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Newzoo Authors
Bente de Heij, Data Analyst
Sander Bosman, Manager Research
Thijs Hagoort, CFO
Peter Warman, CEO
2013 Newzoo
www.newzoo.com
Introduction
2012-2016 GLOBAL
COMPOUND ANNUAL
GROWTH RATE
Newzoo recently released the first edition of its annual Global Games
Market Report, including the latest global figures for 2013 and its view
on global growth towards 2016 sliced in multiple ways to ensure the
data is actionable. This report contains high-level data and insights
from this 48-page report that ultimately is a result of 12 months of
modeling using all data and research results available to Newzoo.
Peter Warman
CEO Newzoo,
peter@newzoo.com
+31 (0)20 6635816
linkedin.com/in/warman
Highlights include:
Game revenues will grow at a compound annual growth rate (CAGR)
of 6.7% to $86.1 billion by 2016;
The number of gamers worldwide will rise from 1.21 billion this year
to 1.55 billion;
Mobile gaming will grow at an average annual rate of 19% for
smartphones and 48% for tablets, grossing $13.9bn and $10.0bn in
2016 respectively;
Combined, they will take a 27.8% share of the global market, up
almost ten percent points compared to this year;
Primarily fuelled by a global CAGR of 10.4% for MMO games on PC,
Thijs Hagoort
the computer screen will continue to lead other screens with a
CFO Newzoo,
market share of 35.8% totalling $30.9bn in 2016;
thijs@newzoo.com
Nextgen consoles, free-to-play triple A titles and alternative
+31 (0)20 6635816
linkedin.com/in/thagoort
distribution of games to TV will help to consolidate revenues
through the TV screen at a global growth rate of 3.5%;
The Asia-Pacific region will strengthen its leading position with a
37.9% market share by 2016 as emerging markets drive global
growth
SIZE OF GLOBAL
GAMES MARKET
IN 2016
Note: Compound annual growth rates cover different periods: PwC (2012-16),
IDC (2011-16), Gartner (2011-15), DFC (2012-17), Newzoo (2012-2016).
1. More Screens
Only five years ago, gamers played mainly on two screens: The TV and the PC. That number has since doubled giving room for more time and
ultimately money spent on gaming. Gamers will still spread their budget across all screens putting pressure on individual game revenues.
2. Free Games
Consumers have gotten used to the idea of trying a game before they decide to spend money. The days of low quality free games have passed as
in-game spending business models have proven successful. Next stop: The TV screen...
New Business models require continuous balancing between value for the consumer and profit for the developer and/or publisher. Monetization
of the game should keep free gamers happy and provide room for spending by the whales. The launch of a game is just the start...
As monetization now takes place within the game at a moment the consumer chooses, publishers and developers are even more incentivized to
keep their gamer engaged as long as possible. Video content and eSports are increasingly becoming part of this strategy. Running games as a
service requires a different organizational structure than selling (boxed) products. Traditional publishers are slowly catching up.
The games market is now, a truly global playground. Online connectivity in general and mobile devices specifically allow companies to localize and
launch games anywhere on the planet. To secure growth, emerging markets should be a part of any game companys strategy.
Only 15% of the global population generates 74% of global game revenues
Key data points per region for the top 100 countries: Population, Online population, Gamers, Money (2013E)
2013 Newzoo
Welcome to Holland
Why choose Holland as a gateway to Europe?
Holland has a strong and organized gaming sector, supported by an active government
policy. The world-class Dutch education and research institutes deliver a workforce that
is innovative, creative, and highly multilingual. Also, Holland hosts one of the best
communication infrastructures in the world (both wired and wireless). On top of that,
Holland has a strategic location in the internet exchange network for reaching both the
European and North-American markets.
Holland is an attractive destination for foreign investors for a variety of reasons:
Come & find out why companies like Electronic Arts, Nintendo, DeNA, Perfect World,
Kixeye, Ubisoft, Microsoft and many others have already invested in Holland.
Underneath a healthy growth rate of 6.7%, major differences in growth potential are found
Traditional segmentation does not suffice to understand market change and growth
All types of games are moving
towards the cloud, relying on ingame sales for revenues and
becoming increasingly accessible
via multiple screens. Traditional
market segmentation is based on
definitions and terms that are increasingly difficult to maintain. In
addition, the overlap between the
traditional segments is constantly
growing and becoming increasingly
difficult to distinguish.
In 2012, Newzoo launched an
alternative way of segmenting the
games market The Screen Segmentation Model. The starting
point for the model is the
consumer and the four typical
screens that they can use, with
each its own characteristics and
appeal, depending on various
factors such as time, place and
budget.
The full report also plots data for
twelve key countries on this model.
www.newzoo.com
The PC continues to gross most money on a global scale, specifically fueled by MMO games growth
When plotting the 2013 revenue estimates in
the Screen Segmentation model, the largest
screen is the Computer Screen this
encompasses boxed or downloaded PC games,
casual, social and MMO games generating
39% of all revenues compared to 36% for the TV
or Enter- tainment Screen. The Personal Screen
or mobile phone, will show global growth of
22% y-o-y and accounts for 12% of global
games market revenues. Within the category of
Floating Screens, the shift from handheld
consoles to tablets is illustrated by the
anticipated 78% growth for tablets and 21%
decline in spending on handheld console
games. Over time, global revenues are expected
to grow towards a more equal divide across the
four screens.
The full report contains a comparable outlook
towards 2016.
2013 Newzoo
www.newzoo.com
The essential 48-page reference report for anyone with an interest in the global games market
Includes projections 2012-2016
Featuring
twelve key
countries with
additional
insights
Data per
region,
country,
segment and
screen
48 pages of
global data &
insights
Key global
trends
Contact us
Newzoo.com website with free monthly rankings, insights and infographics
Cross-analyze
over 200 topics
per country
Newzoo
Wybe Schutte
wybe@newzoo.com
+31 20 6635816
www.newzoo.com
www.newzoo.com