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global online gaming Market 2014
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Publication Date: February 2014

	

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Global Online Gaming Market 2014
General Information
Product Details
Language: 		

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English

Format: 			

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Number of Pages/Charts: 	

172

Covered Country: 		

USA, Canada, Brazil, Argentina, Mexico,

					

UK, Germany, France, Belgium, Denmark,

					

Italy, Netherlands, Spain, Sweden, Russia,

					

Poland, Turkey, Japan, China, South Korea,

					

Australia, India, Taiwan, UAE, Jordan,

					

Saudi Arabia, South Africa, Egypt, Ethiopia,

					

Ghana, Nigeria, Kenya, Senegal

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Key Findings (1 of 2)
Online gaming increases worldwide, with trends toward social and mobile games
The online gaming market is forecasted to grow by a high one-digit percentage point annually in the years
leading up to 2017. By then, online gaming spending is expected to almost reach the level of console spending.
At the same time, mobile games are predicted to be the fastest growing segment of the video games market.
Game-playing on mobile devices has already become a major activity of Internet users worldwide, slightly ahead of
online gaming. Also social gaming is a fast growing industry, taking up an increasing share of the total video gaming
market. Both segments are forecasted to outpace the total online gaming market in terms of growth, increasing
by a small double-digit percentage point annually.
Worldwide, over 40% of internet users play games online, with males accounting for slightly more than half of the total
gaming audience. The Asia-Pacific region has the largest number of players, but North America and Europe lead in
terms of regular engagement in game-playing. Regarding payment for playing, credit cards still dominate the gaming
landscape, but the use of alternative payments such as E-Wallets is on the rise.
Practices and trends in online gaming vary by world region.
In the advanced online gaming market of the USA, mobile gaming was spreading more than social gaming in 2013
in terms of popularity, and this trend is expected to persist. Mobile games remained the largest segment in terms of
revenue, accounting for around a quarter of the total market.
In Latin America last year, Brazil was by far the largest online gaming market and is forecasted to grow with annual
rates of over 20% in the next few years. Reduction of game piracy, as well as growth of the Internet and smartphone
audience boost the online games market in Brazil. Over half of Internet users in Brazil now play online games, with the
largest segment of gamers using mobile devices. In Mexico also most video game aficionados played through a mobile
device, while the total video gaming market there reached a value of nearly a billion Euros last year. A considerable
portion of Internet uses in Argentina also are video game players.
In Europe, the UK led spending rates on digital game content, while Germany was the leading country by average
monthly revenue per paying user. Online gaming is a vast market in the UK as nearly 20% of the population of the
UK use the Internet to play video games. The online game market there has further growth potential because of the
mobile trend. Tablets were the first choice of over a third of mobile device owners to play games in 2013 in the UK,
while half of all tablet owners played games. In Germany, consoles and PC are still popular for gaming, but mobile
and social platforms are gaining importance. Downloads generated the highest revenue on the online gaming market
in Germany in 2013. Mobile game sales also grow. The most popular types of games played in Germany are strategy,
casual and action games.

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Global Online Gaming Market 2014
Key Findings (2 of 2)
Online gaming increases worldwide, with trends toward social and mobile games
In France, digital games are expected to grow and take a large share of the total video games market, while physical
games sales decline. The revenues of the digital gaming market in France grew by over 10% in 2013, while the share
of digital gaming on the total gaming market increased. Computer was the device most frequently used for gaming
in France last year, followed by smartphone. In Belgium, the largest group of gamers played social or casual games,
with the mobile gaming audience also being significant. A similar pattern was observed in Spain, and in Italy the PC
and consoles are still used more for games than smartphones and tablets.
The emerging markets Turkey and Poland were ahead of Western European countries in terms of the share of online
gamers on Internet users in 2013. Eastern European countries also had a higher share of users who play networked
games than in Western Europe, with Croatia in the lead. In Poland, computer games remained a major segment of the
gaming market in 2013, but social, mobile games and online MMOs are catching up. In Turkey, over 20 million people
play games online regularly, with social games being the largest contributors to this number.
In Russia, the online gaming market is booming, with still more growth expected from the mobile and social platforms.
The online gaming market grew by over 20% in Russia, with MMO being the largest segment, followed by social. The
number of mobile gamers in Russia is forecasted to increase annually to reach over 60 million in 2016, with around
the same number playing online games other than on mobile devices.
The Asian region has the highest number of game players on the globe. In Japan, the gaming market is
dominated by local game publishers, however, more foreign games are expected to be adapted for the country. Mobile
gaming revenues on smartphones grew five-fold in the last two years, reaching a small one-digit sum in EUR billions.
The social gaming market in Japan also saw the strong growth rates with revenues outperforming mobile games. In
China, regulation plays an important role in the fast growing gaming industry, which favors local game publishers.
Several hundreds of million people play online and mobile games, with the number growing every year. Online gaming
revenues in China are forecasted to grow at rates above +20% between 2013 and 2017. The share of mobile games
on total online gaming revenues is expected to increase significantly in the next four years, as well as that of social
gaming. In South Korea, mobile gaming is a leading trend, led by a messaging app which transformed into a popular
gaming platform. Mobile is forecasted to be the fastest growing segment in the gaming industry in India also through
the next few years, with revenues approaching that of console.
In the Middle East, a quarter of Internet users in the UAE play or download video games or computer games
online, almost double the share in 2010. Moreover, over 10% of mobile users in the UAE download games on mobile.
In Jordan and Saudi Arabia, the most visited gaming websites have a monthly audience reach of over 10% of Internet
users.
Online gaming revenues in South Africa are forecasted to grow by a small-double digit percentage between 2013
and 2017. Mobile gaming outperforms pure online gaming by far in South Africa, with the revenues differing by
several times. In other African countries, such as Ghana, Nigeria, Kenya and Senegal, online and mobile gaming is also
gaining popularity, with a small double-digit share of Internet users engaging in this activity on their mobile devices
and PCs.

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Global Online Gaming Market 2014
Table of Contents (1 of 5)
1. MANAGEMENT SUMMARY

2. Global (Cont.)
•	

2. Global
•	

Online Gaming Trends, 2014

•	

Mobile Gaming Trends, 2014

•	

Trends in Online Gaming Payment, 2014

•	

Online Gaming Mergers and Acquisitions Trends,
2014

•	

Online Gaming Revenues, in USD billion and
in % Year-on-Year Change, 2012-2015f

•	

Breakdown of the Global Gaming Revenues,
by Segment, in % and in USD billion, 2013e

•	

•	

Top 10 Online Games, by Free-to-Play Revenues,
in USD million, 2013

Social Gaming Trends, 2014

•	

Top 5 Facebook Gaming Apps, by Estimated
Monthly Average Users, in millions, November
2013

3. North america
3.1. USA (top country)
•	

Online Gaming Trends, 2014

•	

Mobile Gaming Revenues, in USD billion and
in % Year-on-Year Change, 2012-2015f

Breakdown of Spending on Digital Content for
Video Games, in % and in USD billion, 2012

•	

•	

Share of Mobile Gaming on Total Video Gaming
Revenues, in %, 2012 - 2015f

Breakdown of the Digital Gaming Market,
in % and in USD billion, 2013

•	

•	

Mobile Gaming Revenues, 2013e & 2018f

Share of Digital Game Content on Total Game
Spending, in %, 2010 & 2012

•	

Share of Mobile Gaming on Total Gaming Market,
2013e & 2016f

•	

Digital Game Content Spending, in USD billion and
in % Year-on-Year Change, Q1 2013 - Q3 2013

