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Prepared by Netscribes (Research on Global Markets)
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Global Digital Gaming Market (2014-2022)
December, 2017
Sample pages
Chapter 1: Executive Summary
3
Key Questions Answered in This Study
GlobalDigitalGamesMarket
 What are the key gaming platforms based on which the digital gaming market can be segmented?
 What are the different revenue/ business models for games?
 How does a game reach the end users from the development studio?
 How has the distribution channel landscape for games changed over the years and what will the trend be in the future?
 What is the global market revenue from digital games?
 What are the global trends in the digital gaming market?
 How have the different regions performed historically and how will they perform in the future?
 What are the strategic barriers, drivers and trends in these regions for digital gaming across all platforms?
 What is the future of digital gaming market for different platforms?
 What are the drivers, challenges, and trends across different gaming platforms?
 How are the different regions performing across different gaming platforms?
 What are the regions with maximum opportunity for the growth of digital gaming market?
 What are the investment opportunities for the digital gaming market?
 What is the competitive scenario of the global digital gaming market?
 What are the recent initiatives and strategies of the key market players?
 How have competitors performed and what has been their market share in 2016 across platforms?
 What are the initiatives taken by new age startups in the gaming industry?
4
Executive Summary I
Overview
Trends
US$ bn
• Digital distribution of games
• Use of communication software and virtual credits
• Adoption of AR and VR technologies
• Adoption of eSports
• Women and non-millennial taking an interest in games
• Gaming on mobile ( smartphones and tablets)
• Increase in global economic growth
• Increase in number of global gamers
• Increase in adoption of smartphones
• Increase in proliferation of internet
• Inadequate internet speed and smartphone proliferation in some regions of the world
• Localization of game content for specific regions
• Marketing of games to build awareness
• Political unrest and negative governmental rules for video games in some regions like China, etc.
• The global digital gaming market is one of the most booming sectors in the Global Media and Entertainment Industry.
• The market is forecasted to have a significant growth with a CAGR of XX.XX% and is expected to reach US$ XX.XX billion in 2022.
• The mobile gaming segment is the largest segment, generating US$3XX.XX billion in 2016, followed by Console and PC games.
• The overall market trend is to shift from brick & mortar stores towards more digital purchases.
XX.XX
XX.XX
XX.XX
2014 2017 2022
Chapter 2: Introduction
6
Market Definitions
PC Games are the games that are played using a
Personal Computer. These include
• web games which are played using an
internet browser or on social networks like
Facebook
• CD/ digitally downloaded games which are
either purchased through online or offline
retail channels as well as downloaded from
websites such as Steam.
PC GAMES
Mobile Games are the games played on
smartphones (iPhones / Android enabled
phones, etc.) and tablets (iPads, Android-
enabled tablets, etc.).
MOBILE GAMES
Console Games are the games played on
consoles such as PlayStation, Xbox, Nintendo Wii
as well as traditional consoles. The revenues
generated from the game content portion have
been taken into consideration, excluding the
same for the hardware portion.
CONSOLE GAMES
The Global Digital Gaming market comprises PC games, Mobile games and Console games. The revenues generated from the software and content portion , apart from the hardware portion, of
these segments have been taken into consideration.
7
Different Business Models
PlayertoPlayer
Advertising
The user gets a free version of the game with the
option of buying new upgrades or features through In-
App or in-game purchases. Companies find this to be
the most profitable model in the Internet-savvy era, as
free services often attract a large number of
consumers. The initial acquirement of a vast base of
customers is commonly used to make profits later
through advertising and also upselling of premium
services to these customers.
In this business model, digital currency can be exchanged
for real money and vice versa. The game companies
acquire money from the purchases taking place between
the players inside the game and retain a cut of all the
money exchanged.
Business
Models
In this business model, the consumers purchase additional
digital contents in their games. These purchases are in-game
items, new game challenges, new avatars, etc. It is similar to
the player to player trading model. The difference is that once
real money has been exchanged into digital money, they
cannot be converted to real money again. Hence the
consumers can only buy and not sell.
The game is purchased physically or by paying for its
download. This is a very traditional form of distribution, but
often it is used for online game download (PC & mobile game).
Users can download the games for mobile ( from the app) and
PC (specific portals like Steam) in exchange for payment.
The game allows advertising within the game for which the
developer/owner of the game gets revenue. There are
different types are:
Around game advertising: Advertisement is screened before
the game begins or after playing. It is commonly used in online
games.
Advergaming: Advertisements are inserted in mobile
applications as a form of banners. The model is used by
companies who seek publicity and try to develop their game
through their advertising. Here the game is specifically made
to advertise a product.
In-game advertising: This business model involves showing an
actual ad in the game. This model increases the efficiency of
the advertising action.
The customer is charged a fee for a given period to play the
games. This model is usually used for MMO games where
gamers from all over the world connect to a central server
using monthly/annual subscription and play the game. Players
register with credit card payments and often don’t stop the
subscription to keep the game available to them.
Value Chain of Games
Increasing adoption of internet by people has negatively impacted the distributors and retailers, and this change in distribution process is captured through the emerging value
chain. The digital distribution of games favors: Access to unlimited global market, Advertisements in games, Electronic purchases – micro-transactions, F2P business models, etc.
Publishers pay fees for
acquiring rights to
publish games.
Conduct market
research to find suitable
channels for distribution.
Markets/advertises the
game to the distributors
Developers Publishers
The developers develop
& design the game
software
The story is written &
characters are drawn.
Distributors distribute
the game to the retailers
They act as a distribution
intermediary between
the developer,
publisher, and retailers.
Retails/sells games to
the consumers
This is the final step
before the game
reaches the gamers.
Gamers
Increased adoption of
Internet
Games reach gamers as
digital goods
Distributors and retailers are losing
importance and being replaced by
digital means of distribution
Distributors/Retailers (B&M, Online Retailer)
TRADITIONALEMERGING
Internet Providers/ Game portals/
Apps/Social Media
App
Stores/So
cial Media
Game Portals Trade-in
9
Distribution Channel Analysis (2013-2016)
Note: The values in the graph are in US$ million
The distribution channel landscape of the big four companies is analyzed to capture the transformation in the value chain of games from the traditional to the emerging one.
With the dawn of the broadband internet era, the landscape of the game
distribution channel has changed over the years. Major gaming companies like
EA, Take-Two, Activision Blizzard and Ubisoft are increasingly shifting towards
the digital distribution channel from the retail distribution channel.
The retail distribution channel total for the big four companies have fallen and
digital distribution channel has gained prominence. In 2015, the revenues from
two channels of distribution were almost equal, while in 2016, the industry’s
march toward a future of games, downloaded over the Internet rather than
bought in stores, became clear.
ActivisionBlizzard
ElectronicArts
Ubisoft
TakeTwoInteractive
Total
ActivisionBlizzard
ElectronicArts
Ubisoft
TakeTwoInteractive
Total
ActivisionBlizzard
ElectronicArts
Ubisoft
TakeTwoInteractive
Total
ActivisionBlizzard
ElectronicArts
Ubisoft
TakeTwoInteractive
Total
2013 2014 2015 2016
Retail Digital
Distribution Channel Analysis: Major Four Companies
Chapter 3: Global Digital Games Market Overview
11
Global - Market Overview
The Global Digital Gaming Market is forecasted to have a significant growth with a CAGR of XX.XX% and reach USUS$ XX.XX billion in 2022, a little less than triple the 2016 revenue of US$ XX.XX
billion. In 2016, the global mobile gaming segment was the largest segment, generating US$XX.XX billion, followed by Console and PC games. The overall market trend is shifting towards digital
purchases of games.
