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Mobile Gaming: State of the European Market
Mobile Gaming Forum - 25 January 2012




Jeremy Copp, Vice President Mobile Europe
jcopp@comscore.com, +44 7876 567742
Agenda

– Mobile Media Landscape
        Usage, Devices & Market Drivers
        Smartphone Trends

 Mobile Gaming
        Who Does What & How?
        Which Handsets?
        Who are the Consumers?

  Monetisation
        Advertising
        Paid Downloads & Freemium
        In Game Purchases

 Takeaways



                       © comScore, Inc. Proprietary and Confidential.   2
Mobile Media Landscape
Usage, Devices & Market Drivers
Smartphone Trends




             © comScore, Inc. Proprietary and Confidential.   3
The Market Open to Mobile Gaming is Growing

  More than 40% of the total EU5 mobile audience now use Mobile Media.
  Mobile Media population has grown 22% Y-o-Y: now more than 100 million users.
  Smartphone ownership has reached 94 million - 40.1% of the mobile population.
  The total Smartphone audience increased by 46% year on year.

               EU5 Smartphone Penetration                                                            EU5 Mobile Market Segments

                                                                                                                   Just Voice
                                                Smartphone                                                           13.1%                Mobile
                                                  40.1%                                                                                   Media
                                                                                                                                          42.9%
                                                     94 million
                                                                                                                                       100.9 million
                                                                                                                 SMS (and
                              Not
                                                                                                                 not mobile
                           Smartphone
                                                                                                                  media)
                             59.9%
                                                                                                                   43.9%



Mobile Media User = Used browser, application, native email, stream or download music
                                                                                                   Product: MobiLens
and broadcast or on demand video (does not include SMS)
                                                                                                   Data: Three month average ending September 2011
                                              © comScore, Inc. Proprietary and Confidential.   4   Country: EU5, N= 67,003
Smartphone Ownership a Key Market Driver

 Since December 2010, smartphones have dominated new mobile phone purchases
 Now more than 59% of devices sold in EU5 are smartphones


                                                          Acquired Device in Month by Type
                             100%

                             90%
                                     28%       30%       30%               31%
                                                                                                38%
% Acquired Device in Month




                             80%                                                                                41%
                                                                                                                            48%             51%         53%
                             70%                                                                                                                                     58%       59%
                             60%

                             50%

                             40%
                                     72%       70%       70%               69%
                             30%                                                                62%             59%
                                                                                                                            52%             49%         47%
                             20%                                                                                                                                     42%       41%
                             10%

                              0%
                                    Q1 2009   Q2 2009   Q3 2009          Q4 2009             Q1 2010           Q2 2010    Q3 2010       Q4 2010       Q1 2011       Q2 2011   Q3 2011

                                                                                Not Smartphone                     Smartphone

                                                                                                                  Product: MobiLens
                                                                                                                  Data: Three month average ending September 2011
                                                          © comScore, Inc. Proprietary and Confidential.   5      Country: EU5, N= 67,003
Google’s Android Has Rapidly Grown its Smartphone Market Share

 In the past year, Android increased its market share from 8.3% in September 2010
                              to its current 26.2%.
 Apple has increased its share from 19.4% to 20.7% while all other major operating
                              systems saw their share decline.


                              60.0%
                                                                 Smartphone Operating Systems - Trend                                                                                   % YoY
                                       51.8%                                                                                                                                            Growth
                              50.0%
% Smartphone Installed Base




                              40.0%                                                                                                                                                       - 4%
                                                                                                                                                                               33.9%
                              30.0%                                                                                                                                                      +361%
                                                                                                                                                                                26.2%
                                      19.4%                                                                                                                                    20.7%     +56%
                              20.0%
                                     10.6%                                                                                                                                                +74%
                              10.0% 8.3%                                                                                                                                        9.5%
                                    7.9%                                                                                                                                        6.3%      -13%
                              0.0%
                                   2.0%                                                                                                                                         3.4%
                                      Sep-10   Oct-10   Nov-10   Dec-10          Jan-11         Feb-11            Mar-11   Apr-11   May-11     Jun-11     Jul-11    Aug-11   Sep-11      +158%

                                                            Symbian                   Google                  Apple          RIM          Microsoft         Other

                                                                                                                           Product: MobiLens
                                                                                                                           Data: Three month average ending September 2011
                                                                 © comScore, Inc. Proprietary and Confidential.      6     Country: EU5, N= 67,003
Smartphone Owners are Over 237% More Likely to Use Mobile Media
 than Non-Smartphone Users

  Smartphones have revolutionized the market for Mobile Media. More than 94% of Apple’s user base
                 consume Mobile Media.

