because if you notice it then you all are already like me, quit from job and start working till late at night at your room doing some coding and 3D Modeling and Animating,...obsessed with it !
Ultimate Guide to E-commerce Statistic in SEA and especially Vietnam market.
A must-have pocket but in-depth guideline you should read before entering Vietnam!
Trends in retail and e commerce analytics by Sheji Ho, aCommerce Group CMORuchipha
Sheji Ho, aCommerce Group CMO presented on ‘Trends in Retail and E-Commerce Analytics’ at Teradata’s Big Data in Retail and E-Commerce event held on October 7 at the Four Seasons Hotel in Bangkok.
StoxPlus is pleased to Vietnam Cement Market Report 2015, the third issue on this industry. This report presents a board range of topics, both sector-specific and cross-cutting market issues.
Besides updating Vietnam cement market size and competition dynamics, StoxPlus provides an in-depth analysis on distribution channel as well as pricing of different cement brands. Furthermore, financial benchmarking on a typical cement company in the Central, particularly the impacts of freight cost to final cement price, is also included. The report is expected to provide useful market information for new companies looking to penetrate into the market, as well as existing cement manufacturers to get an updated view on competition.
Fintech Vietnam Market Overview Infographic 2016Christian König
Fintech vietnam market overview infographic 2016 with over 30 Startups and interesting informaation about Fintech in Vietnam.
check also http://fintechnews.sg/1341/fintech/infographic-state-fintech-vietnam-january-2016/
Vietnam Mobile Market Report 2015: Recap of Vietnam mobile market in 2015 in numbers and figures. Insights and guide to distributing Online Mobile Games, Apps in Vietnam.
After the time of collecting, evaluating and synthetizing information from reliable resources, Appota has finished the Vietnam Mobile Market report 2015. The purpose of this report is giving an overview of the domestic and foreign markets as well as sharing the business activities to readers interested in mobile market.
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Similar to Sample Report: Global Online Gaming Market 2015 (19)
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Sample Report_Middle East and Africa Online Payment Methods 2021_by yStats.pdfyStats.com
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Sample Report_North America Online Payment Methods 2021_by yStats.comyStats.com
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Sample Report_Western Europe Online Payment Methods 2021_by yStats.comyStats.com
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-What are Planned Changes in Shopping Behavior Towards Fashion Once COVID-19 Restrictions Released?
-What is the Share of Luxury Consumers Who Prefer Purchasing Luxury Secondhand Items Directly from Luxury Brands?
-What is the Total Secondhand Market Size in the United States?
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-What are the Top 10 Travel & Tourism Websites, incl. Total Web Visits and Top 5 Countries by Share of Visits?
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-What is the Digital Travel Sales Value Per Capital in 2020 & 2025f?
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-What are the Top 10 Online Booking Channels through STAAH Channel Manager?
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LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
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Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
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At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
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Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
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To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
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Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
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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 global online gaming market.
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 global 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 rest of the report is divided by regions. The regions are presented in the descending order of total gaming revenues.
Within each regional chapter, the countries are also covered in the descending order of gaming revenues. Where applicable, the region was
also divided by sub-regions.
For the leading countries in the region or sub-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 penetration.
For the remaining countries, available relevant 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 the Global 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 10)
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. Asia-Pacific
3.1. Regional
• Online Gaming Revenues in Asia-Pacific, in USD billion, 2012, 2013 & 2018f
• Breakdown of Online Gaming Revenues in Asia-Pacific, by Selected Countries, in %, 2013
6
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (2 of 10)