XX.XX
XX.XX
XX.XX
2014 2015 2016
XX.XX
XX.XX
XX.XX
XX.XX
XX.XX
XX.XX
2017E 2018F 2019F 2020F 2021F 2022F
Key Observations
Global historical market revenue
(US$ bn)
Global forecasted market revenue (US$ bn)
CAGR (2014-2016): XX.XX%
CAGR (2017-2022): XX.XX%
:
:
Geography wise market revenue (US$ bn)
MEA
The rise in the number of global gamers, increased
proliferation of internet and smartphones, and
introduction of new technologies in gaming, like
Augmented reality (AR), Virtual Reality (VR), are driving
the digital gaming market.
The target population (people aged 12-35) is taking a
high interest in purchasing digital products/ services,
and they are adopting PCs and smartphone devices
much earlier than other generations.
This positive change in the habit of entertainment
consumption of the new generation, fuelled by global
economic improvement, is continuously raising the
demand for digital gaming all over the world and
making it one of the most booming sectors of the
Global Media and Entertainment Industry.
CAGR(2017-22):
XX.XX%
2016:US$XX.XX Bn
2022:US$XX.XXBn
NorthAmerica
Europe
AsiaPacific
LatinAmerica
CAGR(2017-22):
XX.XX%
2016:US$XX.XX Bn
2022:US$XX.XXBn
CAGR(2017-22):
XX.XX%
2016:US$XX.XX Bn
2022:US$XX.XXBn
CAGR(2017-22):
XX.XX%
2016:US$XX.XX Bn
2022:US$XX.XXBn
CAGR(2017-22):
XX.XX%
2016:US$XX.XX Bn
2022:US$XX.XXBn
12
Global - Market Trends
Digital Distribution: Delivering games digitally, instead of
distributing the same via retail/physical channels is the most
prominent trend now. In digital distribution, the barriers to
entry are significantly lowered. Big gaming companies have
created their own platforms for digital distribution such
as Steam, Origin, and Xbox Live Marketplace, using which
gamers purchase and download digital content for different
gaming platforms.
Use of communication software and virtual credits:
Games are now being equipped with messaging and video
applications to allow smooth communication 'in between'
games across players. The developers presently focus on
monetizing content by enabling virtual credit system for
sale of downloadable digital content within the game or '
in-game purchases' like buying new avatar, purchase of
extra levels, etc..
Adoption of AR and VR technologies: AR and VR are new but
essential trends in the gaming industry, and it is actively being
made available to customers at an affordable price. VR is more
about having a great gaming “experience” than playing an
actual game. So there is room for thought on how successful
VR will be to convert hours of dedicated game playing into
more of an experience-based gaming. On the other hand, AR
technology is easily implementable, and its success is visible
from the popularity of Pokémon Go and Night Terrors.
Adoption of eSports: eSports is a competitive video gaming
where players compete with each other in an online or live
environment for a large number of viewers. The most
common genres of video game associated with eSports are
real-time strategy, fighting, first-person shooter (FPS),
and multiplayer online battle arena (MOBA). At present,
eSports is one of the major trends that gaming companies are
willing to invest in, as the eSports market revenues rose more
than 4 times between 2013 and 2016, and could almost triple
again by 2021.
Women and non-millennial gamers: There has been
an enormous change in the number of
female gamers since earlier times. Since the 2010s,
females almost make up about half of all global
gamers. In the USA, leading gaming region the
average age of gamers is 37. Also, adult women
represent a greater portion of the video game-
playing population (31%) than boys under age 18
(18%).
Change in Gaming Device: Another key trend in the industry is
the change in the gaming devices. Mobile games are quickly
gaining popularity as more gamers are turning to their
smartphones and tablets for entertainment, thereby
facilitating digital distribution. Entry barriers in the mobile
gaming industry are also lower than other platforms. Thus
major companies are also investing in mobile games. In 2016,
Activision Blizzard completed acquisition of King Digital
Entertainment to expand its opportunities in mobile gaming.
Chapter 4: Global Digital Games Market – By Regions
14
North America - Market Overview
Growth Drivers
North America
XX.XX XX.XX 20.35 XX.XX XX.XX XX.XX
XX.XX
XX.XX
XX.XX
2014 2015 2016 2017 2018 2019 2020 2021 2022
CAGR (2014-2022): XX.XX%
Market revenue (US$ bn)
Challenges
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Gaming is becoming a key contributor to GDP in Canada.
It now has approximately 600 active video gaming
studios. Along with mass employment generation, these
firms contributed about US$4 billion to the country’s
GDP in 2016.
• The growth in real median income of US households, based
on average age of family members, has increased from 3.2%
to 4.3% in 15-24 years category and from 2.9% to 5.6% in
25-34 years category in 2014-2015. Thus, the average
income of the target market has increased rapidly. Average
annual wage in the USA stood at US$60,154 purchasing
power parity (FY2016) and is ranked among the highest.
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Sample text • With an already high smartphone penetration in Canada(70%) and
the USA(69%) (ranked 6th and 7th), the scope of further
development of the market is low. Thus, year-on-year (YOY) growth
in certain gaming segments may face stagnation.
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Chapter 5: Global Digital Games Market – By Platforms
16
Global Digital Games Market Overview – By Platforms
Global Digital Games Market - By Platforms
Mobile Console PC
XX is the largest segment of the
2016 Global Digital Games
Market, contributing XX% of the
total global revenues.
This segment is growing at a
compounded annual growth
rate of XX.XX% through 2017-
2022 and is the fastest growing
segment globally.
XX is followed by the XX
segment with a revenue share
of XX.XX% in 2016, generating
US$XX.XX billion.
The XX segment is close on the
heels of the market share of XX
and this segment is expected to
have a stable growth in the
forecast period with a CAGR of
XX.XX%.
Segment 1
Segment 3
Segment 2
TOTAL
US$ XX.XXBn
2016
17
Global PC Games Market Overview
PC Games Drivers
XX%
XX.XX XX.XX
XX.XX
2014 2016 2022
CAGR (2017-2022): XX.XX%
PC Games Global Revenue
XX%XX%
PC Games Challenges
Market Share (2014, 2017 & 2022)
E-sports: eSports is driving the PC games market, and it is almost entirely dominated by PC gaming with games like Dota 2, LoL,
Counter-Strike GO, and Overwatch. PC will continue to be the platform of choice for eSports as it requires superior equipment that
does not falter during competitive gaming. Unlike other platforms, mouse and keyboard structure of PC, coupled with fast
processors, graphics cards, etc. provide the best eSports performances.
Rise in digital purchases: Increase in digital purchases, and micro transactions are driving the PC gaming market. E.g., Increase in
the revenues of services like Steam and Origin that allow the digital purchases of PC games.