  Google, Apple and RIM platform users over-index on consumption behavior, compared to the
                 Smartphone average.

  Mobile owners with Microsoft and Symbian based devices are less likely to use Mobile Media than the
                 average Smartphone user.

                                      Mobile Media Consumption by Operating System
                 100.0%   94.3%
                 90.0%           85.7%      86.0%                       84.8%
                 80.0%       89.1%                     76.2%                                                                                    74.2%
                                                                                      72.0%
                                                                                                     68.5%
                 70.0%                          76.5%                          75.4%                                                                      63.8%
  %Penetration




                                                                                                              57.9%
                 60.0%                                                                                                     51.6%                     64.6%
                 50.0%                                                                                    56.5%
                                                                                                                                       40.3%
                 40.0%
                                                                                                                                  40.0%
                 30.0%                                                                                                                                            22.0%
                 20.0%                                                                                                                                                    15.8%
                 10.0%                                                                                                                                                14.4%
                  0.0%
                             Apple             Google                            RIM                     Microsoft               Symbian         Smartphone       Not Smartphone

                                  Used connected media (except SMS)                           Used application (except native games)              Used browser
Mobile Media User = Used browser, application, native email, stream or download music
                                                                                                             Product: MobiLens
and broadcast or on demand video (does not include SMS)
                                                                                                             Data: Three month average ending September 2011
                                                    © comScore, Inc. Proprietary and Confidential.   7       Country: EU5, N= 67,003
Mobile Gaming
Who Does What & How?
Which Handsets?
Who Are the Consumers?




            © comScore, Inc. Proprietary and Confidential.   8
Most Prevalent Installed Game Genres are Not Always Most Purchased

              Most popular genres purchased are not always the same as the most popular installed
              Action/adventure, board, card, strategy & casino games highest volume purchases
              Arcade, card, strategy & word or number games largest installed volume

                                                                                         Most Popular Gaming Genres
                             14,000                                                                                                                                                                                                                                            800

                             12,000                                                                                                                                                                                                                                            700




                                                                                                                                                                                                                                                                                     Number Purchased (000)
    Number Installed (000)




                                                                                                                                                                                                                                                                               600
                             10,000
                                                                                                                                                                                                                                                                               500
                              8,000
                                                                                                                                                                                                                                                                               400
                              6,000
                                                                                                                                                                                                                                                                               300
                              4,000
                                                                                                                                                                                                                                                                               200
                              2,000                                                                                                                                                                                                                                            100

                                 0                                                                                                                                                                                                                                             0




                                                                                                                                                                                                                     Role Playing Games
                                                      Card




                                                                                                                           Racing




                                                                                                                                                                        Casino
                                                                                                        Board
                                                                                         Retro arcade




                                                                                                                                                               Sports
                                                                        Word or Number




                                                                                                                                                                                                                                                                       Other
                                                             Strategy




                                                                                                                Quiz




                                                                                                                                        Action/adventure




                                                                                                                                                                                                                                          Music/Rhythm
                                                                                                                                                                                              First person shooter
                                      Arcade puzzle




                                                                                                                                                                                                                                                         Kids/Family
                                                                                                                                                                                 Simulation
                                                                                                                       Installed                 Purchased

                                                                                                                                                           Product: MobiLens
                                                                                                                                                           Data: Three month average ending September 2011
                                                                          © comScore, Inc. Proprietary and Confidential.            9                      Country: EU5, N= 67,003
Distinct Audiences for Different Game Genres
     Young, heavily male audience for action/adventure, RPG, sports and first person shooter games
     Puzzles, card games, quizzes and board games attract an older audience more evenly spread
      between genders
     Musical and strategy games have a younger, more female demographic

               65%                 Demographic Profile of Installed Game Users
                                                                                                                      Arcade puzzle                  Kids/Family
               55%                                                                                                                 Word or Number
                                                                                             Simulation
                                                                                                                                                            Other
                                                                                                                  Quiz
                                                  Music/Rhythm                                                                    Card
               45%                                                                                         Strategy
    % Female




