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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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2. GLOBaL (CONT.)
Top 5 Facebook Gaming Apps, by Estimated Monthly Average Users, in millions, November 2013 Top 10 Online Games, by Free-to-Play Revenues, in USD million, 2013
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5. EuROpE (REGIONaL)
Top 3 Markets in Western Europe by Digital Game Content Sales, 2012 Share of Online Gamers on Total Internet Users, in %, by Selected Countries, 2013 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
4.3. aRGENTINa
Share of Online Gamers on Internet Users, in %, 2013
4.4. MEXIcO
Video Gaming Revenue, in MXN billion, 2011 & 2012 and Devices Used for Gaming, in % of Gamers, 2013
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6.7. NETHERLaNds
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
6.8. spaIN
Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
6.9. sWEdEN
Share of Individuals Purchasing Video or Computer Games Software Online, in %, by Age Group, Gender, Gender and Total, 12 Months to March 2013
6.4. BELGIuM
Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
6.5. DENMaRK
Share of Online Shoppers Purchasing Video Games Software Online, in %, by Age Group, Gender and Total, 2010-2013
6.6. ITaLy
Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
7.2. pOLaNd
Online Gaming Trends, 2014 Share of Online Gamers on Internet Users, in %, 2013 - 6 -
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8.4. ausTRaLIa
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
8.5. INdIa
Gaming Revenues, by Sector, in INR billion and in % Year-on-Year Change, 2012 - 2017f
8.6. TaIWaN
Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013
9.2. JORdaN
Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
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10.4. GHaNa
Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. Gaming, in % of Urban Internet Users, 2012
10.5. NIGERIa
Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. Gaming, in % of Urban Internet Users, 2012
10.2. EGypT
Top Gaming Websites, Ranked by Monthly Reach of Internet Users, in %, 2012
10.6. KENya
Frequent Online Activities, by Performed on a Computer and Mobile Phone, Incl. Gaming, in % of Urban Internet Users, 2012
10.3. ETHIOpIa
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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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
Others XX%
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
0
Survey and Definition: to be revealed in the original report Source: to be revealed in the original report
10
20
30 in millions
40
50
60
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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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WHAT TYPE OF RESEARCHERS ARE FINDING THE INFORMATION FOR OUR MARKET REPORTS?
yStats.com employs multilingual researchers that research and filter all sources and translate the relevant information into English. This ensures that the content of the original sources is correctly interpreted.
After the information is researched, it is further analyzed by our international team of research analysts. These analysts have a long experience in the field of E-Commerce research, and they understand the specifications of the market.
WHERE CAN I SEE WHAT KIND OF INFORMATION IS INCLUDED IN THE MARKET REPORTS?
For every market report, a detailed Table of Contents is available, clearly stating what information is included. All Table of Contents can be found on our homepage and in the product brochures of the market reports.
Due to the fact that the information included in the market reports is derived from different sources, some information is not comparable across countries. Different sources mostly have different definitions.
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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 Asia B2C E-Commerce Report 2013
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Selected References
Internet, Retail, Consulting, Finance and Other Companies
Internet Companies: Retail Companies: Finance Companies: Google Amazon Avira Skype First Data Citrix Online Wirecard 1 & 1 Consulting Companies: Other Companies: Skrill / Moneybookers Deutsche Telekom bwin Interactive Entertainment
OTTO Group
Digital River
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