Newzoo has just released its current Global Games Market Report and forecasts a revenue of $ 108.9 billion from gaming for 2017. Games for smartphones and tablets should account for 46.1 billion dollars of the total market. This would make Mobile the most lucrative segment in the video game business. By 2020, the market share is expected by to grow up to 50 percent.
China is driving the market forward. One of the main reasons for the rapidly growing mobile market is China. The APAC territories are expected to generate almost 47 percent of global sales in 2017. China alone will be responsible for a quarter and reach the mark of 27.5 billion dollars. This means that the US would fall back to second place with 25.1 billion. But even without China, Japan and Korea, Asia is expected to be the fastest growing region in the coming years. The accumulated sales of gaming in the Asian countries without the big three are to reach the mark of 10.5 billion by 2020. Currently, it is 4.5 billion dollars.
2015 was the year of the German-Indonesian cooperation. So was Indonesia, for example, the guest of honour at this year’s International Book Fair in Frankfurt and presented his multi-faceted cultural and literary landscape.
Indonesia’s economy is growing fast and the government is forcing the dialogue with the Federal Republic of Germany to establish long-term strategic partnerships in key industrial fields. One of these strategic industries is the games industry.
Beginning of November a German delegation of media experts was traveling to Jakarta to start the dialogue between German and Indonesian game developer. At the same time the importance of the games industry has been supported as a high-growth future industry on a political level. Frank Holz was part of the German delegation and gave lectures about international business development for Indonesian game developers.
The mobile app market is growing. And it will also grow in the coming years. The Dutch market research company Newzoo has come to this conclusion in its new “Global Mobile Market Report”. Newzoo predicts a global sales volume of $ 44.8 billion for the 2016 market. 82 percent of this, or around 36.5 billion dollars, is due to gaming app sales. The dominance of the games is also to change until 2020, even if the non-games app sales are to increase significantly more. In 2020, global mobile sales will reach 80.6 billion dollars. 58.1 billion dollars or around 72 percent are due to games apps.
According to a new report from Digi-Capital, the games market will grow from USD 90 billion in 2015 to USD 115 billion by 2020 with an average annual growth rate of 7%. Main segment will be mobile gaming going from $35 billion in 2016 to $48 billion by 2020, with an average annual growth rate of more than 8%.
Asia will be the dominant games region. For mobile games specifically, China’s strong domestic Android app stores and Apple’s surge in the last year mean that it should remain a market leader. Asia as a whole could account for more than half of all mobile games revenue by the end of the decade.
New trends to watch are: Virtual Reality (VR) games and Augmented Reality (AR) games.
Digi-Capital forecasts that Games Software Revenue will grow from $88 billion in 2015 to $110 billion by 2018 at 8% annual growth. In a single digit growth market, games leaders with hit IPs, user scale and cashflow are spending more on marketing and development to drive shareholder value. This dynamic has eaten into games industry margins, and made it more expensive for newcomers to break through.
Mobile Games will generate more revenue than Online Games in 2015, as well as more revenue than Console Software. Where Mobile Games will take $3 of every $10 spent by gamers on software in 2015, that figure will go up to $4 out of every $10 by 2018. Mobile Games revenue will grow from $29 billion in 2015 to $45 billion by 2018 at 15% annual growth. Asia has dominated mobile games revenue since 2013, compared to both North America and Europe, and Digi-Capital forecasts Asia to take over 50% of all mobile games revenue in 2018. Stable top grossing mobile games charts look set to remain the norm. This is great for games leaders and their shareholders, but puts the big squeeze on mid-tier players and makes breaking through more challenging for Indies.
Great article about IEM Consulting in Frankfurter Allgemeine Zeitung (most prestigious German daily newspaper).
The first week of 2015 has been kind to Apple, with two major App Store sales records shattered in the space of a few days.
Apple recorded almost $500 million in billings in the first week in January, including both apps and in-app purchases. In addition, January 1, 2015 was the biggest single day for sales in the App Store’s history, though Apple shared no specific numbers on that front.
That marks an impressive start to the new year, particularly given that 2014 was itself a record breaker: billings rose by 50 per cent year-on-year, bringing in more than $10 billion in revenue for developers.
Not all of that goes to game developers, of course, but a significant chunk does – gaming remains the most popular and voluminous category on the App Store.
According to an estimation of the market research firm Juniper sales are expected to reach in five years 13, 3 billion dollars worldwide. U.S. market research firm Juniper Research forecasts that the market for mobile games tripled by 2019. Currently, Juniper expects $ 3.6 billion from worldwide sales. In 2019, $ 13.3 billion will be achieved.
However, Juniper warns of a further software flooding the market: Already now its more than one million apps available. By 2019, the company nevertheless believes that the business models still continue to move into the area Free2Play: Only six percent of the programs will be still paid apps.
Source: Juniper Research / IEM Consulting
Globally, the physical business on the gaming platform PC only plays a marginal role. The market researcher DFC just announced that 92 percent of all PC-Games-purchases were digitally processed in 2013. This high value is of course affected by the broad focus. In China the physical business on PC as a gaming platform is virtually non-existent, but still the leader. Other emerging and developing countries lack in a retail infrastructure in media trade, while digital services are booming. Also PC games today encompasses a much wider range. So likely beside classic PC full price games especially web and social games that are played on the PC, explain the high digital value. Details will be published in September by DFC.
Source: DFC / IEM Consulting