                                                                                   Retro arcade
                                                                                                                      Board
               35%
                                                     Role Playing Games
                                                                                                      Casino
                                     Action/adventure
               25%                                     Racing                                                                        Size of bubbles = % of the market
                                                                                                                                     Higher on chart = More female
                         First person shooter                                                                                        Further to right = Older
                                                      Sports

               15%
                  10.0     12.0         14.0               16.0                 18.0                20.0          22.0            24.0        26.0          28.0         30.0

                                                                                                    Median Age
                                                                                                        Product: MobiLens
                                                                                                        Data: Three month average ending September 2011
                                            © comScore, Inc. Proprietary and Confidential.     10       Country: EU5, N= 67,003
Consumers Continue to Play Mobile Games Regularly

                  Over 25% of mobile phone users (62m consumers) played a game in the month
                  Nearly 13m users play a game almost every day

                                                                    Frequency of Playing Games
                                       30.0



                                       25.0
    Proportion of Total Audience (%)




                                       20.0



                                       15.0



                                       10.0



                                        5.0



                                        0.0
                                              Almost every day                 At least once each week                   Once to three times                    Ever in month
                                                                                                                       throughout the month

                                                                                                                  Product: MobiLens
                                                                                                                  Data: Three month average ending September 2011
                                                            © comScore, Inc. Proprietary and Confidential.   11   Country: EU5, N= 67,003
Pre-installed Games Still Most Popular

                 Most games played are already on the handset – 16% of the audience access them.
                 Growing usage of downloaded games - 13% of the audience.
                 Browser game play is in the minority, but still accounts for more than 4m players.
                                                                      Method of Playing Games
                                40,000


                                35,000


                                30,000
    Number of Consumers (000)




                                25,000


                                20,000


                                15,000


                                10,000


                                 5,000


                                    0
                                         Played native/preloaded games                              Played downloaded games                    Used browser to play games

                                                                                                               Product: MobiLens
                                                                                                               Data: Three month average ending September 2011
                                                         © comScore, Inc. Proprietary and Confidential.   12   Country: EU5, N= 67,003
Most Consumers Download Two or Fewer Games Per Month

   More than 60% of downloaders added up to two games in the month
   Heavy users account for 12% of downloaders, adding 5 or more games in the month
   More than one third of those with games installed have five or more on their phone


                                                                                      Number of Games Downloaded in
       Number of Games Installed
                                                                                                  Month

                                                                           1
                          12%                                              2                                                            1
                                                                                                             12%
                                                                                                                                        2
            35%                                                            3                               3%
                                 17%                                                                                         33%        3
                                                                                                          7%
                                                                           4
                                                                                                                                        4
                                                                           5                                                            5
                                                                                                      17%
               7%           18%                                            5+                                                           5+
                    11%                                                                                             28%




                                                                                      Product: MobiLens
                                                                                      Data: Three month average ending September 2011
                                © comScore, Inc. Proprietary and Confidential.   13   Country: EU5, N= 67,003
Chat and Gifting Not Yet a Draw For Social Gaming

      Multi-player and sharing scores are the primary activities within social gaming
      Chat perhaps is used more outside of the gaming environment


                                                       Social Gaming Activities

               Sent/received gift


                      Used chat


            Invited friend to play


    Shared score on leaderboard


        Played with other people


                       Logged in


                                     0          1,000                    2,000                 3,000         4,000              5,000               6,000   7,000
                                                                                                  Audience (000)

                                                                                                  Product: MobiLens
                                                                                                  Data: Three month average ending September 2011
                                         © comScore, Inc. Proprietary and Confidential.   14      Country: EU5, N= 67,003
iPhone is the Mobile Gaming Device of Choice

   iPhones predominate as gaming devices with more than 10m players.
   53% of iPhone owners played a game – users of Android based devices show a similar
    propensity with 45% playing

                                      Handset Model                               Number Playing Games (000)
            Apple - iPhone 4 16GB (Fourth Generation) [GSM]                                  3,466
            Apple - iPhone 3G S 16GB (Third Generation)                                      1,528
            Apple - iPhone 4 32GB (Fourth Generation) [GSM]                                  1,321
            RIM - BlackBerry Curve 8520                                                      1,318
            Samsung - Galaxy S I9000 8GB                                                     1,223
            Apple - iPhone 3G S 32GB (Third Generation)                                      1,145
            Nokia - 5800 XpressMusic                                                         1,132
            HTC - Desire [GSM]                                                                969
            Apple - iPhone 3G 16GB (Second Generation)                                        887
            HTC - Wildfire [GSM]                                                              831
            Apple - iPhone 3G S 8GB (Third Generation)                                        789
            Samsung - Galaxy S II 16GB (no NFC)                                               696
            Samsung - Galaxy Ace S5830                                                        588
            HTC - Desire HD                                                                   568
            Nokia – 5230                                                                      523
            Samsung - S5230                                                                   521
            HTC - Wildfire S [GSM]                                                            515
                                                                                          Product: MobiLens
                                                                                          Data: Three month average ending September 2011
                            © comScore, Inc. Proprietary and Confidential.   15           Country: EU5, N= 67,003
Monetisation
Advertising
Paid Downloads & Freemium
In Game Purchases