Piracy: The biggest challenge for PC games is piracy. Due to the high price of PC games, about 40% of PC gamers pirate the games and download them from popular piracy
websites. This negatively affects the revenues from PC games.
Fall in PC shipment: Even though PC games can be played using laptops, but buying a laptop with good specifications for gaming can be very expensive. Thus the worldwide
drop in PC shipments is expected to impact the PC gaming market drastically in the upcoming years.
High Cost: A gaming PC with high-end specifications cost much higher than Consoles and mobiles. A gaming console is priced at US$250 compared to which a gaming PC
would cost sky high.
PC games are one of the oldest and most popular means of entertainment. Currently, the PC gaming segment is the third largest in the gaming market. Though
PC games market has shrunk in terms of market share over the years because of several challenging factors like popularity of mobile gaming, the high cost of
gaming PCs and mobility issues, the immersive gaming experience, that gaming on PC can provide to gamers, is one of the best in terms of standards. The PC
games market is being driven forward by expanded digital distribution of PC games, adoption of e Sports, and demands from serious PC game enthusiasts.
Moderate to Core Gamers: The primary growth driver for PC games is the demands from serious PC game enthusiasts and the
transformation of moderate gamers to core PC gamers when they have a higher disposable income. The advanced economies
growing at 2.1% and improvement in global economic growth rate from 3.1% in 2015 to 3.6% this year (as per IMF), are expected to
boost the disposable income of gamers. That, in turn, will lead to increased spending on Pay to Play/ Premium games as well as
convert moderate gamers to core ones. (Core gamers essentially refer to those focused on the hard-core gaming)
Chapter 6: Major Platforms Overview – Regions
18
19
Major platforms overview – North America
PC
Mobile
Console
2017
US$XX.XX bn
Revenue contribution of Platforms – North America
PC
Mobile
Console
2022
US$XX.XX bn
Top5companiesinthisProducts
segment–NorthAmerica
Microsoft Corporation
Revenue: US$85.3bn
Activision Blizzard
Revenue: US$ 6.6bn
Electronic Arts
Revenue: US$ 4.4bn
Zynga
Revenue: US$ 0.7bn
Take – Two Interactive
Revenue: US$ 1.4bn
FY 2017
FY 2017
FY 2017
FY 2017
FY 2017
Key Highlights – Major Platforms - North America
In North America, though mobile gaming is becoming increasingly popular, console is the biggest segment. From 2017- 2022 this segment is expected
to grow at a CAGR of 11%. Due to the higher purchasing power of the people of NA (The US Consumers spend over US$2000 per capita annually on
Entertainment and Media) compared to other developing regions like MEA or APAC,( Consumers in Nigeria and India spend less than US$50 per capita
annually on Entertainment and Media) people here have high interest in investing in console games. Also, the last generation of consoles was
introduced in 2013. With a high share (46%) of console games in the revenues of NA in 2016, it is expected, that when the next generation of consoles
are introduced in around 2018-19, it will face a significant demand from loyal console gamers of NA region.
Unlike APAC and MEA, where mobile is the dominating segment, mobile is the second largest segment in North America following console. But gamers
are willing to spend money in mobile games more than Asia Pacific, as their “install-to-purchase” (engagement and purchase rate) engagement in
mobiles games rate is almost 94% higher than in APAC and nearly four times higher than in MEA.
North Americas’ PC gaming revenue is expected to grow at a stable CAGR of X.X% through 2017-2022. Steam, which is one of the most significant
digital PC games portals, sells most of its games in North America, followed by Europe and Asia. 'League of Legends', 'Hearthstone: Heroes of
Warcraft', 'Minecraft', and 'Overwatch' are PC games that people play the most in the US.
55% of mobile game players in
North America are women while
the PC and Console games
segments are dominated by
males. 64% of PC gamers and 60%
of Console gamers are males in
North America.
Chapter 7: Competitive Landscape
21
Company Overview: Activision Blizzard
Company snapshot Key numbers (2016)
Major Game Titles
Growth Strategy
Locations
Recent Initiatives
Major Initiatives
• Year of establishment: 2008
• Headquarters: Santa Monica, California, USA
• Key People: Brian Kelly (Chairman),
Thomas Tippl (Vice Chairman)
Bobby Kotick (CEO)
• Employee Strength (2017): 9,500
• Industry: Video Games
• Ticker: NASDAQ: ATVI
• Website: www.activisionblizzard.com
• In November 2015, Activision Blizzard launched Activision
Blizzard Studios to bring video game characters to the big
screen. It began producing animated television series and
films based on their famous game titles, ‘Skylanders
Academy,’ and ‘Call of Duty.’
• In December 2015, Activision Blizzard acquired the assets of
Major League Gaming (MLG) -founded in 2002- for US$46
million to further its plans of making it big in the eSports
genre.
• In February 2016, Activision Blizzard completed its acquisition
of King Digital, headquartered in London, to venture into the
mobile gaming segment.
• Americas
• Europe
• Middle East
• Africa
• Asia Pacific
• In November 2017, Activision pitched ‘Overwatch’ for the
eSports market at Blizzcon, the annual convention in
Anaheim in Southern California, and announced changes
within the ‘Overwatch’ game. The new version of
Overwatch will be accessible to casual viewers and includes
new camera angles for spectators and will also have team
colors.
• In May 2017, Activision Blizzard announced Destiny
2 would be available only on Battle.net (digital distribution
channel of Activision Blizzard), resulting in the PC version of
the game becoming unavailable on Steam (owned by
Valve).
Digital Revenue (2016)
US$ 4.8 Bn
• Activision Blizzard is following a path of organic growth by launching a
consumer product development team which will ensure product
development and superior consumer reach.
• It is looking forward to creating a brand name for itself in the most important
segment: mobile games, by following inorganic expansion via the acquisition
of King Digital.
• It is continuously building its competitive/eSports gaming segment across
devices and regions by popularising Major Gaming League.
• The company is investing in localizing games content for various cultures and
customs. It is their growth-specific strategy for international expansion.
• The company is also increasing its digitally downloadable content to leverage
subscription fees from popular game titles like World of Warcraft. In 2016,
72% of its total revenues came from digital distribution games.
• Call of Duty
• World of Warcraft
• Skylanders
• Overwatch
• Diablo
• Starcraft
• Candy Crush
• Net Revenues: US$ 6.6 Bn
• Net Margin (%): 14.6
• Gross Margin (%): 63.8
• RoA (%): 5.9
• RoE (%): 11.2
Chapter 8: Gaming Start-up Firms
START-UP OVERVIEW
Key Initiatives
Games Released
• ChopUps’ games have their roots in
African culture giving gamers from diverse
backgrounds a chance to witness the
African narrative.
• ChopUp has recently launched a new
game called ‘MonkeyPost’. This game is
based on the hugely popular version of
Nigerian street soccer monkey post.
Zubair Abubakar
Co-founder
Bayo Puddicombe
Co-founder
• Description- A division of Pledge51 (a leading
mobile games company from Nigeria ), this
company is focusing on developing locally relevant
games that tell African narratives.
• Founded on- 2012
• Headquarters- Nigeria
• Number of Employees- 10
• Website- www.chopup.me
• Industry: Mobile gaming
Overview
Funding Information
• Description -This company focuses on games for tablet and
mobile platforms and is headed by industry veterans
(developers from King Digital, Gameloft, Social Point, etc.) who
haveyearsofexperienceundertheirbelt..
