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
Juniper Research says that with the rise of mobile, dedicated gaming devices will serve the niche
According to a new report from Juniper Research, total revenues from the mobile games market are expected to reach $28.9 billion by 2016, representing 38 percent growth from the $20.9 billion Juniper cites for 2014. Juniper stresses that “in an effort to maximize their apps’ potential, developers are turning their focus on increasing user lifetime value.”
Rather than focusing intently on bulk acquisition of casual players, many developers and game companies are now looking harder at what can be done to get higher returns on each user that does come on board. To that end, many developers may want to target tablets more heavily than smartphones, as Juniper found that tablet users actually will spend more on in-game purchases – Juniper also believes that the stronger graphical capabilities of tablets has led to “accelerated migration from traditional portable gaming devices.”
Despite that migration, Juniper still sees dedicated gaming hardware continuing to “serve a niche gaming audience.” The traditional games industry is continuing to evolve and adapt its business to an increasingly online and mobile world. Juniper points to Sony as an example, noting that “software will embrace elements of mobile games as reflected by the introduction of PlayStation Now, which aims to let users play games through online streaming via a per-game or subscription basis.”
Source: Juniper Research, IEM Consulting
Market researchers from Digi-Capital expect a continuing boom in the mobile games business. In the “Mobile Apps Investment Review Q1 2014” an annual sales boost of over 70 billion dollars is predicted. Analysts expect annual sales of nearly $ 29 billion for the year 2014. Most important category currently and in the future are games. However, the dominant role of games will get smaller. The share of revenue from non-gaming applications is expected to grow by 26 percent in 2011 to 51 percent in 2017, according to Digi-Capital. Games are then, however, though the highest turnover App category, but would not account for more than half of the market.
Source: Digi-Capital, IEM Consulting
The Federal Association of Interactive Entertainment Software (BIU) has emphasized the importance of online and mobile games for the German market and its companies. According to the latest data from the Association for Consumer Research (GfK) based on a representative survey of 25,000 German, 20.9 million people in Germany play games on their smartphones and tablets.
Source: BIU, IEM Consulting
According to the Association for Consumer Research (GfK), the German gamers have invested in 2013, 2.41 billion Euro in new games hardware and software. The hardware expenses amounted to approximately 590 million euros. A total of 69.5 million games have been sold to 73.8 million in the previous year.
Source: GfK, BIU, IEM Consulting
Google Play and iOS games accounted for 75 per cent of app store spending in 2013 according to reports from Deccan Chronicle and App Annie.
Source: Deccan Chronicle, App Annie, IEM Consulting
According to Wedbush Securities latest report combined U.S. and European software markets are forecast to grow at a 4 percent rate over the 2014 – 2016 period. The report sees the new consoles spurring big growth for the industry as software sales take off in the next several years. The most important trends is the expanding age demographic of the interactive game consumer, accompanied by an increasing level of disposable income and the propensity to spend that income on entertainment and here especially for games.
Source: Wedbush Securities, IEM Consulting
In its new report, the researchers at DFC Intelligence have raised their worldwide game revenue forecast to $77 billion in 2014 (up from $68 billion in 2013), and by 2018 the firm believes the industry will be fast approaching $100 billion, reaching about $96 billion.
Source: DFC Intelligence, Gamesindustry.biz, IEM Consulting