            © comScore, Inc. Proprietary and Confidential.   16
In-Game Advertising Gets Noticed

 In-game ads reach the 39.3% of the smartphone market who play games.
 29% of mobile games players recall seeing ads.

                                                        Methods of Interacting
               80.0%
                             74.2%
               70.0%


               60.0%


               50.0%
% Smartphone




                                                                                              44.2%
                                                                                                                                              39.3%
               40.0%
                         27% of Mobile
                          Media users
               30.0%   recalled seeing a
                          web/app ad
                                                                                    47% of Social
               20.0%                                                              Networking users
                                                                                   read posts from                                      29% of Mobile
                                                                                    organizations                                     Games Players saw
               10.0%
                                                                                   /brands / events                                      in-game ads

               0.0%
                           Mobile Media                                                Social Networking                                  Played Games

                                                                                                Product: MobiLens
                                                                                                Data: Three month average ending September 2011
                                      © comScore, Inc. Proprietary and Confidential.     17     Country: EU5, N= 67,003
Increasingly Users Download Trial Rather Than Purchase

   Unsurprisingly more than half of consumers download games for free
   Increasing proportion of users are downloading trial versions rather than purchasing games

                                     Game Download Methods




                                                      27%
                                                                                             Trial only download


                   52%                                                                       Purchased by paying a fee


                                                                                             Downloaded full version of game for free
                                                     21%




                                                                                Product: MobiLens
                                                                                Data: Three month average ending September 2011
                          © comScore, Inc. Proprietary and Confidential.   18   Country: EU5, N= 67,003
Apple App Store & Android Market Dominant Destination for Games

                 Android market not favoured for paid downloads: operator stores, Google & EA have larger
                  audience.


                                               Game Acquisition Locations
                 4,000

                 3,500

                 3,000
Audience (000)




                 2,500

                 2,000

                 1,500
                                                                                                                                               Free Game Downloaded
                 1,000
                                                                                                                                               Game Purchased
                  500

                    0




                                                                                             Product: MobiLens
                                                                                             Data: Three month average ending September 2011
                                       © comScore, Inc. Proprietary and Confidential.   19   Country: EU5, N= 67,003
15% of Games Players with a Smartphone Made an In-Game Purchase

 15% of those playing games spent money to either purchase virtual goods, cash, points, or tokens, a gift
  for another player or to upgrade game or add levels.

 Most in-game purchases are made to buy cash points or tokens with 46.7% reach among in-game
  purchases, followed by purchasing virtual goods with 42.4%.



        More than 36 million                                                                                             Type of In-Game Purchase
       played mobile games,
      that’s 39.3% of the total                                                                                        50.0%     46.7%




                                                                                        % Made In-Game Purchase with
      EU5 Smartphone market                                                                                            45.0%                  42.4%
                                                                                                                       40.0%
                                                                                                                       35.0%




                                                                                                 Smartphone
                                                                                                                       30.0%
                                                                                                                                                           25.1%
                                               15% of                                                                  25.0%
                                            those made                                                                 20.0%
                                              in-game                                                                  15.0%
                                             purchases                                                                 10.0%
                                                                                                                                                                         4.2%
                                                                                                                       5.0%
                                                                                                                       0.0%
                                                                                                                                Purchased     Purchased     Upgraded Purchased
                                                                                                                               cash, points, virtual goods   game or     gift for
                                                                                                                                 or tokens                 added levels another
                                                                                                                                                                         player

                                                                                                    Product: MobiLens
                                                                                                    Data: Three month average ending September 2011
                                  © comScore, Inc. Proprietary and Confidential.   20               Country: EU5, N= 67,003
Takeaways