•	

Mobile Gaming Revenues, in USD billion,
by Smartphones, Tablets and Total,
2012, 2013e, 2016f

•	

Mobile Gaming Revenues, in USD million and
in % Year-on-Year Change, 2012 - 2017f

•	

Mobile Gaming Revenues, in USD million,
by Download, In-Game and Ad-Supported,
2012 - 2017f

•	

Number of Gamers, by Mobile, Online Casual and
Social Gamers, 2010 - 2014f

•	

Number of Online and Mobile Gamers, by Groups,
2013 & 2017

•	

Number of Mobile Phone Game Users, in millions,
in % of Mobile Phone Users and in % of Population,
2012 - 2017f

•	

Share of Gamers on Total Internet Users,
by Device Used for Gaming, Q3 2013

•	

Share of Adult Internet Users Who Play
Browser-Based Games, in %, 2013 and Benefits of
Browser-Based Games Compared to Console, as
Perceived by Users, in %, 2013

•	

•Breakdown of Time Spent on Console, by Activity,
Incl. „Playing Video Games Online“, by XBOX 360,
Playstation 3, WII, 2012

•	

Mobile Gaming Revenues, in USD billion,
Year-on-Year Growth, in %, Total Number of Mobile Gaming Users, in millions, Number of Mobile
Gaming Users who Pay, in millions and Average
Monthly Spending per Player, in USD, by Region,
2013e

•	

Social Gaming Revenues, in EUR billion, and Share
of Social Gaming on Online Gaming and Total Video
Gaming Market, in %, 2012 & 2016f

•	

Share of Online Gamers on Total Internet Users,
in %, 2013

•	

Breakdown of Online Gamers, by Gender, in %,
2013

•	

Average Number of Daily Online Gamers,
in millions, by Region, April 2013

•	

Average Time Spent per Visitor on Online Gaming
Daily, in Minutes, by Region, April 2013

•	

Gaming Activities, Incl. Online and Mobile,
in % of Internet Users, Q2 2011 & Q3 2013

•	

•	

Average Transaction Value of Online Gaming
Purchases, by Console-Based Games and
App-Based Video Games, 2013

Average Monthly Revenue per Player, by Game
Type, 2012

•	

Breakdown of Online Games Played Most Often,
by Type, in %, 2013

•	

Top 15 Companies by Gaming Revenues,
in USD million, H1 2013

•	

Breakdown of Mobile Games Played Most Often,
by Type, in %, 2013

•	

Leading Mobile Gaming Companies with Revenues
over USD 100 million, 2013

•	

Top 15 Games on iOS, Ranked by Estimated Daily
Revenue, 2013

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Global Online Gaming Market 2014
Table of Contents (2 of 5)
3. North america (cont.)

5. europe (regional)
•	

3.2. canada

Top 3 Markets in Western Europe by Digital Game
Content Sales, 2012

•	

Share of Internet Users Playing Games Online,
in %, 2012

•	

•	

Devices Most Frequently Used for Playing Games,
in % of Gamers, 2013

Share of Online Gamers on Total Internet Users,
in %, by Selected Countries, 2013

•	

•	

Breakdown of Revenues of Canadian Video Gaming
Companies, by Game Type, 2012

Share of Internet Users Playing Networked Games
with Other Persons, by Countries, in %, 2012

•	

Share of Players Who Pay for Mobile Games, 2012

•	

Average Monthly Revenue Per Paying User
in Free-to-Play MMOs, by Selected Countries, 2012

4. Latin america
4.1. latin america (regional)
•	

Online Gaming Revenues, in USD million,
by Selected Countries, 2013e

4.2. brazil (top country)
•	

Online Gaming Market Trends, 2014

•	

Online Gaming Revenues, in USD billion,
2013e & 2016f

•	

Breakdown of Online Gaming Revenue,
by Segment, in %, 2013

•	

Share of Online Gamers on Internet Users, in %,
2013

•	

Number of Monthly Average Users of Mobile and
Social Games, in millions, and Revenue, in USD
million, 2013e

•	

Breakdown of Online Gamers by Gender, in %,
2013

•	

Share of Online Gamers Who Have Paid for
Downloadable Games, in %, 2013 and Maximum
Amount Paid for Downloadable Games,in % of
Online Gamers Who Paid for Downloadable Games,
2013

•	

Types Access Used for Mobile Games, by Apps,
Mobile Browsers and Both, in % of Smartphone
Owners, September 2013

•	

Online Gaming Market Trends, 2014

•	

Online Game Spending, in GBP million,
2011 & 2012

•	

Online Game Spending, in GBP million,
2011 & 2012

•	

Mobile Game Spending, in GBP million,
2010 & 2013f

•	

Share of Individuals Who Play Video Games Online,
in %, Q3 2013

•	

Share of Individuals Aged 16 - 34 Who Play Games
Online, in %, 2012

•	

Average Time Spent Playing Online Games
per Week, in % of Individuals Aged 16 - 34, 2012

•	

Share of Tablet Owners Who Play Games on Tablet,
in %, 2013 and Mobile Devices Used the Most for
Playing Games, in % of Users, 2013

•	

Breakdown of Total and Daily Mobile Gamers,
by Gender and Age, in %, April 2013

•	

Breakdown of Users Who Purchased Mobile Games
and Who Download Mobile Games for Free,
by Platform, in %, April 2013

•	

Breakdown of In-Game Purchases for Mobile
Games, by Type, April 2013

6.2 germany (top country)

Video Gaming Revenue, in MXN billion,
2011 & 2012 and Devices Used for Gaming,
in % of Gamers, 2013

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Online Gaming Trends, 2014

•	

Online Gaming Revenues, by Downloads,
Subscriptions and Payments for Online and
Browser Games, and In-Game Purchases,
in EUR million, 2011, 2012 & H1 2013

•	

Share of Online Gamers on Internet Users, in %,
2013

4.4. mexico
•	

6.1. uk (top country)

•	

4.3. argentina
•	

6. western europe

Number of Mobile Games Sold, in million, Sales,
in EUR million, and Average Game Price,
in EUR, by Games for Mobile Phones and
Smartphones, Games for Mobile Consoles and
Total, H1 2012 & H1 2013

	
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Global Online Gaming Market 2014
Table of Contents (3 of 5)
6. western europe (cont.)
6.2. germany (top country)(Cont.)
•	

In-Game Purchases of Virtual Goods,
in EUR million, 2012, 2013e & 2017f

•	

Devices Used for Playing Games, in % of Gamers,
2013

•	

Devices Used Most Frequently for Playing Games,
by Used Daily and At Least Once a Week,
in % of Gamers, March 2013

•	

Share of Gamers Who Pay for Games, in %, 2013
and Breakdown of Game Spending, by Type,
in %, 2013

•	

Breakdown of Video Gaming On Different
Platforms, by Frequency, in % of Gamers, 2013

•	

Share of Device Owners Who Purchased Games
and Virtual Goods for Games, by Tablet and
Smartphone, in %, July 2013

