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1. Global Online Gaming Report 2012
May 2012
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RESEARCH ON INTERNATIONAL MARKETS
We deliver the facts – you make the decisions
May 2012
Publication Date
May 2012
Language
English
Format
PDF & PowerPoint
Number of Pages/Charts
151
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
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2. Global Online Gaming Report 2012
Key Findings
Covering 19 countries worldwide
• 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.
Company and Product Information
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3. Global Online Gaming Report 2012
Table of Contents (1 of 4)
1. MANAGEMENT SUMMARY 3. AMERICA (cont.)
3.1 USA (Top Country) (cont.)
2. GLOBAL
• Online Gaming Trends 2012 and Online Gaming • Share of Social Gamers by Social Networking
Revenue, in USD billion, 2010 & 2016f Platform, in %, September 2011
• Mid-Core Market Gaming Trends, 2011 and US • Amount of Time Spent Playing Social Games, in % of
and European Mid-Core Market Spenders & Market Total Internet Users, 2010 & 2011f
Potential, in millions, 2011 • Breakdown of Themes of Online Games, in % of
• MMO Games Market Trends, 2011 Times Played, 2011
• Social Gaming Trends, 2011 • Top 20 Social Games, in % of Social Gamers,
September 2011
• Gaming Market Spending, in USD billion, 2011f &
2013f & 2015f • Ranking of Gaming Websites, in % of Total Visits,
December 2011
• Spending on Games, by Platform, including Online,
in USD billion, 2011f
3.2 Brazil
• Share of Casual/Social Online Gaming Spenders, in
% of Total Players, by Region, 2011 • Spending on Games, by Platform, including Online,
• Breakdown of the Games Market, including Online in USD million, 2011f and Time spent on Games, by
Games, by Region, in %, 2010 & 2013f Platform, including Online, in %, 2011f
• Breakdown of the Games Market, by Platform, in %, • Gamers per Platform, including Online, in millions
2010 & 2013f and in % of total Gamers, 2011f
• Console Players playing Video Games Online, by
Game Console, in %, 2010 & 2011
• Time spent on Games, by Platform, including Online, 3.3 Mexico
in %, 2011f
• Spending on Games, by Platform, including Online,
in USD million, 2011f and Time spent on Games, by
Platform, including Online, in %, 2011f
3. AMERICA • Gamers per Platform, including Online, in millions
and in % of total Gamers, 2011f
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
4. WESTERN EUROPE
• Gamers per Platform, in millions and in % of total 4.1 Europe: Regional
Gamers, 2011f
• Breakdown of Female Online Gamers by Age Groups, • PC Gamers that ever bought Digital Content Online,
in %, 2011f in %, 2011f
• Social Gaming Trends, 2011
• Type of Digital Content ever bought by PC Gamers,
• Share of Social Gamers of total Internet Users, in %, in %, 2011f
September 2011 and Breakdown of Social Gamers
by Gender, in %, September 2011 • PC Game Digital Content Revenue, in EUR billion,
• Breakdown of Social Gamers by Age Group, in %, 2010-2015f
September 2011
• Breakdown of Social Gamers by Access Device, in %,
4.2 UK (Top Country)
September 2011
• Spending on Games, by Platform, including Online,
• Breakdown of Social Gamers by Frequency of in GBP million, 2011f and Time spent on Games, by
Gameplay, in %, September 2011 Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in %, 2011f
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4. Global Online Gaming Report 2012
Table of Contents (2 of 4)
4. WESTERN EUROPE (cont.) 4. WESTERN EUROPE (cont.)
4.2 UK (Top Country) (cont.) 4.4 Belgium
• Spending on Games, by Platform, including Online,
• Social Gaming Trends and Share of Avid Social Game in EUR million, 2011f and Time spent on Games, by
Users, in % of Total Internet Users, 2011 Platform, including Online, in %, 2011f
• Share of Social Gamers of Total Internet Users, • Gamers per Platform, including Online, in millions
in %, September 2011 and Breakdown of Social and in % of total Gamers, 2011f
Gamers by Gender, in %, September 2011
• Share of Social Gamers by Age Group, in %,
September 2011
4.5 Finland
• Gaming Market Value, including Online, in EUR
• Share of Social Gamers by Access Device, in %,
billion, 2009 & 2010
September 2011
• Breakdown of Social Gamers by Frequency of
4.6 France
Gameplay, in %, September 2011
• Amount of Time Spent Playing Social Games, • Spending on Games, by Platform, including Online,
in % of Total Internet Users, 2010 & 2011f in EUR million, 2011f and Time spent on Games, by
Platform, including Online, in %, 2011f
• Breakdown of Social Gamers by Social Network
Platform, in %, September 2011 • Gamers per Platform, in millions and in % of total
Gamers, 2011f
• Top 20 Social Games, in % of Social Gamers,
September 2011
4.7 Italy