            © comScore, Inc. Proprietary and Confidential.   21
Takeaways

 The market for mobile gaming in Europe continues to grow
   –   Ever more smartphone owners driving the update in gaming
   –   More than 25% of mobile phone owners in Europe play games every month
 The installed base of games & most popular download genres differ
   –   Downloading becoming more popular but browser based games a minority
   –   Ensure you understand the route to market for your products
 There are distinct target audiences for different types of games
   –   Know how to reach them with your marketing and delivery channels
 The iPhone is a good bet as a target platform
   –   Users have a high propensity to play games
   –   Currently represent the highest volume platform for gamers in Europe
   –   However, Android based phone users show similar characteristics
 Monetise through in-game purchases or advertising
   –   Paid downloads a decreasing proportion of the market
 Consider the market carefully – how will you reach your target
  audience?
   –   The reality as revealed by measurement is often different from intuition


                       © comScore, Inc. Proprietary and Confidential.   22
Thank you
Any Questions?




Jeremy Copp
jcopp@comscore.com

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Mobile gaming -State of the european market - Comscore - 25 Janvier 2012

  • 1. Mobile Gaming: State of the European Market Mobile Gaming Forum - 25 January 2012 Jeremy Copp, Vice President Mobile Europe jcopp@comscore.com, +44 7876 567742
  • 2. Agenda – Mobile Media Landscape  Usage, Devices & Market Drivers  Smartphone Trends  Mobile Gaming  Who Does What & How?  Which Handsets?  Who are the Consumers? Monetisation  Advertising  Paid Downloads & Freemium  In Game Purchases  Takeaways © comScore, Inc. Proprietary and Confidential. 2
  • 3. Mobile Media Landscape Usage, Devices & Market Drivers Smartphone Trends © comScore, Inc. Proprietary and Confidential. 3
  • 4. The Market Open to Mobile Gaming is Growing  More than 40% of the total EU5 mobile audience now use Mobile Media.  Mobile Media population has grown 22% Y-o-Y: now more than 100 million users.  Smartphone ownership has reached 94 million - 40.1% of the mobile population.  The total Smartphone audience increased by 46% year on year. EU5 Smartphone Penetration EU5 Mobile Market Segments Just Voice Smartphone 13.1% Mobile 40.1% Media 42.9% 94 million 100.9 million SMS (and Not not mobile Smartphone media) 59.9% 43.9% Mobile Media User = Used browser, application, native email, stream or download music Product: MobiLens and broadcast or on demand video (does not include SMS) Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 4 Country: EU5, N= 67,003
  • 5. Smartphone Ownership a Key Market Driver  Since December 2010, smartphones have dominated new mobile phone purchases  Now more than 59% of devices sold in EU5 are smartphones Acquired Device in Month by Type 100% 90% 28% 30% 30% 31% 38% % Acquired Device in Month 80% 41% 48% 51% 53% 70% 58% 59% 60% 50% 40% 72% 70% 70% 69% 30% 62% 59% 52% 49% 47% 20% 42% 41% 10% 0% Q1 2009 Q2 2009 Q3 2009 Q4 2009 Q1 2010 Q2 2010 Q3 2010 Q4 2010 Q1 2011 Q2 2011 Q3 2011 Not Smartphone Smartphone Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 5 Country: EU5, N= 67,003
  • 6. Google’s Android Has Rapidly Grown its Smartphone Market Share  In the past year, Android increased its market share from 8.3% in September 2010 to its current 26.2%.  Apple has increased its share from 19.4% to 20.7% while all other major operating systems saw their share decline. 60.0% Smartphone Operating Systems - Trend % YoY 51.8% Growth 50.0% % Smartphone Installed Base 40.0% - 4% 33.9% 30.0% +361% 26.2% 19.4% 20.7% +56% 20.0% 10.6% +74% 10.0% 8.3% 9.5% 7.9% 6.3% -13% 0.0% 2.0% 3.4% Sep-10 Oct-10 Nov-10 Dec-10 Jan-11 Feb-11 Mar-11 Apr-11 May-11 Jun-11 Jul-11 Aug-11 Sep-11 +158% Symbian Google Apple RIM Microsoft Other Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 6 Country: EU5, N= 67,003
