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
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
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.
Last update:May 2012
Total Number of Pages/Charts:151
Format:PDF & PowerPoint
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
Online Gaming Trends 2012 and Online Gaming Revenue, in USD billion, 2010
Mid-Core Market Gaming Trends, 2011 and US and European Mid-Core Market
Spenders & Market Potential, in millions, 2011