Number of Online Gamers, by Game Type,
in millions, 2013

•	

6.7. Netherlands

•	

Top 6 Categories of Most Visited Websites,
Incl. “Gaming”, in % Internet Users, June 2013

•	

6.8. spain
•	

Number of Gamers, by Platform, in millions, 2013
and Share of Gamers Who Pay for Games, in %,
2013

6.9. sweden
•	

Most Popular Types of Games, by Total,
Male and Female Gamers, in %, 2013

Share of Individuals Purchasing Video or
Computer Games Software Online, in %,
by Age Group, Gender, Gender and Total,
12 Months to March 2013

7. eastern europe
6.3. france (top country)
•	

Online Gaming Trends, 2014

•	

Digital Gaming Revenues, in EUR million,
2012 & 2013e

•	

Share of Digital Gaming on Total Gaming
Revenues, 2012 & 2013e

•	

Breakdown of Frequency of Usage of Devices for
Gaming, by Device, in % of Gamers, 2013

•	

Share of Gamers Who Bought Digital Games at
Least Once, by Age Group, in %, 2013 and Share
of Gamers Who Prefer Buying Digital Games over
Physical, in %, 2013

Number of Gamers, by Platform, in millions, 2013
and Share of Gamers Who Pay for Games, in %,
2013

•	

Online Gaming Trends, 2014

•	

Gaming Revenues, by Segment and Total,
in USD million, 2010 – 2012

•	

Share of Online on Total Gaming Market, in %,
2010 - 2012 and Breakdown of Online Gaming
Market, by Segment, in % of Total

•	

Gaming Market, 2010 – 2012

•	

Online Gaming Revenues, in USD million,
2011 & 2013e

•	

Number of Online Gamers, in million, 2012 & 2016f

•	

6.4. belgium
•	

7.1. RUssia (top country)

Number of Mobile Gamers, in million,
2012 & 2016f

•	

Breakdown of Gamers by Gender, Age Group and
Income, by Browser Gamers and Social Gamers,
in %, 2012

•	

Free-To-Play MMO Market Data, Including
Monthly Users, in million, Average Revenue Per
Paying User, in USD, Conversion Rate, in %, 2013

•	

Breakdown of Payments in Online Gaming,
by Method, in %, January 2012 and January 2013

6.5. Denmark
•	

Share of Online Shoppers Purchasing Video Games
Software Online, in %, by Age Group, Gender and
Total, 2010-2013

7.2. poland

6.6. italy
•	

Number of Gamers, by Platform, in millions, 2013
and Share of Gamers Who Pay for Games, in %,
2013

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•	

Online Gaming Trends, 2014

•	

Share of Online Gamers on Internet Users, in %,
2013

	
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Global Online Gaming Market 2014
Table of Contents (4 of 5)
7. eastern europe (cont.)
7.3. turkey

8.4. australia
•	

•	
•	

Share of Online Gamers on Internet Users, in %,
2013

Share of Individuals Who Play Video Games,
in %, 2013 and Preferred Ways to Buy Games,
in % of Gamers, 2011 & 2013

•	

Devices Used for Playing Games, in % of
Households in Which Individuals Play Games, 2013

Online Gaming Trends, 2014

8. asia-pacific
8.1. japan (top country)
•	

Online Gaming Market Trends, 2014

•	

Breakdown of Total Gaming Revenues,
by Segment, Incl. Online, in % and in JPY billion,
2012

•	

Mobile Gaming Revenues, in JPY billion,
2011 & 2012

•	

Social Gaming Revenues, in JPY billion, and
in % Year-on-Year Change, 2010 - 2013e

8.5. india
•	

8.6. taiwan
•	

8.2. China (top country)
•	

Online Gaming Trends, 2014

•	

Online Gaming Revenues, in CNY billion and
in % Year-on-Year Change, 2012 - 2017f

•	

Breakdown of Online Gaming Revenues,
by Segment, in %, 2013e & 2017f

•	

Mobile Gaming Revenues, in CNY million,
2012 & 2013e

•	

Social Gaming Revenues, in CNY million, 2012,
2013e & 2015f

•	

Number of Online Gamers, in millions and
in % of Total Internet Users, 2012 & 2013

•	

Gaming Revenues, by Sector, in INR billion and
in % Year-on-Year Change, 2012 - 2017f

Number of Gamers, by Platform, in millions, 2013
and Share of Gamers Who Pay for Games, in %,
2013

9. middle east
9.1. uae (top country)
•	

Share of Internet Users Who Play or Download
Video Games or Computer Games Online, in %,
2010 & 2012

•	

Number of Mobile Gamers, in millions and
in % of Mobile Internet Users, 2012 & 2013

Breakdown of the Most Purchased Product
Categories in B2C E-Commerce,
Incl. Downloadable Games, in % of Online
Shoppers, 2012

•	

•	

Gaming Platforms Played on Weekly,
in % of Gamers, 2013

Share of Mobile Users Who Download Games on
Mobile, by Frequency, in %, 2010 & 2012

•	

•	

Breakdown of Online Gaming Market, by Players,
in %, Q3 2012

Top Gaming Websites, Ranked by Monthly Reach
of Internet Users, in %, 2012

8.3. south korea (top country)
•	

Online Gaming Trends, 2014

•	

Gaming Revenues, by Segment, in KRW billion and
in % Year-on-Year Change, 2011 - 2015f

•	

Share of Online Shoppers Who Buy Computer or
Video Games Online, in %, 2012

•	

Share of Mobile Gamers on Mobile Phone Users,
in %, 2012

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9.2. jordan
•	

Top Gaming Websites, Ranked by Monthly Reach of
Internet Users, in %, 2012

9.3. saudi arabia
•	

Top Gaming Websites, Ranked by Monthly Reach of
Internet Users, in %, 2012

	
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Global Online Gaming Market 2014
Table of Contents (5 of 5)
10.4. ghana

10. africa
10.1. south africa (top country)
•	

Online Gaming Revenues, in ZAR million, 2012,
2013e & 2017f

•	

Mobile Gaming Revenues, in ZAR million, 2012,
2013e & 2017f

•	

Purposes of Internet Usage, Incl. “Playing or
Downloading Video Games or Computer Games”,
in % of Internet Users, by Urban and Rural, 2012

•	

•	

•	

Frequent Online Activities, by Performed on a
Computer and Mobile Phone, Incl. “Gaming“,
in % of Urban Internet Users, 2012

10.6. kenya

Top Gaming Websites, Ranked by Monthly Reach of
Internet Users, in %, 2012

10.3. ethiopia
•	

10.5. nigeria

Product Categories Purchased Online,
in % of Internet Users, November 2012

10.2. egypt
•	

Frequent Online Activities, by Performed on a
Computer and Mobile Phone, Incl. „Gaming“,
in % of Urban Internet Users, 2012

Frequent Online Activities, by Performed on a
Computer and Mobile Phone, Incl. “Gaming“,
in % of Urban Internet Users, 2012

10.7. senegal

Frequent Online Activities, by Performed on a
Computer and Mobile Phone, Incl. “Gaming“,
in % of Urban Internet Users, 2012

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Frequent Online Activities, by Performed on a
Computer and Mobile Phone, Incl. “Gaming“,
in % of Urban Internet Users, 2012

	
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Global Online Gaming Market 2014
Samples

SAMPLE OUTPUT: statistics
RESEARCH ON INTERNATIONAL MARKETS
We deliver the facts – you make the decisions

Around the world, the share of Internet users who play online games
reached XX% in 2013.
Global: Share of Online Gamers on Total Internet Users, in %, 2013

Online Gamers
XX%

Others
XX%

Source: to be revealed in the original report

1

SAMPLE OUTPUT: ranking
RESEARCH ON INTERNATIONAL MARKETS
We deliver the facts – you make the decisions

Asia-Pacific had the largest average number of daily visitors to online
gaming websites worldwide, at XX million in April 2013.
Global: Average Number of Daily Online Gamers, in millions, by Region, April 2013
Asia Pacific

Europe

North America

Latin America

Middle East / Africa

0

10

20

30
in millions

40

50

60

Survey and Definition: to be revealed in the original report
Source: to be revealed in the original report

2

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Global Online Gaming Market 2014
Methodology
General Methodology of our Market Reports:
•	

The reports include the results of secondary market research: By using various sources we ensure maximum objectivity for all obtained data.
As a result companies get a precise and unbiased impression of the market situation.