  • 7. Smartphone Owners are Over 237% More Likely to Use Mobile Media than Non-Smartphone Users  Smartphones have revolutionized the market for Mobile Media. More than 94% of Apple’s user base consume Mobile Media.  Google, Apple and RIM platform users over-index on consumption behavior, compared to the Smartphone average.  Mobile owners with Microsoft and Symbian based devices are less likely to use Mobile Media than the average Smartphone user. Mobile Media Consumption by Operating System 100.0% 94.3% 90.0% 85.7% 86.0% 84.8% 80.0% 89.1% 76.2% 74.2% 72.0% 68.5% 70.0% 76.5% 75.4% 63.8% %Penetration 57.9% 60.0% 51.6% 64.6% 50.0% 56.5% 40.3% 40.0% 40.0% 30.0% 22.0% 20.0% 15.8% 10.0% 14.4% 0.0% Apple Google RIM Microsoft Symbian Smartphone Not Smartphone Used connected media (except SMS) Used application (except native games) Used browser Mobile Media User = Used browser, application, native email, stream or download music Product: MobiLens and broadcast or on demand video (does not include SMS) Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 7 Country: EU5, N= 67,003
  • 8. Mobile Gaming Who Does What & How? Which Handsets? Who Are the Consumers? © comScore, Inc. Proprietary and Confidential. 8
  • 9. Most Prevalent Installed Game Genres are Not Always Most Purchased  Most popular genres purchased are not always the same as the most popular installed  Action/adventure, board, card, strategy & casino games highest volume purchases  Arcade, card, strategy & word or number games largest installed volume Most Popular Gaming Genres 14,000 800 12,000 700 Number Purchased (000) Number Installed (000) 600 10,000 500 8,000 400 6,000 300 4,000 200 2,000 100 0 0 Role Playing Games Card Racing Casino Board Retro arcade Sports Word or Number Other Strategy Quiz Action/adventure Music/Rhythm First person shooter Arcade puzzle Kids/Family Simulation Installed Purchased Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 9 Country: EU5, N= 67,003
  • 10. Distinct Audiences for Different Game Genres  Young, heavily male audience for action/adventure, RPG, sports and first person shooter games  Puzzles, card games, quizzes and board games attract an older audience more evenly spread between genders  Musical and strategy games have a younger, more female demographic 65% Demographic Profile of Installed Game Users Arcade puzzle Kids/Family 55% Word or Number Simulation Other Quiz Music/Rhythm Card 45% Strategy % Female Retro arcade Board 35% Role Playing Games Casino Action/adventure 25% Racing Size of bubbles = % of the market Higher on chart = More female First person shooter Further to right = Older Sports 15% 10.0 12.0 14.0 16.0 18.0 20.0 22.0 24.0 26.0 28.0 30.0 Median Age Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 10 Country: EU5, N= 67,003
  • 11. Consumers Continue to Play Mobile Games Regularly  Over 25% of mobile phone users (62m consumers) played a game in the month  Nearly 13m users play a game almost every day Frequency of Playing Games 30.0 25.0 Proportion of Total Audience (%) 20.0 15.0 10.0 5.0 0.0 Almost every day At least once each week Once to three times Ever in month throughout the month Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 11 Country: EU5, N= 67,003
  • 12. Pre-installed Games Still Most Popular  Most games played are already on the handset – 16% of the audience access them.  Growing usage of downloaded games - 13% of the audience.  Browser game play is in the minority, but still accounts for more than 4m players. Method of Playing Games 40,000 35,000 30,000 Number of Consumers (000) 25,000 20,000 15,000 10,000 5,000 0 Played native/preloaded games Played downloaded games Used browser to play games Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 12 Country: EU5, N= 67,003
  • 13. Most Consumers Download Two or Fewer Games Per Month  More than 60% of downloaders added up to two games in the month  Heavy users account for 12% of downloaders, adding 5 or more games in the month  More than one third of those with games installed have five or more on their phone Number of Games Downloaded in Number of Games Installed Month 1 12% 2 1 12% 2 35% 3 3% 17% 33% 3 7% 4 4 5 5 17% 7% 18% 5+ 5+ 11% 28% Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 13 Country: EU5, N= 67,003
  • 14. Chat and Gifting Not Yet a Draw For Social Gaming  Multi-player and sharing scores are the primary activities within social gaming  Chat perhaps is used more outside of the gaming environment Social Gaming Activities Sent/received gift Used chat Invited friend to play Shared score on leaderboard Played with other people Logged in 0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 Audience (000) Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 14 Country: EU5, N= 67,003