3. Asia-Pacific (cont.)
3.2. Asia
3.2.1. China
• Overview of Online Gaming Market, March 2015
• Online Gaming Revenues, in CNY billion, and in % Year-on-Year Change, 2011 - 2017f
• Breakdown of Online Gaming Revenues, by Segment, Q1 2014
• Mobile Gaming Revenues, in USD billion, 2013, 2014e & 2018f
• Number of Online Gamers, in millions and in % of Total Internet Users, 2010 – 2014
• Number of Mobile Gamers, in millions and in % of Total Mobile Internet Users, 2010 – 2014
3.2.2. Japan
• Overview of Online Gaming Market, March 2015
• Breakdown of Online Gaming Revenues, by Device, in % and in JPY billion, 2013
• Mobile Gaming Revenues, by Apps and Smartphone Browser Games, in JPY billion, 2012 - 2014e
• Social Gaming Revenues, in JPY billion, 2014, 2015f & 2020f
3.2.3. South Korea
• Overview of Online Gaming Market, March 2015
• Breakdown of Total Gaming Revenues, by Segment, in %, 2011 - 2013
• Online Gaming Revenues, in KRW billion, 2011 – 2013
• Mobile Gaming Revenues, in KRW billion, 2011 - 2013
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (3 of 10)
3. Asia-Pacific (cont.)
3.2. Asia (cont.)
3.2.4. India
• Gaming Revenues, by Platform, in INR billion, 2013 - 2018f
• Impact of Mobile Gaming on GDP Value, in USD billion, 2013 & 2018f
• Share of Internet Users who Play Games Online at Least Weekly, by Device, in %, Q1 2014
3.2.5. Thailand
• Mobile Gaming Revenues, in USD million, 2014 - 2017f
• Share of Mobile Gaming Revenues on Total Gaming Revenues, in %, 2014 & 2017f
• Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
3.2.6. Indonesia
• Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
3.3. Oceania
3.3.1. Australia
• Gaming Revenues, by Segment, in AUD million, and in % Year-on-Year Change, 2014
3.3.2. New Zealand
• Gaming Revenues, by Segment, in NZD million, and in % Year-on-Year Change, 2014
8
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (4 of 10)
4. North America
4.1. Regional
• Breakdown of Digital Gaming Revenues, by Segment, in USD million, and in % Year-on-Year Change, by Country, 2014e
4.2. USA
• Overview of Online Gaming Market, March 2015
• Breakdown of Total Gaming Revenues, by Segment, in USD billion, 2010 – 2013
• Breakdown of Online Games Played Most Often, by Type, in % of Online Gamers, 2013
• Breakdown of Digital Gaming Revenues, by Payment Brands Used for Payment, 2014e
• Mobile Gaming Revenues, in USD billion, 2013 - 2016f
• Breakdown of Mobile Gaming Revenues, by In-App Purchases and Downloads, in USD billion, in % Year-on-Year Change and in % Share of
Total Mobile Download and In-App Revenues, 2013 - 2016f
• Breakdown of Weekly Time Spent on Gaming, by Device, in %, 2011 - 2013
• Breakdown of Mobile Games Played Most Often, by Type, in % of Mobile Gamers, 2013
• Breakdown of Mobile App Time Spent, by App Category, incl. “Games”, in %, June 2014
4.3. Canada
• Share of Internet Users Who Play Games Online at Least Weekly, by Device, in %, Q1 2014
• Per Capita Time Spent Playing Online Games Weekly, in Minutes, and Share of Time Spent Online Weekly, in %, by Individuals Aged 18-24
and Total Adults, 2014
5. Europe
5.1. Regional
• Share of Individuals in the EU who Play Networked Games with Other Persons Online, in %, by Countries, 2012 & 2014
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (5 of 10)
5. Europe (cont.)
5.2. Western Europe
5.2.1. Germany
• Overview of Online Gaming Market, March 2015
• Breakdown of the Digital Games and Hardware Revenues, by Segments, in EUR million, 2013&2014
• Mobile Gaming Revenues, in EUR million, and in % Year-on-Year Change, 2010 - 2014e
• 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
5.2.2. UK
• Overview of Online Gaming Market, March 2015
• 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
5.2.3. 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
• Share of Individuals Playing Games Online, in %, September 2014
10
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (6 of 10)