•	

Cross referencing of data was conducted in order to ensure validity and reliability.

•	

The reports contain a Management Summary, summarizing the main information provided in each chapter.

•	

Besides providing information on the specific topic, every chart contains an Action Title, which summarizes the main statement of the chart
and a Sub Title, which gives information about the country, the topic, the unit or currency, and the time period the dataon the chart refers to.

•	

Furthermore, the source of information and its release date are provided on every chart. It is possible that the information included in one
chart is derived from several sources. Then, all sources are mentioned on the chart.

•	

If available, additional information about the data collection, for example the time of survey and number of people asked, is provided in the
form of a note. In some cases, the note (also) contains additional information needed to fully understand the contents of the respective data.

•	

When providing information about amounts of money, local currencies were mostly used. When referencing them in the Action Title, the EUR
values are also provided in brackets. The conversions are always made using the average currency exchange ratefor the respective time
period. Should the currency figure be in the future, the average exchange rate of the past 12 months is used.

•	

The reports include mainly data from the last 12 months. The exact publication dates are mentioned in every chart.

Methodology for our Global Online Gaming Market Reports:
•	

This report contains a Management Summary, summarizing the main information provided in each chapter.

•	

Chapter number two of this report covers the global development, such online, mobile and social gaming trends, online gaming payment,
revenues, online and mobile gamers, as well as ranking of gaming companies and games.

•	

The remaining chapters are divided by regions: North America, Latin America, Western Europe, Eastern Europe, Asia-Pacific, Middle East,
Africa. For Europe, also an inter-regional section was including, covering sub-regional developments in both Western and Eastern Europe.

•	

In the each regional chapter, top countries in the respective region is covered first. Depending on data availability, market trends, revenues
and information about gamers were included for the top countries. The top countries were identified based on the online gaming revenues:
USA in North America, Brazil in Latin America, UK, Germany and France in Western Europe, Russia in Eastern Europe, Japan, China and South
Korea in Asia-Pacific, the UAE in the Middle East and South Africa in Africa.

•	

The remaining countries covered in each region are listed alphabetically, with scope and types of data provided varying based on data availability.

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Global Online Gaming Market 2014
Selected Reports
Report								Publication Date	 (excl. VAT)*
Price
Global
Global
Global
Global
Global
Global

B2C E-Commerce and Online Payment Report 2013 		
B2C E-Commerce Market Report 2013 				
B2C E-Commerce Sales & Shares Report 2013 			
Online Payment Methods Report 2013 - First Half 2013 	
Online Payment Methods Report 2013 - Second Half 2013 	
Clothing B2C E-Commerce Report 2013 			

May 2013 			
March 2013 			
July 2013 			
April 2013 			
November 2013 		
July 2013 			

€
€
€
€
€
€

6,450
5,450
2,950
4,450
3,950
3,950

MENA B2C E-Commerce Report 2014 					
Turkey B2C E-Commerce Report 2014 				
Africa B2C E-Commerce 2013 						
Latin America B2C E-Commerce Report 2013 				
Europe B2C E-Commerce Report 2013 				
Europe Clothing B2C E-Commerce Report 2013 			

January 2014 			
January 2014 			
December 2013 		
November 2013 		
September 2013 		
July 2013 			

€
€
€
€
€
€

2,950
1,450
2,450
2,450
3,950
2,450

Asia B2C E-Commerce Report 2013 					

February 2013 			

€ 4,450

* Single User License

Selected References
Internet, Retail, Consulting, Finance and Other Companies
	I
nternet Companies:			Retail Companies:			Finance Companies:	
	 • Google					

• OTTO Group				

	 • Amazon					

• Costco				• Morgan Stanley

• Credit Suisse

	 • eBay					• Tchibo direct				

• Bank of America Merrill Lynch

	 • Avira					

• Diesel				

• Goldman Sachs

	 • Skype					

	

	 • Digital River					

				• Citigroup
	

			• Oppenheimer & Co.

	 • First Data	
	 • Citrix Online					
	 • Wirecard					
	 • 1 & 1					Consulting Companies:		 Other Companies:
	 • Skrill / Moneybookers			

• Deloitte				

• BASF

	 • Deutsche Telekom				

• Boston Consulting Group		

• Red Bull

	 • CyberSource				• Accenture				• Lego				
	 • bwin Interactive Entertainment		

• Bain & Company			

	 • Brightcove										
	 		

• Beiersdorf		
• Xerox			

			

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Global Online Gaming Market 2014
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Global Online Gaming Market 2014
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Global Online Gaming Market 2014