• Founded on- 2013
• Headquarters- Barcelona, Spain
• Number of Employees- 20
• Website- www.omnidrone.net
• Industry: Mobile gaming
Overview Key People
Gerrard Fernandez
Founder and CEO
Elias Lozano
Art Director
Funding Information Key Initiatives
Games Released
• Number of funding rounds: 1
• Total funded amount (US$ mn):
0.1
• Number of investors: 2
• Nature of funding: VC and HNI
• Investor description: Tayo
Oviosu, Ayodeji Adewunmi
• Number of funding rounds: 1
• Total funded amount (US$ mn):
2
• Number of investors: 3
• Nature of funding: VC and PE
• Investor description: NGP
Capital, London Venture
Partners, Kibo Ventures
Digital gaming
Start-up
companies
• Omnidrone in May 2016,
announced the launch of their
MOBA/eSports genre game ‘Titan
Brawl’ (currently available only
on Android Beta) in android and
iOS soon.
Digital gaming
Start-up
companies
Key People
Chapter 9: Market Share of Companies
25
Company Revenue Share: Console Games
Console Games Market Share Analysis
Others
Top companies such as Sony, Microsoft, Electronic Arts,
Activision Blizzard and Ubisoft dominate the market with
47% market share of the global console games market, thus
the console games market is a consolidated market as
compared to PC and Mobile games market.
Few companies dominating the market imply that the
barriers to entry are high. This is mostly because of the high
bargaining power of suppliers and the high initial fixed cost
of setting up a firm.
Chapter 11: Appendix
26
Appendix
Table 4: Segments by Region : Asia Pacific (2014 – 2022) value in US$ Bn
27
Asia Pacific 2014 2015 2016 2017 2018 2019 2020 2021 2022
PC Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Mobile Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Console Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Total Revenue XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Table 5: Segments by Region : Latin America (2014 – 2022) value in US$ Bn
Latin America 2014 2015 2016 2017 2018 2019 2020 2021 2022
PC Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Mobile Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Console Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Total Revenue XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
Appendix
28
Assumptions
 For calculating various revenues/ratios pertaining to companies, the exchange rate as on
November 12, 2017 has been taken into consideration.
 No significant new competition has been considered while forecasting the market.
 No unexpected changes in the external factors have been considered that could alter the
global scenario of the market in the future.
 No major technological development has been taken into consideration that may replace
the current trends in the coming years.
 The inflation rate has not been taken into consideration while forecasting revenues.
 The full form of CAGR is Compounded Annual Growth Rate
 The full form of US$ is United States Dollar Currency
Appendix
29
Research Methodology
The study begins with identifying the right research question(s). The question depends on what we are going to achieve by conducting the research or what we want
to convey to the prospective customers through this research. Next, we identify the logical steps to arrive needed to arrive at the answers to the question(s). These
logical steps form our research objectives. The research objectives provide us a guideline regarding what information we need to conduct analysis. We strongly
believe that well-defined objectives will lead to clear results about the given market
The next stage of the research is conducted utilizing the secondary sources of information, using a process called desk/secondary research. Netscribes Inc. has a
considerable volume of information in both quantitative and qualitative forms, across all major industries and its sectors. Also, we conduct an in-depth study of the
market, understanding its key stakeholders, drivers, trends, challenges and global opportunities covering major regions such as North America, Latin America, Europe,
Asia Pacific, and Middle East & Africa. The key sources referred to for this research includes (but not limited to) the following:
 Financial reports published by the key market players
 Government and other official sources including the National Statistics
 National and International trade associations
 Paid databases
 Other reliable sources
Primary research complements the secondary research as it helps us gain insights from the industries directly by communicating with the senior executives, key
opinion leaders and independent consultants who are experts in their industries or specific industry sectors. Such interviews are conducted across the value chain of
the market in question. A survey questionnaire is usually prepared for conducting any primary interview or survey. The questionnaire is developed with utmost care to
fulfil the key research objectives and also to validate the assumptions about the market. This supplements the information otherwise unaddressed via secondary
research. The primary data collection is done by expert interviewers who have specific industry knowledge. Linguists are hired to conduct interviews in the
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After ensuring the consistency, these historical and present indicators help us to understand how the market will perform in future. Our proprietary forecasting model
factors in all these indicators to predict the future market accurately.
Appendix
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Global Digital Gaming Market 2017 - 2022 Sample Pages

  • 1. Prepared by Netscribes (Research on Global Markets) Proprietary and Confidential, Copyright © 2017, Netscribes, Inc. All Rights Reserved The content of this document is confidential and meant for the review of the recipient. Disclaimer: The names or logos of other companies and products mentioned herein are the trademarks of their respective owners Global Digital Gaming Market (2014-2022) December, 2017 Sample pages
  • 3. 3 Key Questions Answered in This Study GlobalDigitalGamesMarket  What are the key gaming platforms based on which the digital gaming market can be segmented?  What are the different revenue/ business models for games?  How does a game reach the end users from the development studio?  How has the distribution channel landscape for games changed over the years and what will the trend be in the future?  What is the global market revenue from digital games?  What are the global trends in the digital gaming market?  How have the different regions performed historically and how will they perform in the future?  What are the strategic barriers, drivers and trends in these regions for digital gaming across all platforms?  What is the future of digital gaming market for different platforms?  What are the drivers, challenges, and trends across different gaming platforms?  How are the different regions performing across different gaming platforms?  What are the regions with maximum opportunity for the growth of digital gaming market?  What are the investment opportunities for the digital gaming market?  What is the competitive scenario of the global digital gaming market?  What are the recent initiatives and strategies of the key market players?  How have competitors performed and what has been their market share in 2016 across platforms?  What are the initiatives taken by new age startups in the gaming industry?
  • 4. 4 Executive Summary I Overview Trends US$ bn • Digital distribution of games • Use of communication software and virtual credits • Adoption of AR and VR technologies • Adoption of eSports • Women and non-millennial taking an interest in games • Gaming on mobile ( smartphones and tablets) • Increase in global economic growth • Increase in number of global gamers • Increase in adoption of smartphones • Increase in proliferation of internet • Inadequate internet speed and smartphone proliferation in some regions of the world • Localization of game content for specific regions • Marketing of games to build awareness • Political unrest and negative governmental rules for video games in some regions like China, etc. • The global digital gaming market is one of the most booming sectors in the Global Media and Entertainment Industry. • The market is forecasted to have a significant growth with a CAGR of XX.XX% and is expected to reach US$ XX.XX billion in 2022. • The mobile gaming segment is the largest segment, generating US$3XX.XX billion in 2016, followed by Console and PC games. • The overall market trend is to shift from brick & mortar stores towards more digital purchases. XX.XX XX.XX XX.XX 2014 2017 2022
  • 6. 6 Market Definitions PC Games are the games that are played using a Personal Computer. These include • web games which are played using an internet browser or on social networks like Facebook • CD/ digitally downloaded games which are either purchased through online or offline retail channels as well as downloaded from websites such as Steam. PC GAMES Mobile Games are the games played on smartphones (iPhones / Android enabled phones, etc.) and tablets (iPads, Android- enabled tablets, etc.). MOBILE GAMES Console Games are the games played on consoles such as PlayStation, Xbox, Nintendo Wii as well as traditional consoles. The revenues generated from the game content portion have been taken into consideration, excluding the same for the hardware portion. CONSOLE GAMES The Global Digital Gaming market comprises PC games, Mobile games and Console games. The revenues generated from the software and content portion , apart from the hardware portion, of these segments have been taken into consideration.