5. Europe (cont.)
5.2. Western Europe (cont.)
5.2.4. Spain
• Total Gaming Revenues, in EUR million, 2013 - 2017f and Breakdown of Total Video Gaming Revenues, by Physical and Online, in %, 2013
• Number of Gamers in millions and in % of Population, by Platform, Q2 2014
5.2.5. 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
5.3. Eastern Europe
5.3.1. 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
5.3.2. Turkey
• Online Activities, incl. “Playing Networked Games with Other Persons”, in % of Internet Users, Q1 2014
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (7 of 10)
5. Europe (cont.)
5.3. Eastern Europe (cont.)
5.3.3. 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
5.4. Scandinavia
5.4.1. Sub-Regional
• Breakdown of Gaming Revenues, by Segments, by Countries and Total, in EUR million, 2013
5.4.2. Sweden
• Share of Individuals Who Used the Internet to Play Networked Games with Other Persons, by Age Group and Gender, in %, Q1 2014
6. Latin America
6.1. Regional
• Activities Carried Out on Smartphones at Least Weekly, incl. “Play Games”, in % of Smartphone Users, by Argentina, Brazil and Mexico,
March 2014
• Breakdown of Digital Gaming Revenues, by Segment, in % and in USD billion, 2014e
• Breakdown of Digital Gaming Revenues, by Countries, in % and in USD billion, 2014e
• Products and Services Paid for Online, incl. “Gaming/Digital Goods”, in % of Online Payment Users, 2014
12
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (8 of 10)
6. Latin America (cont.)
6.2. Brazil
• Overview of Online Gaming Market, March 2015
• Online Gaming Revenues, in USD billion, 2014e & 2017f
• Share of Mobile on Total Online Gaming Revenues, in % and in USD billion, 2014e
• Breakdown of B2C E-Commerce Transactions, by Product Categories, incl. “Toys and Games”, in %, 2013
• Product and Services Purchased Online, in % of Online Shoppers, incl. “Computer Games or Video Games”, 2013
• Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, 2009 - 2013
• Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, by Location, 2013
• Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, by Gender, Age
and Income Group, 2013
6.3. Mexico
• Devices Used to Play Games, in % of Gamers, 2014e
• Devices Owned and Used Regularly to Connect to the Internet, incl. Game Consoles, in % of Internet Users, 2013 & 2014
• Sites and Applications Visited at Least Weekly, incl. “Online Games”, in % of Internet Users, 2014
• Breakdown of Target Audience of Online Games, by Age and Gender, in % of Unique Visitors and in thousands, July 2014
• Most Popular Online Games Websites, by Unique Visitors, in thousands and Average Minutes per Visitor, July 2014
• Share of Mobile Gamers Downloading Paid Game Applications, in %, and Downloaded Paid Mobile Game Apps, in % of Gamers, 2014e
• Share of Mobile Gamers Downloading Free Game Applications, in %, and Downloaded Free Mobile Game Apps, in % of Gamers, 2014e
6.4. Argentina
• Activities Carried out Online, by Frequency, incl. “Play Video Games”, in % of Individuals, 2013
• Devices Used to Play Games, in % of Individuals, 2013
13
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (9 of 10)
6. Latin America (cont.)
6.5. Colombia
• Activities Carried Out Online Daily, incl. “Online Games”, in % of Internet Users, 2013
6.6. Chile
• Activities Carried Out Online, incl. “Online Games”, in % of Internet Users, 2014
7. Middle East
7.1. Regional
• Breakdown of Frequency of Online Gaming in MENA, in % of Internet Users, April 2014
7.2. Saudi Arabia
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
7.3. UAE
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
7.4. Qatar
• Activities Carried Out Online, incl. “Playing or Downloading Games”, in % of Internet Users, 2013
7.5. Oman
• Activities Carried Out Online, incl. “Playing or Downloading Video Games or Computer Games”, in % of Internet Users, by Gender, 2013
14
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RESEARCH ON INTERNATIONAL MARKETS
Table of Contents (10 of 10)
