Market Size and Player Demographics by Platform [United States][PC Gamers Excludes Social Games]

vv vv Market Size and Player Demographics by Platform [United States][PC Gamers Excludes Social Games] 45 43 41 56% 39.4 153.9 Average Age 39 ...
Author: Kellie Webb
4 downloads 0 Views 3MB Size
vv

vv

Market Size and Player Demographics by Platform [United States][PC Gamers Excludes Social Games] 45 43 41

56% 39.4 153.9

Average Age

39 37 35 33 31

43% 31.1 72.2

39% 29.5 60.8

29 27 25 35%

40%

45%

50%

Gender (% Female)

55%

60%

vv

vv

vv

Percentage of Mobile Gamers that Endorse Reason for Playing Mobile Games To Pass Time While Waiting

74%

To Relax

66%

To Take a Break from Other Activities

57%

Mobile Games are Cheap or Free

44%

To Challenge Myself

38%

Can be Played on a Convenient Device

34%

Can Play While Doing Something Else

33%

My Friends and/or Family Play Them

24%

There are Mobile Version of My Favorite Games

20%

To Compete with Others

16%

To Have New Experiences

16%

Allow Me to Use My Device in Different Ways

14%

Mobile Games take less time

13%

To Interact With Others

12%

Mobile Games are Easier

8%

0%

10%

20%

30%

40%

50%

60%

70%

vv

80%

Gender Splits by Mobile Genre [North America] 73% 67%

Casino Chance (Slots)

66%

Brain Puzzle

General Arcade Tower Defense

36%

General Strategy

33%

Racing

32% 26%

Card Battle

26%

Action Combat City Builder

23%

Shooter

21%

Sports

15%

-45%

-25%

-5%

15%

City Builder Casino Skill (Poker)

49% 39%

-65%

Physics Puzzle Endless Runner

53%

-85%

Simulation

66%

61% 56%

Matching Puzzle

35%

55%

75%

vv

Mobile Genres Player Gender, Device, and Market Size Arcade

% Players that Play Genre on a Smartphone Only

55%

Core

Management/Simulation

Puzzle

Skill & Chance

Strategy

50% Brain Puzzle

45%

Matching Puzzle

Endless Runner

40%

General Arcade

Combat City Builder

City Builder

Physics Puzzle

Skill & Chance Music

Racing

35%

Tower Defense

30%

Card Battle

Sports Shooter

25% 20%

RPG

General Strategy

Simulation Casino – Skill

Casino – Chance

Action & Fighting

15% 10%

20%

30%

40%

50%

Gender (% Female)

60%

70%

vv

80%

North America

Japan

To Pass Time While Waiting Can be Played on a Convenient Device Mobile Games are Cheap or Free To Relax To Take a Break from Other Activities Mobile Games are Easier There are Mobile Version of My Favorite Games Mobile Games take less time To Have New Experiences My Friends and/or Family Play Them Can Play While Doing Something Else To Challenge Myself To Interact With Others

Allow Me to Use My Device in Different Ways To Compete with Others

16%

5%

0%

10%

20%

30%

40%

50%

60%

vv Percentage of Mobile Gamers that Endorse Reason for Playing Mobile Games

70%

80%

vv

Console Software Sales - 7th Gen vs. 8th Gen [USA][Digital and Physical][Excludes DLC][Year 1 is First Year of each Consoles Launch][2015 est.] 7th Gen

8th Gen

$8,000

US Software Revenue (Millions $USD)

$7,291 $7,000 $6,000 $5,000

$4,436

$4,000

$3,406 $2,790

$3,000 $2,000 $1,000

$647

$368

$Year 1

Year 2

Year 3

vv

Console Software Sales - 7th vs. 8th Gen [Wii Removed][USA][Digital and Physical] ][Year 1 is First Year of each Consoles Launch][2015 est.] 7th Gen

8th Gen

US Software Revenue (Millions $USD)

$4,500

$4,064

$3,918

$4,000 $3,500 $3,000 $2,579 $2,500 $1,900

$2,000 $1,500 $1,000 $563 $500

$222

$Year 1

Year 2

Year 3

vv

Percentage of Software Sales by Genre - 7th vs. 8th Gen [US]Digital and Physical]

Percentage of US Software Sales

2007

2014

35%

32%

29%

30% 25%

22%

20%

21%

18% 15%

16%

15% 10%

7%

6%

5% 1%

5%

2%

0% General Entertainment

Music & Rhythm

Sports

Racing

Action

Shooter

vv

Count of Active Yearly Publishers [Microsoft, Nintendo, & Sony Consoles] Digital Only

