In its latest “Global Online Gaming Report 2012” Hamburg-based secondary
market research firm yStats.com gives a detailed account of the global online
gaming market, without accounting for global online gambling. In addition to
the global market, markets in 19 individual countries in various regions are
highlighted. The report also covers information and the latest news about 24
important competitors.
Revenue generated in the online gaming market continues to increase worldwide
- it is predicted to grow annually by more than ten per cent in the period
from 2010 to 2016. A significant trend in this sector is Massively Multiplayer
Online Games (MMOGs). In 2011, MMOGs were especially popular in the BRIC
states and the US market was also mature, while there is still potential for
growth in emerging markets. In 2011, the share of paying casual and social
gamers compared to all gamers worldwide was the highest in Asia, followed by
emerging markets and the USA.
Social and casual games popular in all of America
In the USA, social gaming was expected to spread further in 2011 - in total,
as many as approximately 40 percent of all Internet users played such online
games. The most popular gaming website in this market, gauged by visits in
December 2011, was Pogo, followed by Yahoo! Games. According to the “Global
Online Gaming Report 2012”, for Brazil forecasts for 2011 predicted that
gamers would spend most of their time on casual games and playing in social
networks.
Social gaming as an important trend in Western Europe
Great Britain and Germany are among the leading European markets for online
gaming. In 2011, almost one fifth of total time invested in playing games in
Great Britain was spent on social networks, followed by casual games; only
console games had more time invested in them. Unlike in Japan and the USA, in
Germany the entire gaming market grew in 2012, merely as a result of increased
revenue from online and browser games. The German online and mobile game
market is also expected to almost double in size between 2010 and 2015. The
“Global Online Gaming Report 2012” by yStats.com shows additionally that in
2011, French gamers spent approximately 15 percent of their entire gaming time
on social networks. In the Netherlands, revenue generated from games on casual
websites and MMO games was forecasted to reach more than 50 million EURO in
2011 in each category. In line with this trend, almost three quarters of all
Spanish online gamers were predicted to use social networks for gaming in 2011.
Online gaming markets also soar in Eastern Europe
In Poland, the value of the total gaming market increased by more than 20
percent from 2010 to 2011. In Russia, almost 80 percent of the entire online
gaming market value was generated from browser games. Turkey was the fourth
largest social gaming market worldwide in the second quarter of 2011 in terms
of gamer numbers.
Rapid growth for revenue in the Asia-Pacific region, in the Middle East and in Africa
In Southeast Asia, revenue from online games is expected to more than double
between 2011 and 2015. The social games market is also expected to grow fast
in Japan - by approximately one third between 2011 and 2012. It is also
shown that online gaming addiction is increasingly becoming a problem, for
example in South Korea, where in 2011 more than half of all inhabitants
already played online games. In China, the situation is slightly different,
with massively client games spurring most of the online games market growth -
for 2013, they are expected to generate more than three quarters of all
revenue in this market. Early in 2012, the highest daily revenue per gamer
worldwide was recorded in the Middle East. An annual increase of 25 percent in
spending for online games is also expected in South Africa for the period
between 2010 and 2015.
Online games market players observe strong growth worldwide
In addition to the key markets in different regions, the yStats.com “Global
Online Gaming Report 2012” also provides important facts and figures about
more than 20 successful players. Zynga, for example, is expecting an increase
in revenue by more than 20 percent in 2012. Bigpoint, an enterprise based in
Germany, had as many as 250 million registered users early in 2012 and has
already added new locations in Great Britain and France. Wooga, also
headquartered in Germany, was the largest social games developer in Europe in
April 2012, and the third largest worldwide. Chinese online game developer
Changyou also increased its revenue in 2011 by almost 40 percent compared to
2010. Developer of cross-platform games PopCap Games was bought by Electronic
Arts in 2011, and is now a subsidiary of the games giant. US social games
developer RockYou was also successful in 2011, entering partnerships with Peak
Games and Aktiv Digital. Turkish games developer Peak Games was the fastest
growing social gaming enterprise in an emerging market in 2011.
2.) KEY FINDINGS
Global online gaming revenue is expected to increase by more than +10%
annually between 2010 and 2016.
Social gaming in the US was expected to spread further in 2011, with more
than 40% of total Internet users playing social games.
Almost one-fifth of total gaming time in the UK was spent on “Social
Networks” in 2011, followed by “Casual Games” and only
surpassed by “Console Games”.
The online and mobile games market in Germany is expected to almost double
between 2010 and 2015.
The social game market in Japan is expected to grow rapidly, increasing by
a third between 2011 and 2012.
Online gaming addiction is a major problem in South Korea, where more than
half of all inhabitants played online games in 2011.
3.) About our Reports
Market reports by yStats.com inform top managers about recent market
trends and assist with strategic company decisions
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.
4.) About yStats.com
Founded in 2005, yStats.com is committed to the research of objective,
demand-based and up-to-date data on markets and competitors for top managers
from various industries including retail, home shopping, E-Commerce,
telecommunication, logistics and energy. The Hamburg-based company is a
specialist for secondary research with a clear international focus.