7. Middle East (cont.)
7.6. Kuwait
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
7.7. Lebanon
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
7.8. Bahrain
• Activities Carried Out Online, incl. “Playing or Downloading Video Games and Computer Games”, in % of Internet Users, 2011 & 2014
7.9. Jordan
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
8. Africa
8.1. Egypt
• Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic
Games, in %, 2013
8.2. South Africa
• Online Gaming Revenues, in ZAR million, 2013 & 2018f
• Mobile Gaming Revenues, in ZAR million, 2013 & 2018f
• Products Purchased Online, incl. “PC or Console Video Games”, in % of Online Shoppers, April 2014
15
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RESEARCH ON INTERNATIONAL MARKETS
1. Management Summary 16 – 20
2. Global 21 – 34
3. Asia-Pacific 35 – 62
3.1. Regional 35 – 37
3.2. Asia 38 – 59
3.2.1. China 38 – 44
3.2.2. Japan 45 – 48
3.2.3. South Korea 49 – 52
3.2.4. India 53 – 55
3.2.5. Thailand 55 – 58
3.2.6. Indonesia 59 – 59
3.3. Oceania 60 – 62
3.3.1. Australia 60 – 61
3.3.2. New Zealand 62 – 62
4. North America 63 – 75
4.1. Regional 63 – 64
4.2. USA 65 – 73
4.3. Canada 74 – 75
Table of Contents
16
5. Europe 76 – 109
5.1. Regional 76 – 78
5.2. Western Europe 79 – 98
5.2.1. Germany 79 – 84
5.2.2. UK 85 – 89
5.2.3. France 90 – 94
5.2.4. Spain 95 – 96
5.2.5. Italy 97 – 98
5.3. Eastern Europe 99 -106
5.3.1. Russia 99 – 104
5.3.2. Turkey 105 – 105
5.3.3. Poland 106 – 106
5.4. Scandinavia 107 – 109
5.4.1. Sub-Regional 107 – 108
5.4.2. Sweden 109 – 109
6. Latin America 110 – 133
6.1. Regional 110 – 114
6.2. Brazil 115 – 122
6.3. Mexico 123 – 129
6.4. Argentina 130 – 131
6.5. Colombia 132 – 132
6.6. Chile 133 – 133
7. Middle East 134 – 143
7.1. Regional 134 – 135
7.2. Saudi Arabia 136 – 136
7.3.. UAE 137 – 137
7.4. Qatar 138 – 138
7.5. Oman 139 – 139
7.6. Kuwait 140 – 140
7.7. Lebanon 141 -141
7.8. Bahrain 142 – 142
7.9. Jordan 143 – 143
8. Africa 144 – 148
8.1. Egypt 144 – 145
8.2. South Africa 146 – 148
17. We deliver the facts – you make the decisions
RESEARCH ON INTERNATIONAL MARKETS
139,4
215,4
248,2
107,5
78,2
25,8%
30,2%
33,2%
43,1% 44,6%
0
150
300
450
600
750
2010 2011 2012 2013 2014
0%
20%
40%
60%
80%
100%
Number of Mobile Gamers % of Mobile Internet Users
17
There were 248 million mobile gamers in China in 2014, with
penetration of 45% on mobile Internet users.
China: Number of Mobile Gamers, in millions and in % of Total Mobile Internet Users, 2010 - 2014
inmillions
Source: China Internet Network Information Center, February 2015
%ofMobileInternetUsers
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RESEARCH ON INTERNATIONAL MARKETS
18
More Internet users in Brazil played games online (43%) than
downloaded them (27%), but the share of those downloading increased.
Brazil: Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who
Download Games, in %, 2009 - 2013
Definition: Individuals who have accessed the Internet in the three months prior to the survey and played games over the Internet / downloaded games from the Internet in the
previous 12 months
Survey: based on a regular survey of households; multiple answers were possible
Source: Brazilian Internet Steering Committee, Brazilian Network Information Center, October 2014, 2013, 2012, 2011, 2010
43% 43% 42%
33%
43%
27%
18%
24%21%20%
0%
20%
40%
60%
80%
100%
2009 2010 2011 2012 2013
Play Games Online
Download Games
in%ofInternetUsers
19. We deliver the facts – you make the decisions
RESEARCH ON INTERNATIONAL MARKETS
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