  • 7. 7 Different Business Models PlayertoPlayer Advertising The user gets a free version of the game with the option of buying new upgrades or features through In- App or in-game purchases. Companies find this to be the most profitable model in the Internet-savvy era, as free services often attract a large number of consumers. The initial acquirement of a vast base of customers is commonly used to make profits later through advertising and also upselling of premium services to these customers. In this business model, digital currency can be exchanged for real money and vice versa. The game companies acquire money from the purchases taking place between the players inside the game and retain a cut of all the money exchanged. Business Models In this business model, the consumers purchase additional digital contents in their games. These purchases are in-game items, new game challenges, new avatars, etc. It is similar to the player to player trading model. The difference is that once real money has been exchanged into digital money, they cannot be converted to real money again. Hence the consumers can only buy and not sell. The game is purchased physically or by paying for its download. This is a very traditional form of distribution, but often it is used for online game download (PC & mobile game). Users can download the games for mobile ( from the app) and PC (specific portals like Steam) in exchange for payment. The game allows advertising within the game for which the developer/owner of the game gets revenue. There are different types are: Around game advertising: Advertisement is screened before the game begins or after playing. It is commonly used in online games. Advergaming: Advertisements are inserted in mobile applications as a form of banners. The model is used by companies who seek publicity and try to develop their game through their advertising. Here the game is specifically made to advertise a product. In-game advertising: This business model involves showing an actual ad in the game. This model increases the efficiency of the advertising action. The customer is charged a fee for a given period to play the games. This model is usually used for MMO games where gamers from all over the world connect to a central server using monthly/annual subscription and play the game. Players register with credit card payments and often don’t stop the subscription to keep the game available to them.
  • 8. Value Chain of Games Increasing adoption of internet by people has negatively impacted the distributors and retailers, and this change in distribution process is captured through the emerging value chain. The digital distribution of games favors: Access to unlimited global market, Advertisements in games, Electronic purchases – micro-transactions, F2P business models, etc. Publishers pay fees for acquiring rights to publish games. Conduct market research to find suitable channels for distribution. Markets/advertises the game to the distributors Developers Publishers The developers develop & design the game software The story is written & characters are drawn. Distributors distribute the game to the retailers They act as a distribution intermediary between the developer, publisher, and retailers. Retails/sells games to the consumers This is the final step before the game reaches the gamers. Gamers Increased adoption of Internet Games reach gamers as digital goods Distributors and retailers are losing importance and being replaced by digital means of distribution Distributors/Retailers (B&M, Online Retailer) TRADITIONALEMERGING Internet Providers/ Game portals/ Apps/Social Media App Stores/So cial Media Game Portals Trade-in
  • 9. 9 Distribution Channel Analysis (2013-2016) Note: The values in the graph are in US$ million The distribution channel landscape of the big four companies is analyzed to capture the transformation in the value chain of games from the traditional to the emerging one. With the dawn of the broadband internet era, the landscape of the game distribution channel has changed over the years. Major gaming companies like EA, Take-Two, Activision Blizzard and Ubisoft are increasingly shifting towards the digital distribution channel from the retail distribution channel. The retail distribution channel total for the big four companies have fallen and digital distribution channel has gained prominence. In 2015, the revenues from two channels of distribution were almost equal, while in 2016, the industry’s march toward a future of games, downloaded over the Internet rather than bought in stores, became clear. ActivisionBlizzard ElectronicArts Ubisoft TakeTwoInteractive Total ActivisionBlizzard ElectronicArts Ubisoft TakeTwoInteractive Total ActivisionBlizzard ElectronicArts Ubisoft TakeTwoInteractive Total ActivisionBlizzard ElectronicArts Ubisoft TakeTwoInteractive Total 2013 2014 2015 2016 Retail Digital Distribution Channel Analysis: Major Four Companies
  • 10. Chapter 3: Global Digital Games Market Overview
  • 11. 11 Global - Market Overview The Global Digital Gaming Market is forecasted to have a significant growth with a CAGR of XX.XX% and reach USUS$ XX.XX billion in 2022, a little less than triple the 2016 revenue of US$ XX.XX billion. In 2016, the global mobile gaming segment was the largest segment, generating US$XX.XX billion, followed by Console and PC games. The overall market trend is shifting towards digital purchases of games. XX.XX XX.XX XX.XX 2014 2015 2016 XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX 2017E 2018F 2019F 2020F 2021F 2022F Key Observations Global historical market revenue (US$ bn) Global forecasted market revenue (US$ bn) CAGR (2014-2016): XX.XX% CAGR (2017-2022): XX.XX% : : Geography wise market revenue (US$ bn) MEA The rise in the number of global gamers, increased proliferation of internet and smartphones, and introduction of new technologies in gaming, like Augmented reality (AR), Virtual Reality (VR), are driving the digital gaming market. The target population (people aged 12-35) is taking a high interest in purchasing digital products/ services, and they are adopting PCs and smartphone devices much earlier than other generations. This positive change in the habit of entertainment consumption of the new generation, fuelled by global economic improvement, is continuously raising the demand for digital gaming all over the world and making it one of the most booming sectors of the Global Media and Entertainment Industry. CAGR(2017-22): XX.XX% 2016:US$XX.XX Bn 2022:US$XX.XXBn NorthAmerica Europe AsiaPacific LatinAmerica CAGR(2017-22): XX.XX% 2016:US$XX.XX Bn 2022:US$XX.XXBn CAGR(2017-22): XX.XX% 2016:US$XX.XX Bn 2022:US$XX.XXBn CAGR(2017-22): XX.XX% 2016:US$XX.XX Bn 2022:US$XX.XXBn CAGR(2017-22): XX.XX% 2016:US$XX.XX Bn 2022:US$XX.XXBn
  • 12. 12 Global - Market Trends Digital Distribution: Delivering games digitally, instead of distributing the same via retail/physical channels is the most prominent trend now. In digital distribution, the barriers to entry are significantly lowered. Big gaming companies have created their own platforms for digital distribution such as Steam, Origin, and Xbox Live Marketplace, using which gamers purchase and download digital content for different gaming platforms. Use of communication software and virtual credits: Games are now being equipped with messaging and video applications to allow smooth communication 'in between' games across players. The developers presently focus on monetizing content by enabling virtual credit system for sale of downloadable digital content within the game or ' in-game purchases' like buying new avatar, purchase of extra levels, etc.. Adoption of AR and VR technologies: AR and VR are new but essential trends in the gaming industry, and it is actively being made available to customers at an affordable price. VR is more about having a great gaming “experience” than playing an actual game. So there is room for thought on how successful VR will be to convert hours of dedicated game playing into more of an experience-based gaming. On the other hand, AR technology is easily implementable, and its success is visible from the popularity of Pokémon Go and Night Terrors. Adoption of eSports: eSports is a competitive video gaming where players compete with each other in an online or live environment for a large number of viewers. The most common genres of video game associated with eSports are real-time strategy, fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). At present, eSports is one of the major trends that gaming companies are willing to invest in, as the eSports market revenues rose more than 4 times between 2013 and 2016, and could almost triple again by 2021. Women and non-millennial gamers: There has been an enormous change in the number of female gamers since earlier times. Since the 2010s, females almost make up about half of all global gamers. In the USA, leading gaming region the average age of gamers is 37. Also, adult women represent a greater portion of the video game- playing population (31%) than boys under age 18 (18%). Change in Gaming Device: Another key trend in the industry is the change in the gaming devices. Mobile games are quickly gaining popularity as more gamers are turning to their smartphones and tablets for entertainment, thereby facilitating digital distribution. Entry barriers in the mobile gaming industry are also lower than other platforms. Thus major companies are also investing in mobile games. In 2016, Activision Blizzard completed acquisition of King Digital Entertainment to expand its opportunities in mobile gaming.