Samples
Report Statistics
Last update:May 2012
Total Number of Pages/Charts:151
Format:PDF & PowerPoint
Covered Countries:
America:USA, Brazil, Mexico
Western Europe:UK, Germany, France, Belgium, Finland, Italy, Netherlands, Spain
Eastern Europe:Poland, Russia, Turkey
Asia-Pacific:Japan, China, South Korea, Australia
Middle East & Africa:South Africa
Table of Contents
Table of Contents
1. Management Summary
2. Global
Online Gaming Trends 2012 and Online Gaming Revenue, in USD billion, 2010
& 2016f
Mid-Core Market Gaming Trends, 2011 and US and European Mid-Core Market
Spenders & Market Potential, in millions, 2011
Spending on Games, by Platform, including Online, in USD billion, 2011f
Share of Casual/Social Online Gaming Spenders, in % of Total Players, by
Region, 2011
Breakdown of the Games Market, including Online Games, by Region, in %,
2010 & 2013f
Breakdown of the Games Market, by Platform, in %, 2010 & 2013f
Console Players playing Video Games Online, by Game Console, in %, 2010 &
2011
Time spent on Games, by Platform, including Online, in %, 2011f
3. America
3.1. USA (Top Country)
Spending on Games, by Platform, including Online, in USD billion, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in % of total Gamers, 2011f
Breakdown of Female Online Gamers by Age Groups, in %, 2011f
Social Gaming Trends, 2011
Share of Social Gamers of total Internet Users, in %, September 2011 and
Breakdown of Social Gamers by Gender, in %, September 2011
Breakdown of Social Gamers by Age Group, in %, September 2011
Breakdown of Social Gamers by Access Device, in %, September 2011
Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
Share of Social Gamers by Social Networking Platform, in %, September
2011
Amount of Time Spent Playing Social Games, in % of Total Internet Users,
2010 & 2011f
Breakdown of Themes of Online Games, in % of Times Played, 2011
Top 20 Social Games, in % of Social Gamers, September 2011
Ranking of Gaming Websites, in % of Total Visits, December 2011
3.2. Brazil
Spending on Games, by Platform, including Online, in USD million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, including Online, in millions and in % of total
Gamers, 2011f
3.3. Mexico
Spending on Games, by Platform, including Online, in USD million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, including Online, in millions and in % of total
Gamers, 2011f
4. Western Europe
4.1. Europe: Regional
PC Gamers that ever bought Digital Content Online, in %, 2011f
Type of Digital Content ever bought by PC Gamers, in %, 2011f
PC Game Digital Content Revenue, in EUR billion, 2010-2015f
4.2. UK (Top Country)
Spending on Games, by Platform, including Online, in GBP million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in %, 2011f
Social Gaming Trends and Share of Avid Social Game Users, in % of Total
Internet Users, 2011
Share of Social Gamers of Total Internet Users, in %, September 2011 and
Breakdown of Social Gamers by Gender, in %, September 2011
Share of Social Gamers by Age Group, in %, September 2011
Share of Social Gamers by Access Device, in %, September 2011
Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
Amount of Time Spent Playing Social Games, in % of Total Internet Users,
2010 & 2011f
Breakdown of Social Gamers by Social Network Platform, in %, September
2011
Top 20 Social Games, in % of Social Gamers, September 2011
4.3. Germany (Top Country)
Online Gaming Trends, 2010-2012, including Gaming Spending, in EUR
billion, 2010 & 2011
Online and Mobile Games Market Size, in EUR million, 2010 & 2015f
Spending on Gaming, by Platform, including Online, in EUR million, 2010
& 2011
Spending on Gaming, by Platform, including Online, in %, 2010 & 2011
Spending on Gaming, by Platform, including Online, in EUR million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in % of total Gamers, 2011f
Online- and Browser Game Players, in millions, 2008-2010
Virtual Goods Buyers, in millions and average per Capita Spending, in
EUR, 2008-2010
Top 10 Online Gaming Websites, by total monthly Hours played and Unique
Visitors in thousands and in % Reach, June 2011
Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone
Users and in % of Smartphone Users, Q2 2011
4.4. Belgium
Spending on Games, by Platform, including Online, in EUR million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, including Online, in millions and in % of total
Gamers, 2011f
4.5. Finland
Gaming Market Value, including Online, in EUR billion, 2009 & 2010
4.6. France
Spending on Games, by Platform, including Online, in EUR million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in % of total Gamers, 2011f
4.7. Italy
Spending on Games, by Platform, including Online, in EUR million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in % of total Gamers, 2011f
4.8. Netherlands
Spending on Games, by Platform, in EUR million, 2011f and Time spent on
Games, by Platform, including Online, in %, 2011f