  • 1. global online gaming Market 2014 About yStats.com Publication Date: February 2014 twitter.com/ystats linkedin.com/company/ystats gplus.to/ystatscom facebook.com/ystats About yStats.com About yStats.com • yStats.com provides secondary market research. • Market reports by yStats.com inform top managers about recent market trends and assist with strategic company decisions. • yStats.com has been committed to researching up-to-date, objective and demand-based data on markets and competitors from various industries since 2005. • In addition to reports on markets and competitors, yStats.com also carries out client-specific research. • Clients include leading global enterprises from various industries including B2C E-Commerce, electronic payment systems, mail order and direct marketing, logistics as well as banking and consulting. yStats.com GmbH & Co. KG info@ystats.com • www.ystats.com Behringstr. 28a, 22765 Hamburg Phone: +49 (0) 40 - 39 90 68 50 Germany Fax: +49 (0) 40 - 39 90 68 51
  • 2. Global Online Gaming Market 2014 General Information Product Details Language: Prices English Format: PDF & Power Point Number of Pages/Charts: 172 Covered Country: USA, Canada, Brazil, Argentina, Mexico, UK, Germany, France, Belgium, Denmark, Italy, Netherlands, Spain, Sweden, Russia, Poland, Turkey, Japan, China, South Korea, Australia, India, Taiwan, UAE, Jordan, Saudi Arabia, South Africa, Egypt, Ethiopia, Ghana, Nigeria, Kenya, Senegal Single User License: € 2,950 (excl. VAT) Site License: € 5,900 (excl. VAT) Global Site License: € 8,850 (excl. VAT) Key Findings (1 of 2) Online gaming increases worldwide, with trends toward social and mobile games The online gaming market is forecasted to grow by a high one-digit percentage point annually in the years leading up to 2017. By then, online gaming spending is expected to almost reach the level of console spending. At the same time, mobile games are predicted to be the fastest growing segment of the video games market. Game-playing on mobile devices has already become a major activity of Internet users worldwide, slightly ahead of online gaming. Also social gaming is a fast growing industry, taking up an increasing share of the total video gaming market. Both segments are forecasted to outpace the total online gaming market in terms of growth, increasing by a small double-digit percentage point annually. Worldwide, over 40% of internet users play games online, with males accounting for slightly more than half of the total gaming audience. The Asia-Pacific region has the largest number of players, but North America and Europe lead in terms of regular engagement in game-playing. Regarding payment for playing, credit cards still dominate the gaming landscape, but the use of alternative payments such as E-Wallets is on the rise. Practices and trends in online gaming vary by world region. In the advanced online gaming market of the USA, mobile gaming was spreading more than social gaming in 2013 in terms of popularity, and this trend is expected to persist. Mobile games remained the largest segment in terms of revenue, accounting for around a quarter of the total market. In Latin America last year, Brazil was by far the largest online gaming market and is forecasted to grow with annual rates of over 20% in the next few years. Reduction of game piracy, as well as growth of the Internet and smartphone audience boost the online games market in Brazil. Over half of Internet users in Brazil now play online games, with the largest segment of gamers using mobile devices. In Mexico also most video game aficionados played through a mobile device, while the total video gaming market there reached a value of nearly a billion Euros last year. A considerable portion of Internet uses in Argentina also are video game players. In Europe, the UK led spending rates on digital game content, while Germany was the leading country by average monthly revenue per paying user. Online gaming is a vast market in the UK as nearly 20% of the population of the UK use the Internet to play video games. The online game market there has further growth potential because of the mobile trend. Tablets were the first choice of over a third of mobile device owners to play games in 2013 in the UK, while half of all tablet owners played games. In Germany, consoles and PC are still popular for gaming, but mobile and social platforms are gaining importance. Downloads generated the highest revenue on the online gaming market in Germany in 2013. Mobile game sales also grow. The most popular types of games played in Germany are strategy, casual and action games. Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 2 -
  • 3. Global Online Gaming Market 2014 Key Findings (2 of 2) Online gaming increases worldwide, with trends toward social and mobile games In France, digital games are expected to grow and take a large share of the total video games market, while physical games sales decline. The revenues of the digital gaming market in France grew by over 10% in 2013, while the share of digital gaming on the total gaming market increased. Computer was the device most frequently used for gaming in France last year, followed by smartphone. In Belgium, the largest group of gamers played social or casual games, with the mobile gaming audience also being significant. A similar pattern was observed in Spain, and in Italy the PC and consoles are still used more for games than smartphones and tablets. The emerging markets Turkey and Poland were ahead of Western European countries in terms of the share of online gamers on Internet users in 2013. Eastern European countries also had a higher share of users who play networked games than in Western Europe, with Croatia in the lead. In Poland, computer games remained a major segment of the gaming market in 2013, but social, mobile games and online MMOs are catching up. In Turkey, over 20 million people play games online regularly, with social games being the largest contributors to this number. In Russia, the online gaming market is booming, with still more growth expected from the mobile and social platforms. The online gaming market grew by over 20% in Russia, with MMO being the largest segment, followed by social. The number of mobile gamers in Russia is forecasted to increase annually to reach over 60 million in 2016, with around the same number playing online games other than on mobile devices. The Asian region has the highest number of game players on the globe. In Japan, the gaming market is dominated by local game publishers, however, more foreign games are expected to be adapted for the country. Mobile gaming revenues on smartphones grew five-fold in the last two years, reaching a small one-digit sum in EUR billions. The social gaming market in Japan also saw the strong growth rates with revenues outperforming mobile games. In China, regulation plays an important role in the fast growing gaming industry, which favors local game publishers. Several hundreds of million people play online and mobile games, with the number growing every year. Online gaming revenues in China are forecasted to grow at rates above +20% between 2013 and 2017. The share of mobile games on total online gaming revenues is expected to increase significantly in the next four years, as well as that of social gaming. In South Korea, mobile gaming is a leading trend, led by a messaging app which transformed into a popular gaming platform. Mobile is forecasted to be the fastest growing segment in the gaming industry in India also through the next few years, with revenues approaching that of console. In the Middle East, a quarter of Internet users in the UAE play or download video games or computer games online, almost double the share in 2010. Moreover, over 10% of mobile users in the UAE download games on mobile. In Jordan and Saudi Arabia, the most visited gaming websites have a monthly audience reach of over 10% of Internet users. Online gaming revenues in South Africa are forecasted to grow by a small-double digit percentage between 2013 and 2017. Mobile gaming outperforms pure online gaming by far in South Africa, with the revenues differing by several times. In other African countries, such as Ghana, Nigeria, Kenya and Senegal, online and mobile gaming is also gaining popularity, with a small double-digit share of Internet users engaging in this activity on their mobile devices and PCs. Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 3 -