4.3 Germany (Top Country) • Spending on Games, by Platform, including Online,
in EUR million, 2011f and Time spent on Games, by
• Online Gaming Trends, 2010-2012, including Gaming Platform, including Online, in %, 2011f
Spending, in EUR billion, 2010 & 2011 • Gamers per Platform, in millions and in % of total
• Online and Mobile Games Market Size, in EUR Gamers, 2011f
million, 2010 & 2015f
• Spending on Gaming, by Platform, including Online,
in EUR million, 2010 & 2011
4.8 Netherlands
• Spending on Gaming, by Platform, including Online,
in %, 2010 & 2011
• Spending on Games, by Platform, in EUR
• Germany: Spending on Gaming, by Platform,
including Online, in EUR million, 2011f and Time million, 2011f and Time spent on Games, by
spent on Games, by Platform, including Online, in %, Platform, including Online, in %, 2011f
2011f • Gamers per Platform, including Online, in millions
• Gamers per Platform, in millions and in % of total and in % of total Gamers, 2011f
Gamers, 2011f
• Online- and Browser Game Players, in millions,
2008-2010 4.9 Spain
• Virtual Goods Buyers, in millions and average per
Capita Spending, in EUR, 2008-2010
• Spending on Games, by Platform, in million Euro,
• Top 10 Online Gaming Websites, by total monthly 2011f and Time spent on Games, by Platform,
Hours played and Unique Visitors in thousands and in
% Reach, June 2011 including Online, in %, 2011f
• Share of Online Gamers playing on Mobile Phones, • Gamers per Platform, in millions and % of total
in % of Mobile Phone Users and in % of Smartphone Gamers, 2011f
Users, Q2 2011
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5. Global Online Gaming Report 2012
Table of Contents (3 of 4)
5. EASTERN EUROPE 6. ASIA-PACIFIC (cont.)
5.1 Poland 6.2 Japan (Top Country) (cont.)
• Gaming Market Value, including Online, in PLN
million, 2007-2011
• Breakdown of Social Gamers and Online Gamers, by
• Freemium Segment (Free-to-Play and Online), in PLN
Age Group, in %, 2010
million, 2009-2011f
• Gaming by Devices, including Online, in %, 2011 • Social Game Market Sales, in JPY billion, 2008-2012f
• Online Game License-Out Market Exports, in JPY
5.2 Russia million, 2007-2010
• Online Gaming Market Trends, 2011 & 2012
• Breakdown of Online Gaming Market Value in Russia, 6.3 South Korea (Top Country)
in %, 2011
• Breakdown of Spending by Online Gamers, in %, • Online Gaming Trends, 2011
2011f
• Online Gaming Market, in KRW trillion, 2008 & 2012f
• Spending on Games, by Platform, including Online,
in USD million, 2011f and Time spent on Games, by • Mobile Gaming Market, in KRW billion, 2011f & 2015f
Platform, including Online, in %, 2011f
• Games Market Revenue, including Online Games,
• Gamers per Platform, in millions and in % of total
Gamers, 2011f in KRW trillion, 2006-2010
• Domestic Games Market Revenue, by Platform,
5.3 Turkey including Online Games, in USD billion and in % of
Global Games Market, 2010
• Social Gaming Market and Social Gaming Markets in
• Breakdown of Games Market Sales, by Platform,
Turkey and the US, in million Users, Q2 2011
including Online, in %, 2010
• Games Market Sales, by Platform, including Online,
6. ASIA-PACIFIC in KRW billion, 2009-2013f
6.1 Southeast Asia: Regional
• Online Gaming Trends, 2011 and Online Gaming
Revenues, in USD billion, 2011f & 2015f 6.4 China
6.2 Japan (Top Country) • Online Gaming Trends, including Online Gaming
Market Value, in RMB billion, 2012f & 2015f
• Online Game Market Value, by Platform, in JPY
billion, 2009-2011 • Outlook of the Online Gaming Market, 2011/2012
• Spending on Online Games, per Person and Month, • Browser-based and Client-based Online Gaming
in JPY, 2006-2010
Market Trends, 2011
• Breakdown of Online Gamers by Gender, in %,
2007-2010 • Online Gaming Market Revenue, in RMB billion and
• Breakdown of Social Gamers and Online Gamers, Growth in %, Q1 2009-Q4 2011f
by Gender, in %, 2010
• Online Gaming Market Volume, in RMB billion,
2007-2012f
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6. Global Online Gaming Report 2012
Table of Contents (4 of 4)
6. ASIA-PACIFIC (cont.) 8. ONLINE GAMING PLAYER NEWS
6.4 China (cont.) • Overview of the Players contained in the Online
Gaming News-Section
• Online Gaming User Spending, in RMB billion, • Arkadium: Online Gaming News, 2011/2012
2009-2013f
• Bigpoint: Online Gaming News, 2011/2012
• Breakdown of Online Gaming Revenues by Game
• Blizzard: Online Gaming News, 2012
Segments, in %, 2009-2013f
• Changyou: Online Gaming News, 2011/2012 and
• Browser-based Online Gaming Users, in millions and Revenues, in USD million, 2007-2011
annual Growth, 2010-2014f
• Com2uS: Online and Mobile Gaming News,
2011/2012 and Revenues, in KRW billion, 2010-
• Client-based Online Gaming Users, in millions and
2012f
annual Growth, 2010-2014f
• Digital Chocolate: Online Gaming News, 2012
• Market Share in the Client-based Online Gaming