Gamers per Platform, including Online, in millions and in % of total
Gamers, 2011f
4.9. Spain
Spending on Games, by Platform, in million Euro, 2011f and Time spent on
Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and % of total Gamers, 2011f
5. Eastern Europe
5.1. Poland
Gaming Market Value, including Online, in PLN million, 2007-2011
Freemium Segment (Free-to-Play and Online), in PLN million, 2009-2011f
Gaming by Devices, including Online, in %, 2011
5.2. Russia
Online Gaming Market Trends, 2011 & 2012
Breakdown of Online Gaming Market Value in Russia, in %, 2011
Breakdown of Spending by Online Gamers, in %, 2011f
Spending on Games, by Platform, including Online, in USD million, 2011f
and Time spent on Games, by Platform, including Online, in %, 2011f
Gamers per Platform, in millions and in % of total Gamers, 2011f
5.3. Turkey
Social Gaming Market and Social Gaming Markets in Turkey and the US, in
million Users, Q2 2011
6. Asia-Pacific
6.1. Southeast Asia: Regional
Online Gaming Trends, 2011 and Online Gaming Revenues, in USD billion,
2011f & 2015f
6.2. Japan (Top Country)
Online Game Market Value, by Platform, in JPY billion, 2009-2011
Spending on Online Games, per Person and Month, in JPY, 2006-2010
Breakdown of Online Gamers by Gender, in %, 2007-2010
Breakdown of Social Gamers and Online Gamers, by Gender, in %, 2010
Breakdown of Social Gamers and Online Gamers, by Age Group, in %, 2010
Social Game Market Sales, in JPY billion, 2008-2012f
Online Game License-Out Market Exports, in JPY million, 2007-2010
6.3. South Korea (Top Country)
Online Gaming Trends, 2011
Online Gaming Market, in KRW trillion, 2008 & 2012f
Mobile Gaming Market, in KRW billion, 2011f & 2015f
Games Market Revenue, including Online Games, in KRW trillion, 2006-2010
Domestic Games Market Revenue, by Platform, including Online Games, in
USD billion and in % of Global Games Market, 2010
Breakdown of Games Market Sales, by Platform, including Online, in %,
2010
Games Market Sales, by Platform, including Online, in KRW billion,
2009-2013f
6.4. China
Online Gaming Trends, including Online Gaming Market Value, in RMB
billion, 2012f & 2015f
Outlook of the Online Gaming Market, 2011/2012
Browser-based and Client-based Online Gaming Market Trends, 2011
Online Gaming Market Revenue, in RMB billion and Growth in %, Q1 2009-Q4
2011f
Online Gaming Market Volume, in RMB billion, 2007-2012f
Online Gaming User Spending, in RMB billion, 2009-2013f
Breakdown of Online Gaming Revenues by Game Segments, in %, 2009-2013f
Browser-based Online Gaming Users, in millions and annual Growth,
2010-2014f
Client-based Online Gaming Users, in millions and annual Growth,
2010-2014f
Market Share in the Client-based Online Gaming Market, in %, in Q4 2011
Online Gamers paying Gaming Fees per Month, in % of total Online Gamers,
H1 2011
Age Distribution of Online Gaming Users, in % of total Online Gamers,
2011
Top Six Online Gaming Companies, by Revenue, in RMB billion, 2010 & 2011
6.5. Australia
Online Gaming Trends, 2011 & 2012 and Breakdown of the Digital Goods and
Online Subscriptions Market, in %, 2012f
7. Middle East & Africa
7.1. Middle East: Regional
Online Gaming Trends, 2011
7.2. South Africa
Online Gaming Market and Online Players, in thousands, 2010 & 2015f
Online Gaming Spending, in ZAR million, 2010 & 2015f
8. Online Gaming Player News
Overview of the Players contained in the Online Gaming News-Section
Arkadium: Online Gaming News, 2011/2012
Bigpoint: Online Gaming News, 2011/2012
Blizzard: Online Gaming News, 2012
Changyou: Online Gaming News, 2011/2012 and Revenues, in USD million,
2007-2011
Com2uS: Online and Mobile Gaming News, 2011/2012 and Revenues, in KRW
billion, 2010-2012f
Digital Chocolate: Online Gaming News, 2012
Facebook: Online Gaming News, 2011/2012 and Top 10 Facebook Games by Daily
Active Users, April 2012
Gamevil: Mobile Gaming News, 2011/2012 and Sales, in KRW billion,
2010-2012f
GDC: Online Gaming News, 2011/2012
Giant: Online Gaming News, 2011/2012 and Net Revenues, in RMB billion,
2010 & 2011
Gree: Online Gaming News, 2011/2012
King.com: Online Gaming News, 2011/2012
Miniclip: Online Gaming News, 2011/2012
Nexon: Online Gaming News, 2011, including Revenues, in JPY billion,
2010-2012f
Obscene Jeans Corp.: Online Gaming News, 2012
Peak Games: Online Gaming News, 2011
Perfect World: Online Gaming News, 2011/2012
PopCap Games: Online Gaming News, 2011/2012
RockYou: Online Gaming News, 2011
Rovio: Online Gaming News, 2011/2012
Spil Games: Online Gaming News, 2011/2012
Wemade: Online Gaming News, 2012
Wooga: Online Gaming News, 2011/2012
Zynga: Online Gaming News, 2011/2012 and Revenues, in USD billion,
2010-2012f
Global Online Gaming Report 2012 published by yStats.com GmbH & Co. KG in May 3, 2012. This report consists of 151 Pages and the price starts from US $ 3100.
The contents of this page may be different from the latest version. Please contact us for details.