  • 13. Chapter 4: Global Digital Games Market – By Regions
  • 14. 14 North America - Market Overview Growth Drivers North America XX.XX XX.XX 20.35 XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX 2014 2015 2016 2017 2018 2019 2020 2021 2022 CAGR (2014-2022): XX.XX% Market revenue (US$ bn) Challenges Major TrendsSample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Gaming is becoming a key contributor to GDP in Canada. It now has approximately 600 active video gaming studios. Along with mass employment generation, these firms contributed about US$4 billion to the country’s GDP in 2016. • The growth in real median income of US households, based on average age of family members, has increased from 3.2% to 4.3% in 15-24 years category and from 2.9% to 5.6% in 25-34 years category in 2014-2015. Thus, the average income of the target market has increased rapidly. Average annual wage in the USA stood at US$60,154 purchasing power parity (FY2016) and is ranked among the highest. • Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text. • Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text • With an already high smartphone penetration in Canada(70%) and the USA(69%) (ranked 6th and 7th), the scope of further development of the market is low. Thus, year-on-year (YOY) growth in certain gaming segments may face stagnation. • Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text. • Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text Sample text.
  • 15. Chapter 5: Global Digital Games Market – By Platforms
  • 16. 16 Global Digital Games Market Overview – By Platforms Global Digital Games Market - By Platforms Mobile Console PC XX is the largest segment of the 2016 Global Digital Games Market, contributing XX% of the total global revenues. This segment is growing at a compounded annual growth rate of XX.XX% through 2017- 2022 and is the fastest growing segment globally. XX is followed by the XX segment with a revenue share of XX.XX% in 2016, generating US$XX.XX billion. The XX segment is close on the heels of the market share of XX and this segment is expected to have a stable growth in the forecast period with a CAGR of XX.XX%. Segment 1 Segment 3 Segment 2 TOTAL US$ XX.XXBn 2016
  • 17. 17 Global PC Games Market Overview PC Games Drivers XX% XX.XX XX.XX XX.XX 2014 2016 2022 CAGR (2017-2022): XX.XX% PC Games Global Revenue XX%XX% PC Games Challenges Market Share (2014, 2017 & 2022) E-sports: eSports is driving the PC games market, and it is almost entirely dominated by PC gaming with games like Dota 2, LoL, Counter-Strike GO, and Overwatch. PC will continue to be the platform of choice for eSports as it requires superior equipment that does not falter during competitive gaming. Unlike other platforms, mouse and keyboard structure of PC, coupled with fast processors, graphics cards, etc. provide the best eSports performances. Rise in digital purchases: Increase in digital purchases, and micro transactions are driving the PC gaming market. E.g., Increase in the revenues of services like Steam and Origin that allow the digital purchases of PC games. Piracy: The biggest challenge for PC games is piracy. Due to the high price of PC games, about 40% of PC gamers pirate the games and download them from popular piracy websites. This negatively affects the revenues from PC games. Fall in PC shipment: Even though PC games can be played using laptops, but buying a laptop with good specifications for gaming can be very expensive. Thus the worldwide drop in PC shipments is expected to impact the PC gaming market drastically in the upcoming years. High Cost: A gaming PC with high-end specifications cost much higher than Consoles and mobiles. A gaming console is priced at US$250 compared to which a gaming PC would cost sky high. PC games are one of the oldest and most popular means of entertainment. Currently, the PC gaming segment is the third largest in the gaming market. Though PC games market has shrunk in terms of market share over the years because of several challenging factors like popularity of mobile gaming, the high cost of gaming PCs and mobility issues, the immersive gaming experience, that gaming on PC can provide to gamers, is one of the best in terms of standards. The PC games market is being driven forward by expanded digital distribution of PC games, adoption of e Sports, and demands from serious PC game enthusiasts. Moderate to Core Gamers: The primary growth driver for PC games is the demands from serious PC game enthusiasts and the transformation of moderate gamers to core PC gamers when they have a higher disposable income. The advanced economies growing at 2.1% and improvement in global economic growth rate from 3.1% in 2015 to 3.6% this year (as per IMF), are expected to boost the disposable income of gamers. That, in turn, will lead to increased spending on Pay to Play/ Premium games as well as convert moderate gamers to core ones. (Core gamers essentially refer to those focused on the hard-core gaming)
  • 18. Chapter 6: Major Platforms Overview – Regions 18
  • 19. 19 Major platforms overview – North America PC Mobile Console 2017 US$XX.XX bn Revenue contribution of Platforms – North America PC Mobile Console 2022 US$XX.XX bn Top5companiesinthisProducts segment–NorthAmerica Microsoft Corporation Revenue: US$85.3bn Activision Blizzard Revenue: US$ 6.6bn Electronic Arts Revenue: US$ 4.4bn Zynga Revenue: US$ 0.7bn Take – Two Interactive Revenue: US$ 1.4bn FY 2017 FY 2017 FY 2017 FY 2017 FY 2017 Key Highlights – Major Platforms - North America In North America, though mobile gaming is becoming increasingly popular, console is the biggest segment. From 2017- 2022 this segment is expected to grow at a CAGR of 11%. Due to the higher purchasing power of the people of NA (The US Consumers spend over US$2000 per capita annually on Entertainment and Media) compared to other developing regions like MEA or APAC,( Consumers in Nigeria and India spend less than US$50 per capita annually on Entertainment and Media) people here have high interest in investing in console games. Also, the last generation of consoles was introduced in 2013. With a high share (46%) of console games in the revenues of NA in 2016, it is expected, that when the next generation of consoles are introduced in around 2018-19, it will face a significant demand from loyal console gamers of NA region. Unlike APAC and MEA, where mobile is the dominating segment, mobile is the second largest segment in North America following console. But gamers are willing to spend money in mobile games more than Asia Pacific, as their “install-to-purchase” (engagement and purchase rate) engagement in mobiles games rate is almost 94% higher than in APAC and nearly four times higher than in MEA. North Americas’ PC gaming revenue is expected to grow at a stable CAGR of X.X% through 2017-2022. Steam, which is one of the most significant digital PC games portals, sells most of its games in North America, followed by Europe and Asia. 'League of Legends', 'Hearthstone: Heroes of Warcraft', 'Minecraft', and 'Overwatch' are PC games that people play the most in the US. 55% of mobile game players in North America are women while the PC and Console games segments are dominated by males. 64% of PC gamers and 60% of Console gamers are males in North America.