• Facebook: Online Gaming News, 2011/2012 and Top
Market, in %, in Q4 2011
10 Facebook Games by Daily Active Users, April 2012
• Online Gamers paying Gaming Fees per Month, in % • Gamevil: Mobile Gaming News, 2011/2012 and
of total Online Gamers, H1 2011 Sales, in KRW billion, 2010-2012f
• Age Distribution of Online Gaming Users, in % of • GDC: Online Gaming News, 2011/2012
total Online Gamers, 2011 • Giant: Online Gaming News, 2011/2012 and Net
Revenues, in RMB billion, 2010 & 2011
• Top Six Online Gaming Companies, by Revenue, in
RMB billion, 2010 & 2011 • Gree: Online Gaming News, 2011/2012
• King.com: Online Gaming News, 2011/2012
• Miniclip: Online Gaming News, 2011/2012
6.5 Australia
• Nexon: Online Gaming News, 2011, including
• Online Gaming Trends, 2011 & 2012 and Breakdown Revenues, in JPY billion, 2010-2012f
of the Digital Goods and Online Subscriptions Market,
• Obscene Jeans Corp.: Online Gaming News, 2012
in %, 2012f
• Peak Games: Online Gaming News, 2011
• Perfect World: Online Gaming News, 2011/2012
7. MIDDLE EAST & AFRICA • PopCap Games: Online Gaming News, 2011/2012
7.1 Middle East: Regional • RockYou: Online Gaming News, 2011
• Online Gaming Trends, 2011 • Rovio: Online Gaming News, 2011/2012
• Spil Games: Online Gaming News, 2011/2012
7.2 South Africa
• Wemade: Online Gaming News, 2012
• Online Gaming Market and Online Players, in • Wooga: Online Gaming News, 2011/2012
thousands, 2010 & 2015f
• Zynga: Online Gaming News, 2011/2012 and
• Online Gaming Spending, in ZAR million, 2010 & Revenues, in USD billion, 2010-2012f
2015f
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7. Global Online Gaming Report 2012
Samples
RESEARCH ON INTERNATIONAL MARKETS
We deliver the facts – you make the decisions
3% of smartphone users in Germany “Used Browser to Play” on their
device in Q2 2011, compared to only 1% of all mobile phone users.
Germany: Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone Users and in % of
Smartphone Users, Q2 2011
In % of all Mobile Phone Users In % of all Smartphone Users
Used Mobile Device for Playing 25.1 38.7
Played Pre-Installed Game 16.1 17.1
Played downloaded Game 11.1 24.8
Used Browser to Play 1.3 2.8
Note: aged 13+
Source: comScore, August 2011
65
RESEARCH ON INTERNATIONAL MARKETS
We deliver the facts – you make the decisions
South Korean mobile gaming company Gamevil is expected to increase
its sales by +53%, to reach KRW 65 billion (EUR 46 million) in 2012.
Gamevil: Mobile Gaming News, 2011/2012 and Sales, in KRW billion, 2010-2012f
In 2011, Gamevil, one of the leading mobile gaming companies in Sales, in KRW billion, 2010-2012f
South Korea, operating its own platform, reached sales of KRW 42.6
billion in 2011. This constituted an increase of +39%, from KRW 30.6
80
billion in 2010. For 2012, the company projects sales worth KRW 65
billion, of which 72.3% are expected to be generated in South Korea 65,0
and the remaining 27.7% internationally.
60
73% of Gamevil’s sales in 2011 were smartphone game sales and
in KRW billion
71% were in-app purchases. 42,6 +53%
Regarding genre, 37% of Gamevil’s sales in 2011 were generated 40
from the sports genre, 25% from RPGs (role-playing games), 19% 30,6 +39%
from action, 10% from arcade games, 3% from board games and 6%
from others. 20
In February 2012, Gamevil reached 100 million downloads on
smartphones, after reaching the 50 million mark just six months
earlier, in August 2011. 0
2010 2011 2012f
Source: Gamevil, February 2012
134
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8. Global Online Gaming Report 2012
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9. Global Online Gaming Report 2012
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4.3 the event that the parties agree on a “Single User License” under the Order Form, this
In confidential information to the minimum required.
means that only one individually named user of an organization shall be entitled to access 9.2 may use the Customer as a reference so long as no contractual details are divulged.
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the report. In the event that the parties agree on a “Site License” under the Order Form, this 10. JURISDICTION, GOVERNING LAW, MISCELLANEOUS
means that all users within a given geographical location (as specified in the Order Form) 10.1 lace of payment is Hamburg, Germany.
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of an organization shall be entitled to access the report. In the event that the parties agree 10.2 ll disputes arising from or in connection with any Contract between the parties shall be
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on a “Global Site License”, this means that all worldwide users of an organization shall be resolved through the courts of Hamburg. Governing law is German law.
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