  • 15. iPhone is the Mobile Gaming Device of Choice  iPhones predominate as gaming devices with more than 10m players.  53% of iPhone owners played a game – users of Android based devices show a similar propensity with 45% playing Handset Model Number Playing Games (000) Apple - iPhone 4 16GB (Fourth Generation) [GSM] 3,466 Apple - iPhone 3G S 16GB (Third Generation) 1,528 Apple - iPhone 4 32GB (Fourth Generation) [GSM] 1,321 RIM - BlackBerry Curve 8520 1,318 Samsung - Galaxy S I9000 8GB 1,223 Apple - iPhone 3G S 32GB (Third Generation) 1,145 Nokia - 5800 XpressMusic 1,132 HTC - Desire [GSM] 969 Apple - iPhone 3G 16GB (Second Generation) 887 HTC - Wildfire [GSM] 831 Apple - iPhone 3G S 8GB (Third Generation) 789 Samsung - Galaxy S II 16GB (no NFC) 696 Samsung - Galaxy Ace S5830 588 HTC - Desire HD 568 Nokia – 5230 523 Samsung - S5230 521 HTC - Wildfire S [GSM] 515 Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 15 Country: EU5, N= 67,003
  • 16. Monetisation Advertising Paid Downloads & Freemium In Game Purchases © comScore, Inc. Proprietary and Confidential. 16
  • 17. In-Game Advertising Gets Noticed  In-game ads reach the 39.3% of the smartphone market who play games.  29% of mobile games players recall seeing ads. Methods of Interacting 80.0% 74.2% 70.0% 60.0% 50.0% % Smartphone 44.2% 39.3% 40.0% 27% of Mobile Media users 30.0% recalled seeing a web/app ad 47% of Social 20.0% Networking users read posts from 29% of Mobile organizations Games Players saw 10.0% /brands / events in-game ads 0.0% Mobile Media Social Networking Played Games Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 17 Country: EU5, N= 67,003
  • 18. Increasingly Users Download Trial Rather Than Purchase  Unsurprisingly more than half of consumers download games for free  Increasing proportion of users are downloading trial versions rather than purchasing games Game Download Methods 27% Trial only download 52% Purchased by paying a fee Downloaded full version of game for free 21% Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 18 Country: EU5, N= 67,003
  • 19. Apple App Store & Android Market Dominant Destination for Games  Android market not favoured for paid downloads: operator stores, Google & EA have larger audience. Game Acquisition Locations 4,000 3,500 3,000 Audience (000) 2,500 2,000 1,500 Free Game Downloaded 1,000 Game Purchased 500 0 Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 19 Country: EU5, N= 67,003
  • 20. 15% of Games Players with a Smartphone Made an In-Game Purchase  15% of those playing games spent money to either purchase virtual goods, cash, points, or tokens, a gift for another player or to upgrade game or add levels.  Most in-game purchases are made to buy cash points or tokens with 46.7% reach among in-game purchases, followed by purchasing virtual goods with 42.4%. More than 36 million Type of In-Game Purchase played mobile games, that’s 39.3% of the total 50.0% 46.7% % Made In-Game Purchase with EU5 Smartphone market 45.0% 42.4% 40.0% 35.0% Smartphone 30.0% 25.1% 15% of 25.0% those made 20.0% in-game 15.0% purchases 10.0% 4.2% 5.0% 0.0% Purchased Purchased Upgraded Purchased cash, points, virtual goods game or gift for or tokens added levels another player Product: MobiLens Data: Three month average ending September 2011 © comScore, Inc. Proprietary and Confidential. 20 Country: EU5, N= 67,003
  • 21. Takeaways © comScore, Inc. Proprietary and Confidential. 21
  • 22. Takeaways  The market for mobile gaming in Europe continues to grow – Ever more smartphone owners driving the update in gaming – More than 25% of mobile phone owners in Europe play games every month  The installed base of games & most popular download genres differ – Downloading becoming more popular but browser based games a minority – Ensure you understand the route to market for your products  There are distinct target audiences for different types of games – Know how to reach them with your marketing and delivery channels  The iPhone is a good bet as a target platform – Users have a high propensity to play games – Currently represent the highest volume platform for gamers in Europe – However, Android based phone users show similar characteristics  Monetise through in-game purchases or advertising – Paid downloads a decreasing proportion of the market  Consider the market carefully – how will you reach your target audience? – The reality as revealed by measurement is often different from intuition © comScore, Inc. Proprietary and Confidential. 22
  • 23. Thank you Any Questions? Jeremy Copp jcopp@comscore.com