  • 21. 21 Company Overview: Activision Blizzard Company snapshot Key numbers (2016) Major Game Titles Growth Strategy Locations Recent Initiatives Major Initiatives • Year of establishment: 2008 • Headquarters: Santa Monica, California, USA • Key People: Brian Kelly (Chairman), Thomas Tippl (Vice Chairman) Bobby Kotick (CEO) • Employee Strength (2017): 9,500 • Industry: Video Games • Ticker: NASDAQ: ATVI • Website: www.activisionblizzard.com • In November 2015, Activision Blizzard launched Activision Blizzard Studios to bring video game characters to the big screen. It began producing animated television series and films based on their famous game titles, ‘Skylanders Academy,’ and ‘Call of Duty.’ • In December 2015, Activision Blizzard acquired the assets of Major League Gaming (MLG) -founded in 2002- for US$46 million to further its plans of making it big in the eSports genre. • In February 2016, Activision Blizzard completed its acquisition of King Digital, headquartered in London, to venture into the mobile gaming segment. • Americas • Europe • Middle East • Africa • Asia Pacific • In November 2017, Activision pitched ‘Overwatch’ for the eSports market at Blizzcon, the annual convention in Anaheim in Southern California, and announced changes within the ‘Overwatch’ game. The new version of Overwatch will be accessible to casual viewers and includes new camera angles for spectators and will also have team colors. • In May 2017, Activision Blizzard announced Destiny 2 would be available only on Battle.net (digital distribution channel of Activision Blizzard), resulting in the PC version of the game becoming unavailable on Steam (owned by Valve). Digital Revenue (2016) US$ 4.8 Bn • Activision Blizzard is following a path of organic growth by launching a consumer product development team which will ensure product development and superior consumer reach. • It is looking forward to creating a brand name for itself in the most important segment: mobile games, by following inorganic expansion via the acquisition of King Digital. • It is continuously building its competitive/eSports gaming segment across devices and regions by popularising Major Gaming League. • The company is investing in localizing games content for various cultures and customs. It is their growth-specific strategy for international expansion. • The company is also increasing its digitally downloadable content to leverage subscription fees from popular game titles like World of Warcraft. In 2016, 72% of its total revenues came from digital distribution games. • Call of Duty • World of Warcraft • Skylanders • Overwatch • Diablo • Starcraft • Candy Crush • Net Revenues: US$ 6.6 Bn • Net Margin (%): 14.6 • Gross Margin (%): 63.8 • RoA (%): 5.9 • RoE (%): 11.2
  • 22. Chapter 8: Gaming Start-up Firms
  • 23. START-UP OVERVIEW Key Initiatives Games Released • ChopUps’ games have their roots in African culture giving gamers from diverse backgrounds a chance to witness the African narrative. • ChopUp has recently launched a new game called ‘MonkeyPost’. This game is based on the hugely popular version of Nigerian street soccer monkey post. Zubair Abubakar Co-founder Bayo Puddicombe Co-founder • Description- A division of Pledge51 (a leading mobile games company from Nigeria ), this company is focusing on developing locally relevant games that tell African narratives. • Founded on- 2012 • Headquarters- Nigeria • Number of Employees- 10 • Website- www.chopup.me • Industry: Mobile gaming Overview Funding Information • Description -This company focuses on games for tablet and mobile platforms and is headed by industry veterans (developers from King Digital, Gameloft, Social Point, etc.) who haveyearsofexperienceundertheirbelt.. • Founded on- 2013 • Headquarters- Barcelona, Spain • Number of Employees- 20 • Website- www.omnidrone.net • Industry: Mobile gaming Overview Key People Gerrard Fernandez Founder and CEO Elias Lozano Art Director Funding Information Key Initiatives Games Released • Number of funding rounds: 1 • Total funded amount (US$ mn): 0.1 • Number of investors: 2 • Nature of funding: VC and HNI • Investor description: Tayo Oviosu, Ayodeji Adewunmi • Number of funding rounds: 1 • Total funded amount (US$ mn): 2 • Number of investors: 3 • Nature of funding: VC and PE • Investor description: NGP Capital, London Venture Partners, Kibo Ventures Digital gaming Start-up companies • Omnidrone in May 2016, announced the launch of their MOBA/eSports genre game ‘Titan Brawl’ (currently available only on Android Beta) in android and iOS soon. Digital gaming Start-up companies Key People
  • 24. Chapter 9: Market Share of Companies
  • 25. 25 Company Revenue Share: Console Games Console Games Market Share Analysis Others Top companies such as Sony, Microsoft, Electronic Arts, Activision Blizzard and Ubisoft dominate the market with 47% market share of the global console games market, thus the console games market is a consolidated market as compared to PC and Mobile games market. Few companies dominating the market imply that the barriers to entry are high. This is mostly because of the high bargaining power of suppliers and the high initial fixed cost of setting up a firm.
  • 27. Appendix Table 4: Segments by Region : Asia Pacific (2014 – 2022) value in US$ Bn 27 Asia Pacific 2014 2015 2016 2017 2018 2019 2020 2021 2022 PC Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Mobile Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Console Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Total Revenue XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Table 5: Segments by Region : Latin America (2014 – 2022) value in US$ Bn Latin America 2014 2015 2016 2017 2018 2019 2020 2021 2022 PC Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Mobile Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Console Games XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX Total Revenue XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX XX.XX
  • 28. Appendix 28 Assumptions  For calculating various revenues/ratios pertaining to companies, the exchange rate as on November 12, 2017 has been taken into consideration.  No significant new competition has been considered while forecasting the market.  No unexpected changes in the external factors have been considered that could alter the global scenario of the market in the future.  No major technological development has been taken into consideration that may replace the current trends in the coming years.  The inflation rate has not been taken into consideration while forecasting revenues.  The full form of CAGR is Compounded Annual Growth Rate  The full form of US$ is United States Dollar Currency
  • 29. Appendix 29 Research Methodology The study begins with identifying the right research question(s). The question depends on what we are going to achieve by conducting the research or what we want to convey to the prospective customers through this research. Next, we identify the logical steps to arrive needed to arrive at the answers to the question(s). These logical steps form our research objectives. The research objectives provide us a guideline regarding what information we need to conduct analysis. We strongly believe that well-defined objectives will lead to clear results about the given market The next stage of the research is conducted utilizing the secondary sources of information, using a process called desk/secondary research. Netscribes Inc. has a considerable volume of information in both quantitative and qualitative forms, across all major industries and its sectors. Also, we conduct an in-depth study of the market, understanding its key stakeholders, drivers, trends, challenges and global opportunities covering major regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The key sources referred to for this research includes (but not limited to) the following:  Financial reports published by the key market players  Government and other official sources including the National Statistics  National and International trade associations  Paid databases  Other reliable sources Primary research complements the secondary research as it helps us gain insights from the industries directly by communicating with the senior executives, key opinion leaders and independent consultants who are experts in their industries or specific industry sectors. Such interviews are conducted across the value chain of the market in question. A survey questionnaire is usually prepared for conducting any primary interview or survey. The questionnaire is developed with utmost care to fulfil the key research objectives and also to validate the assumptions about the market. This supplements the information otherwise unaddressed via secondary research. The primary data collection is done by expert interviewers who have specific industry knowledge. Linguists are hired to conduct interviews in the respondent’s native language. Only paid interviews are conducted to incentivize the respondents and ensure that there is no shift of focus. Some of the primary research methods applied at Netscribes include the following:  In-depth Interviews  Executive Interviews  Expert Panels The qualitative and quantitative findings from the above stages are brought together by specialists to perform a rigorous analysis. The regional market trends, drivers, and opportunities obtained during the analysis is compared with regional economic indicators, sector growth rates, population index, etc. to ensure data consistency. After ensuring the consistency, these historical and present indicators help us to understand how the market will perform in future. Our proprietary forecasting model factors in all these indicators to predict the future market accurately.