  • 4. Global Online Gaming Market 2014 Table of Contents (1 of 5) 1. MANAGEMENT SUMMARY 2. Global (Cont.) • 2. Global • Online Gaming Trends, 2014 • Mobile Gaming Trends, 2014 • Trends in Online Gaming Payment, 2014 • Online Gaming Mergers and Acquisitions Trends, 2014 • Online Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f • Breakdown of the Global Gaming Revenues, by Segment, in % and in USD billion, 2013e • • Top 10 Online Games, by Free-to-Play Revenues, in USD million, 2013 Social Gaming Trends, 2014 • Top 5 Facebook Gaming Apps, by Estimated Monthly Average Users, in millions, November 2013 3. North america 3.1. USA (top country) • Online Gaming Trends, 2014 • Mobile Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f Breakdown of Spending on Digital Content for Video Games, in % and in USD billion, 2012 • • Share of Mobile Gaming on Total Video Gaming Revenues, in %, 2012 - 2015f Breakdown of the Digital Gaming Market, in % and in USD billion, 2013 • • Mobile Gaming Revenues, 2013e & 2018f Share of Digital Game Content on Total Game Spending, in %, 2010 & 2012 • Share of Mobile Gaming on Total Gaming Market, 2013e & 2016f • Digital Game Content Spending, in USD billion and in % Year-on-Year Change, Q1 2013 - Q3 2013 • Mobile Gaming Revenues, in USD billion, by Smartphones, Tablets and Total, 2012, 2013e, 2016f • Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2012 - 2017f • Mobile Gaming Revenues, in USD million, by Download, In-Game and Ad-Supported, 2012 - 2017f • Number of Gamers, by Mobile, Online Casual and Social Gamers, 2010 - 2014f • Number of Online and Mobile Gamers, by Groups, 2013 & 2017 • Number of Mobile Phone Game Users, in millions, in % of Mobile Phone Users and in % of Population, 2012 - 2017f • Share of Gamers on Total Internet Users, by Device Used for Gaming, Q3 2013 • Share of Adult Internet Users Who Play Browser-Based Games, in %, 2013 and Benefits of Browser-Based Games Compared to Console, as Perceived by Users, in %, 2013 • •Breakdown of Time Spent on Console, by Activity, Incl. „Playing Video Games Online“, by XBOX 360, Playstation 3, WII, 2012 • Mobile Gaming Revenues, in USD billion, Year-on-Year Growth, in %, Total Number of Mobile Gaming Users, in millions, Number of Mobile Gaming Users who Pay, in millions and Average Monthly Spending per Player, in USD, by Region, 2013e • Social Gaming Revenues, in EUR billion, and Share of Social Gaming on Online Gaming and Total Video Gaming Market, in %, 2012 & 2016f • Share of Online Gamers on Total Internet Users, in %, 2013 • Breakdown of Online Gamers, by Gender, in %, 2013 • Average Number of Daily Online Gamers, in millions, by Region, April 2013 • Average Time Spent per Visitor on Online Gaming Daily, in Minutes, by Region, April 2013 • Gaming Activities, Incl. Online and Mobile, in % of Internet Users, Q2 2011 & Q3 2013 • • Average Transaction Value of Online Gaming Purchases, by Console-Based Games and App-Based Video Games, 2013 Average Monthly Revenue per Player, by Game Type, 2012 • Breakdown of Online Games Played Most Often, by Type, in %, 2013 • Top 15 Companies by Gaming Revenues, in USD million, H1 2013 • Breakdown of Mobile Games Played Most Often, by Type, in %, 2013 • Leading Mobile Gaming Companies with Revenues over USD 100 million, 2013 • Top 15 Games on iOS, Ranked by Estimated Daily Revenue, 2013 Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 4 -
  • 5. Global Online Gaming Market 2014 Table of Contents (2 of 5) 3. North america (cont.) 5. europe (regional) • 3.2. canada Top 3 Markets in Western Europe by Digital Game Content Sales, 2012 • Share of Internet Users Playing Games Online, in %, 2012 • • Devices Most Frequently Used for Playing Games, in % of Gamers, 2013 Share of Online Gamers on Total Internet Users, in %, by Selected Countries, 2013 • • Breakdown of Revenues of Canadian Video Gaming Companies, by Game Type, 2012 Share of Internet Users Playing Networked Games with Other Persons, by Countries, in %, 2012 • Share of Players Who Pay for Mobile Games, 2012 • Average Monthly Revenue Per Paying User in Free-to-Play MMOs, by Selected Countries, 2012 4. Latin america 4.1. latin america (regional) • Online Gaming Revenues, in USD million, by Selected Countries, 2013e 4.2. brazil (top country) • Online Gaming Market Trends, 2014 • Online Gaming Revenues, in USD billion, 2013e & 2016f • Breakdown of Online Gaming Revenue, by Segment, in %, 2013 • Share of Online Gamers on Internet Users, in %, 2013 • Number of Monthly Average Users of Mobile and Social Games, in millions, and Revenue, in USD million, 2013e • Breakdown of Online Gamers by Gender, in %, 2013 • Share of Online Gamers Who Have Paid for Downloadable Games, in %, 2013 and Maximum Amount Paid for Downloadable Games,in % of Online Gamers Who Paid for Downloadable Games, 2013 • Types Access Used for Mobile Games, by Apps, Mobile Browsers and Both, in % of Smartphone Owners, September 2013 • Online Gaming Market Trends, 2014 • Online Game Spending, in GBP million, 2011 & 2012 • Online Game Spending, in GBP million, 2011 & 2012 • Mobile Game Spending, in GBP million, 2010 & 2013f • Share of Individuals Who Play Video Games Online, in %, Q3 2013 • Share of Individuals Aged 16 - 34 Who Play Games Online, in %, 2012 • Average Time Spent Playing Online Games per Week, in % of Individuals Aged 16 - 34, 2012 • Share of Tablet Owners Who Play Games on Tablet, in %, 2013 and Mobile Devices Used the Most for Playing Games, in % of Users, 2013 • Breakdown of Total and Daily Mobile Gamers, by Gender and Age, in %, April 2013 • Breakdown of Users Who Purchased Mobile Games and Who Download Mobile Games for Free, by Platform, in %, April 2013 • Breakdown of In-Game Purchases for Mobile Games, by Type, April 2013 6.2 germany (top country) Video Gaming Revenue, in MXN billion, 2011 & 2012 and Devices Used for Gaming, in % of Gamers, 2013 Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 Online Gaming Trends, 2014 • Online Gaming Revenues, by Downloads, Subscriptions and Payments for Online and Browser Games, and In-Game Purchases, in EUR million, 2011, 2012 & H1 2013 • Share of Online Gamers on Internet Users, in %, 2013 4.4. mexico • 6.1. uk (top country) • 4.3. argentina • 6. western europe Number of Mobile Games Sold, in million, Sales, in EUR million, and Average Game Price, in EUR, by Games for Mobile Phones and Smartphones, Games for Mobile Consoles and Total, H1 2012 & H1 2013 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 5 -
  • 6. Global Online Gaming Market 2014 Table of Contents (3 of 5) 6. western europe (cont.) 6.2. germany (top country)(Cont.) • In-Game Purchases of Virtual Goods, in EUR million, 2012, 2013e & 2017f • Devices Used for Playing Games, in % of Gamers, 2013 • Devices Used Most Frequently for Playing Games, by Used Daily and At Least Once a Week, in % of Gamers, March 2013 • Share of Gamers Who Pay for Games, in %, 2013 and Breakdown of Game Spending, by Type, in %, 2013 • Breakdown of Video Gaming On Different Platforms, by Frequency, in % of Gamers, 2013 • Share of Device Owners Who Purchased Games and Virtual Goods for Games, by Tablet and Smartphone, in %, July 2013 Number of Online Gamers, by Game Type, in millions, 2013 • 6.7. Netherlands • Top 6 Categories of Most Visited Websites, Incl. “Gaming”, in % Internet Users, June 2013 • 6.8. spain • Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 6.9. sweden • Most Popular Types of Games, by Total, Male and Female Gamers, in %, 2013 Share of Individuals Purchasing Video or Computer Games Software Online, in %, by Age Group, Gender, Gender and Total, 12 Months to March 2013 7. eastern europe 6.3. france (top country) • Online Gaming Trends, 2014 • Digital Gaming Revenues, in EUR million, 2012 & 2013e • Share of Digital Gaming on Total Gaming Revenues, 2012 & 2013e • Breakdown of Frequency of Usage of Devices for Gaming, by Device, in % of Gamers, 2013 • Share of Gamers Who Bought Digital Games at Least Once, by Age Group, in %, 2013 and Share of Gamers Who Prefer Buying Digital Games over Physical, in %, 2013 Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 • Online Gaming Trends, 2014 • Gaming Revenues, by Segment and Total, in USD million, 2010 – 2012 • Share of Online on Total Gaming Market, in %, 2010 - 2012 and Breakdown of Online Gaming Market, by Segment, in % of Total • Gaming Market, 2010 – 2012 • Online Gaming Revenues, in USD million, 2011 & 2013e • Number of Online Gamers, in million, 2012 & 2016f • 6.4. belgium • 7.1. RUssia (top country) Number of Mobile Gamers, in million, 2012 & 2016f • Breakdown of Gamers by Gender, Age Group and Income, by Browser Gamers and Social Gamers, in %, 2012 • Free-To-Play MMO Market Data, Including Monthly Users, in million, Average Revenue Per Paying User, in USD, Conversion Rate, in %, 2013 • Breakdown of Payments in Online Gaming, by Method, in %, January 2012 and January 2013 6.5. Denmark • Share of Online Shoppers Purchasing Video Games Software Online, in %, by Age Group, Gender and Total, 2010-2013 7.2. poland 6.6. italy • Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 • Online Gaming Trends, 2014 • Share of Online Gamers on Internet Users, in %, 2013 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 6 -
  • 7. Global Online Gaming Market 2014 Table of Contents (4 of 5) 7. eastern europe (cont.) 7.3. turkey 8.4. australia • • • Share of Online Gamers on Internet Users, in %, 2013 Share of Individuals Who Play Video Games, in %, 2013 and Preferred Ways to Buy Games, in % of Gamers, 2011 & 2013 • Devices Used for Playing Games, in % of Households in Which Individuals Play Games, 2013 Online Gaming Trends, 2014 8. asia-pacific 8.1. japan (top country) • Online Gaming Market Trends, 2014 • Breakdown of Total Gaming Revenues, by Segment, Incl. Online, in % and in JPY billion, 2012 • Mobile Gaming Revenues, in JPY billion, 2011 & 2012 • Social Gaming Revenues, in JPY billion, and in % Year-on-Year Change, 2010 - 2013e 8.5. india • 8.6. taiwan • 8.2. China (top country) • Online Gaming Trends, 2014 • Online Gaming Revenues, in CNY billion and in % Year-on-Year Change, 2012 - 2017f • Breakdown of Online Gaming Revenues, by Segment, in %, 2013e & 2017f • Mobile Gaming Revenues, in CNY million, 2012 & 2013e • Social Gaming Revenues, in CNY million, 2012, 2013e & 2015f • Number of Online Gamers, in millions and in % of Total Internet Users, 2012 & 2013 • Gaming Revenues, by Sector, in INR billion and in % Year-on-Year Change, 2012 - 2017f Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013 9. middle east 9.1. uae (top country) • Share of Internet Users Who Play or Download Video Games or Computer Games Online, in %, 2010 & 2012 • Number of Mobile Gamers, in millions and in % of Mobile Internet Users, 2012 & 2013 Breakdown of the Most Purchased Product Categories in B2C E-Commerce, Incl. Downloadable Games, in % of Online Shoppers, 2012 • • Gaming Platforms Played on Weekly, in % of Gamers, 2013 Share of Mobile Users Who Download Games on Mobile, by Frequency, in %, 2010 & 2012 • • Breakdown of Online Gaming Market, by Players, in %, Q3 2012 Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012 8.3. south korea (top country) • Online Gaming Trends, 2014 • Gaming Revenues, by Segment, in KRW billion and in % Year-on-Year Change, 2011 - 2015f • Share of Online Shoppers Who Buy Computer or Video Games Online, in %, 2012 • Share of Mobile Gamers on Mobile Phone Users, in %, 2012 Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 9.2. jordan • Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012 9.3. saudi arabia • Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 7 -
  • 8. Global Online Gaming Market 2014 Table of Contents (5 of 5) 10.4. ghana 10. africa 10.1. south africa (top country) • Online Gaming Revenues, in ZAR million, 2012, 2013e & 2017f • Mobile Gaming Revenues, in ZAR million, 2012, 2013e & 2017f • Purposes of Internet Usage, Incl. “Playing or Downloading Video Games or Computer Games”, in % of Internet Users, by Urban and Rural, 2012 • • • Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. “Gaming“, in % of Urban Internet Users, 2012 10.6. kenya Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012 10.3. ethiopia • 10.5. nigeria Product Categories Purchased Online, in % of Internet Users, November 2012 10.2. egypt • Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. „Gaming“, in % of Urban Internet Users, 2012 Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. “Gaming“, in % of Urban Internet Users, 2012 10.7. senegal Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. “Gaming“, in % of Urban Internet Users, 2012 Phone: Fax: • +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 • Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. “Gaming“, in % of Urban Internet Users, 2012 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 8 -
  • 9. Global Online Gaming Market 2014 Samples SAMPLE OUTPUT: statistics RESEARCH ON INTERNATIONAL MARKETS We deliver the facts – you make the decisions Around the world, the share of Internet users who play online games reached XX% in 2013. Global: Share of Online Gamers on Total Internet Users, in %, 2013 Online Gamers XX% Others XX% Source: to be revealed in the original report 1 SAMPLE OUTPUT: ranking RESEARCH ON INTERNATIONAL MARKETS We deliver the facts – you make the decisions Asia-Pacific had the largest average number of daily visitors to online gaming websites worldwide, at XX million in April 2013. Global: Average Number of Daily Online Gamers, in millions, by Region, April 2013 Asia Pacific Europe North America Latin America Middle East / Africa 0 10 20 30 in millions 40 50 60 Survey and Definition: to be revealed in the original report Source: to be revealed in the original report 2 Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 9 -
  • 10. Global Online Gaming Market 2014 Methodology General Methodology of our Market Reports: • The reports include the results of secondary market research: By using various sources we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation. • Cross referencing of data was conducted in order to ensure validity and reliability. • The reports contain a Management Summary, summarizing the main information provided in each chapter. • Besides providing information on the specific topic, every chart contains an Action Title, which summarizes the main statement of the chart and a Sub Title, which gives information about the country, the topic, the unit or currency, and the time period the dataon the chart refers to. • Furthermore, the source of information and its release date are provided on every chart. It is possible that the information included in one chart is derived from several sources. Then, all sources are mentioned on the chart. • If available, additional information about the data collection, for example the time of survey and number of people asked, is provided in the form of a note. In some cases, the note (also) contains additional information needed to fully understand the contents of the respective data. • When providing information about amounts of money, local currencies were mostly used. When referencing them in the Action Title, the EUR values are also provided in brackets. The conversions are always made using the average currency exchange ratefor the respective time period. Should the currency figure be in the future, the average exchange rate of the past 12 months is used. • The reports include mainly data from the last 12 months. The exact publication dates are mentioned in every chart. Methodology for our Global Online Gaming Market Reports: • This report contains a Management Summary, summarizing the main information provided in each chapter. • Chapter number two of this report covers the global development, such online, mobile and social gaming trends, online gaming payment, revenues, online and mobile gamers, as well as ranking of gaming companies and games. • The remaining chapters are divided by regions: North America, Latin America, Western Europe, Eastern Europe, Asia-Pacific, Middle East, Africa. For Europe, also an inter-regional section was including, covering sub-regional developments in both Western and Eastern Europe. • In the each regional chapter, top countries in the respective region is covered first. Depending on data availability, market trends, revenues and information about gamers were included for the top countries. The top countries were identified based on the online gaming revenues: USA in North America, Brazil in Latin America, UK, Germany and France in Western Europe, Russia in Eastern Europe, Japan, China and South Korea in Asia-Pacific, the UAE in the Middle East and South Africa in Africa. • The remaining countries covered in each region are listed alphabetically, with scope and types of data provided varying based on data availability. Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 10 -