  • 30. Appendix 30 About Netscribes Inc. MBA 28% Graduates 22% BE 20% BCA/MCA 12% CPA/CA/CFA 8% Others 10% Well-qualified Team Netscribes provides end-to-end research-driven solutions that help clients meet their growth objectives by collaboratively transforming information into business advantage. In-house Research Data VisualizationGlobal CoveragePanel Expertise Premium Databases Specialized panel of senior executives, analysts and practitioners Extensive experience of working on various premium databases Ability to conduct research across the globe in multiple languages Ability to present complex data insights in crisp, easy- to-understand visuals Global market intelligence and content management firm – services across the research and information value chain Venture-funded by US and Singapore private equity firms 725+ member delivery team across Mumbai, Kolkata and Gurgaon, and sales presence in USA, UK, Singapore, Dubai and Israel Revenue composition: USA: 45% Europe/MENA: 45% APAC: 10% ISO 9001:2008 certified by DNV GL since 2014 Owns: – Inrea Research – OnSense – Research on Global Markets We utilize an in-house resource model to provide our clients with actionable insights
  • 31. Thank You for Your Attention 31 Global Digital Gaming Market report is part of Netscribes’ Media and Entertainment Industry Series. For any queries or customized research requirements, contact us at: Phone: +91 (33) 4027 6251 | E-Mail: support@researchonglobalmarkets.com Research on Global Markets is a leading source of research reports on worldwide markets. Sourced from leading publishers, our reports cover a broad range of industries across international markets to help customers make informed business decisions. With Research on Global Markets, you can be assured of relevant, comprehensive market research reports and analysis, as you need it. Disclaimer: This report is published for general information only. Although high standards have been used in the preparation, “Netscribes” is not responsible for any loss or damage arising from use of this document. This document is the sole property of Netscribes and prior permission is required for guidelines on reproduction.

Notes de l'éditeur

  1. https://www.albertinisyz.it/en/insight/fast-growing-digital-gaming-market-not-such-gamble https://seekingalpha.com/article/77347-video-game-industry-one-of-the-most-attractive-areas-to-invest http://www.theoryofgaming.com/video-game-industry-crossroads/
  2. Annual Reports of EA, T2, etc http://www.theisthmus.com.au/2011/10/digital-distribution-changing-the-world-of-games/ https://www.theguardian.com/technology/2016/may/17/video-game-industry-changing-virtual-studios
  3. https://www.pwc.com/us/en/industries/entertainment-media/publications/global-entertainment-media-outlook/segment-highlights.html (segments of media and entertainment industry)
  4. http://www.bbc.com/sport/39119995 audience number http://www.scmp.com/lifestyle/arts-entertainment/article/1933985/why-mobile-gamers-are-mainly-women-while-most-pc-and
  5. https://qz.com/780475/us-census-bureau-real-median-household-income-saw-the-largest-recorded-increase-in-history-in-2015-rising-5-2-almost-3000/ (1st driver) https://stats.oecd.org/Index.aspx?DataSetCode=AV_AN_WAGE (1st driver) http://www.lsainsider.com/study-us-adult-daily-time-spent-with-digital-media-grows-2-5-hours-in-5-years/archives#sthash.OQaF4ODf.dpbs (2nd driver) https://marketingland.com/mobile-now-accounts-nearly-70-digital-media-time-comscore-210094 (2nd driver) https://www.google.co.in/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjonciR9b7XAhUOTo8KHUMRBJQQFggqMAA&url=https%3A%2F%2F www.reuters.com%2Farticle%2Fus-usa-economy-idUSKBN1810BZ&usg=AOvVaw0ZYNy07sFB6CbkIoFmPYWv (3rd driver) http://theesa.ca/2017/11/01/strong-video-game-new-report/ ( 3rd TREND) Essential facts report 2015 and 2017 calculated for 1st trend Wikipedia search esports started in California. And internet speed in USA (https://www.fastmetrics.com/internet-connection-speed-by-country.php) https://www.forbes.com/sites/kevinmurnane/2017/08/14/speedtest-ranks-internet-access-speed-in-more-than-100-countries/#2f505a4f65b5 important https://en.wikipedia.org/wiki/List_of_countries_by_smartphone_penetration (challenge 1) https://www.creditloan.com/blog/the-state-of-the-40-hour-workweek/ (challenge 2) https://www.smartinsights.com/social-media-marketing/social-media-strategy/new-global-social-media-research/ (challenge 3) important site for data on usa
  6. http://www.pcgamer.com/the-state-of-pc-piracy-in-2016/
  7. http://www.pcgamer.com/the-state-of-pc-piracy-in-2016/
  8. PWC media and outlook (https://www.pwc.com/us/en/industries/entertainment-media/publications/global-entertainment-media-outlook/segment-highlights.html) http://www.scmp.com/lifestyle/arts-entertainment/article/1933985/why-mobile-gamers-are-mainly-women-while-most-pc-and http://www.scmp.com/lifestyle/arts-entertainment/article/1933985/why-mobile-gamers-are-mainly-women-while-most-pc-and http://fortune.com/2015/01/15/mobile-console-game-revenues-2015/ https://newzoo.com/insights/rankings/top-20-core-pc-games/ https://www.tweaktown.com/news/58254/steam-sells-games-north-america/index.html  https://venturebeat.com/2017/07/20/newzoo-high-fidelity-games-are-taking-over-the-mobile-market/ https://www.webwire.com/ViewPressRel.asp?aId=207221
  9. http://fortune.com/2016/01/04/activision-blizzard-acquires-mlg/ https://www.forbes.com/sites/alexkay/2016/10/26/activision-blizzard-to-launch-official-overwatch-esports-league/#688d2a125d56 https://mic.com/articles/177630/destiny-2-and-battlenet-what-this-means-for-pc-gamers#.U3P2Bkq8e
  10. http://techcabal.com/2016/10/05/chop-up-monkey-post/ http://www.droidgamers.com/2016/05/23/titan-brawl-from-omindrome-is-coming-to-android-try-the-beta-now/
  11. http://marketrealist.com/2017/07/understanding-zyngas-strategy-shift/ https://seekingalpha.com/article/4094332-zynga-growth-mode https://www.educationdive.com/news/zynga-usc-social-mobile-game-design-partnership/442748/