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  • 12. Global Online Gaming Market 2014 Selected Reports Report Publication Date (excl. VAT)* Price Global Global Global Global Global Global B2C E-Commerce and Online Payment Report 2013 B2C E-Commerce Market Report 2013 B2C E-Commerce Sales & Shares Report 2013 Online Payment Methods Report 2013 - First Half 2013 Online Payment Methods Report 2013 - Second Half 2013 Clothing B2C E-Commerce Report 2013 May 2013 March 2013 July 2013 April 2013 November 2013 July 2013 € € € € € € 6,450 5,450 2,950 4,450 3,950 3,950 MENA B2C E-Commerce Report 2014 Turkey B2C E-Commerce Report 2014 Africa B2C E-Commerce 2013 Latin America B2C E-Commerce Report 2013 Europe B2C E-Commerce Report 2013 Europe Clothing B2C E-Commerce Report 2013 January 2014 January 2014 December 2013 November 2013 September 2013 July 2013 € € € € € € 2,950 1,450 2,450 2,450 3,950 2,450 Asia B2C E-Commerce Report 2013 February 2013 € 4,450 * Single User License Selected References Internet, Retail, Consulting, Finance and Other Companies I nternet Companies: Retail Companies: Finance Companies: • Google • OTTO Group • Amazon • Costco • Morgan Stanley • Credit Suisse • eBay • Tchibo direct • Bank of America Merrill Lynch • Avira • Diesel • Goldman Sachs • Skype • Digital River • Citigroup • Oppenheimer & Co. • First Data • Citrix Online • Wirecard • 1 & 1 Consulting Companies: Other Companies: • Skrill / Moneybookers • Deloitte • BASF • Deutsche Telekom • Boston Consulting Group • Red Bull • CyberSource • Accenture • Lego • bwin Interactive Entertainment • Bain & Company • Brightcove • Beiersdorf • Xerox Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 12 -
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Intellectual Property Rights and Indemnities 4.1 copyrights and other intellectual property rights in connection with our Products remain All with us. All data carriers remain our property. The customer may not modify, publish, transmit, transfer or sell, reproduce, create derivative works from, distribute, perform, display, or in any way exploit any of the Products made available by us, in whole or in part, except as expressly permitted under the Contract. 4.2 Upon delivery of the Products to the customer and payment of the agreed fee, the customer obtains a non-exclusive, non-transferable, perpetual, worldwide right to use the Products provided to the customer for its internal purposes or any additional purposes set out in the Order Form. A right to resell our Products requires our prior written approval. 4.3 the event that the parties agree on a “Single User License” under the Order Form, this In means that only one individually named user of an organization shall be entitled to access the report. In the event that the parties agree on a “Site License” under the Order Form, this means that all users within a given geographical location (as specified in the Order Form) of an organization shall be entitled to access the report. In the event that the parties agree on a “Global Site License”, this means that all worldwide users of an organization shall be Phone: Fax: +49 (0) 40 - 39 90 68 50 +49 (0) 40 - 39 90 68 51 entitled to access the report. In both cases, the term “organization” refers to the company of the specific customer only and excludes any third parties including affiliates. 4.4 must expressly be named as the author of any data the customer processes further as We contractually negotiated. 5. Technical Information 5.1 shall provide our Products in standardized data formats. We 5.2 The customer must ensure that he has the corresponding technical resources to make use of these data. The customer may not derive any claims in this connection on grounds of breach of obligation. 6. Defects as to quality 6.1 claims for defects as to quality are triggered by insignificant discrepancies between our No products and services and the warranted quality or fitness for use. 6.2 Likewise, no claims for defects as to quality may be derived from entrepreneurial risks – e.g., with regard to questions of entrepreneurial discretion, an erroneous assessment of the market situation or the failure to recognize a business action’s merit. 6.3 Defect-based claims are further excluded in cases of excessive or improper use or in connection with damages caused by extraordinary conditions not reflected in the Order Form. This is also true in cases of subsequent changes made by the customers or third parties unless such changes do not affect the analysis and removal of a given defect. 6.4 Claims for defects as to quality expire within one year from the commencement of the legal statute of limitation. This limitation does not apply to the extent that applicable law stipulates a longer period in cases of intentional or grossly negligent breaches of duty on the part of us, fraudulent concealment of a defect and injuries to life, body and health. 6.5 Claims for damages and the reimbursement of expenditures are further subject to Section 8. 7. Legal defects 7.1 are liable for products and services infringing on third-party rights only if and to the We extent that our products and services are used in accordance with the agreed contractual requirements. 7.2 Unless agreed otherwise, our liability for the infringement on third-party rights is limited to the territory of the European Union and the European Economic Area as well as the place of its services’ proper use as agreed under the applicable Order. 7.3 the event that a third party asserts claims against the customer, alleging that a service In performed by us violates its rights, the customer shall promptly notify us. If a service rendered by us violates thirdparty rights, we shall choose one of the below actions, duly taking into consideration the customer’s interests: a) procuring for the customer the right to use the service; b) revising the service to render it free of legal violations; or c) ithdrawing the service and refunding to the customer any related compensation paid, w as adjusted by an adequate user fee, if we cannot effect another remedy at a reasonable expense. 7.4 Upon our request, the Customer shall assist us with the defense against claims according to this section 7, with us reimbursing the Customer for any expenditures and costs incurred as a result, although each of the Parties bears the costs of the use of its own personnel. 7.5 Claims the Customer may hold for legal defects expire in accordance with Section 6.4. 7.6 Claims for damages and the reimbursement of expenditures are further subject to Section 8. 8. Liability 8.1 cases of intentional misconduct and gross negligence, we are fully liable pursuant to In applicable law. 8.2 Our liability in cases of simple negligence is limited as follows: we are liable only if and to the extent that we violated a material contractual obligation (cardinal obligation) – i.e., an obligation that (i) the Customer reasonably relied upon at execution of the applicable Order Form and (ii) was of critical significance to the outcome of performance. As regards property damage and financial loss, such liability is limited to typical and foreseeable damages; in no event will we be liable for any incidental, special, punitive or consequential damages, loss of profits or loss of data in such case. 8.3 Our liability for damages under warranties (Beschaffenheitsgarantien) is limited to instances in which the warranty expressly includes such liability. 8.4 Claims for the reimbursement of expenditures and other liability claims asserted by the Customer against us are subject to sections 8.1 through 8.3. 9. Confidentiality 9.1 The Parties shall hold in strict confidence for an indefinite period of time all data and information materials of which they gain knowledge as part of a Contract, be it orally, in writing or otherwise, directly or indirectly, provided that such data or information materials are designated confidential or must be considered confidential based on their nature, and shall use them exclusively as part of the services covered by the relevant Order. This duty of confidentiality excludes data and information materials that: a) were already known or accessible to any third party at the time of disclosure; b) ne of the parties legitimately receives from a third party following disclosure, and such o third party is not bound by a duty of confidentiality in relations with the other Party; c) ust be disclosed by order of and to a government agency or another competent third m party; and d) ust be disclosed to legal or tax advisors of the contractual customer in question for m consulting purposes. the cases of Sections c) and d), the parties shall (i) promptly inform each other about a In given request and prior to disclosing confidential information, and (ii) limit the disclosure of confidential information to the minimum required. 9.2 may use the Customer as a reference so long as no contractual details are divulged. We 10. Jurisdiction, Governing Law, Miscellaneous 10.1 lace of payment is Hamburg, Germany. P 10.2 ll disputes arising from or in connection with any Contract between the parties shall be A resolved through the courts of Hamburg. Governing law is German law. info@ystats.com www.ystats.com Twitter LinkedIn Google+ Facebook - 14 -