Traditional Market

# of Publishers with Releases in Year

250 206 200

146

138

150

121

115

104 100

50

111

85

70

78

82

82 53

58 48 37

0 2008

2009

2010

2011

2012

2013

2014

2015

vv

Percentage of Revenue from Top x Percentage of Titles - By Year [United States][Physical + Digital][Excludes DLC][Consoles] 100%

99%

99%

98%

97%

94%

99%

Percentage of Total US SW Revenue

90%

Top 50%

80%

71%

71%

69%

66%

70% 60%

67%

58%

Top 10%

50% 40% 40% 30%

37%

34%

Top 2%

25%

25%

25%

2014

2015

20% 10% 0% 2006

2007

2008

2009

2010

2011

2012

2013

vv

vv

Early Access Titles by Quarter [Steam][April 2012 - March 2016] 180 160 140 120 100 80 60 40 20 0

2013-Q1

2013-Q2

2013-Q3

2013-Q4

2014-Q1

2014-Q2

2014-Q3

2014-Q4

2015-Q1

2015-Q2

vv

2015-Q3

2015-Q4

PC F2P Genres & Annual Revenue [North America] [Client-Based Titles] MMORPG

Shooter

MOBA

$600 $499 $501

NA Revenue (Millions)

$500

$400

$300 $237 $200

$100

$2010

2011

2012

2013

2014

2015

vv

Total Hours Played by Player Base - View of Partial Base (0%-75%) [Worldwide LTD][Steam Players] BioShock Infinite

Call of Duty: Black Ops II - Multiplayer

Dota 2

The Elder Scrolls V: Skyrim 133

140 120

Total Hours Played

100 100

80 80 60 40 19 20 -

Percentage of Player Base

vv

Total Hours Played by Player Base - View of Entire Base (100%) [Worldwide LTD][Steam Players] BioShock Infinite

Call of Duty: Black Ops II - Multiplayer

Dota 2

The Elder Scrolls V: Skyrim

3,000 2,489

2,000

1,500

916

1,000

500 85 -

1% 3% 5% 7% 9% 11% 13% 15% 17% 19% 21% 23% 25% 27% 29% 31% 33% 35% 37% 39% 41% 43% 45% 47% 49% 51% 53% 55% 57% 59% 61% 63% 65% 67% 69% 71% 73% 75% 77% 79% 81% 83% 85% 87% 89% 91% 93% 95% 97% 99%

Total Hours Played

2,500

Percentage of Player Base

vv

vv

Yearly eSports Prize Pools [Worldwide]

Prize Pool in $USD (Millions $USD)

$80.00

$74.80

$70.00 $60.00 $50.00 $40.00

$34.96

$30.00

$16.64

$20.00

$11.07 $7.58

$10.00

$3.25 $2010

2011

2012

2013

2014

2015

vv

Share of Total eSports Prize Pool [Worldwide] 45%

43%

40%

Share of Total Yearly Prize Pool

35% 30% 26% 25% 20% 15% 11% 10%

10% 7% 4%

5% 0%

Dota 2

League of Legends

Counter-Strike: Global Offensive

Smite

StarCraft II

Other

vv

Average 12 Month Video Game Spend by Platform [PC Gamers][North America][Includes Microtransactions] PC Games (Client-based)

Console Games

Handheld Games

Mobile Games

$400

Average Annual Spend ($USD)

$350 $300

$19 $29

$250 $111

$18 $16

$200 $93 $150

$100

$176 $125

$50 $0 eSports Viewer

eSports Non-Participant

vv

Twitch's Monthly Active Users [Month of August Each Year][Worldwide] US Users

Worldwide Total

Monthly Active Users (Millions)

70 61.7 60

47.1

50

40 31.3 30

20 13.4

12.2

14.6

7.6

10 3.7 0

28% 2013 2012

24% 2014 2013

26% 2015 2014

24% 2016 2015

vv

vv

How Much Would You be Willing to Spend on a VR Headset? [NA Active PC and Console Gamers] 54.70%

21.48%

12.80% 6.72%

3.69%

Less than $299

up to $399

up to $499

up to $599

Over $599

vv

Headset Purchase Interest in Next 18 Months by PC HW Spend [NA Active PC and Console Gamers] [Oculus, Vive, or PSVR] [Last PC Purchase] 75.00% 66.67%

41.67%

43.64%

26.36% 18.18%

< $600

$600 - $799

$800 - $999

$1000 - $1499

$1500 - $1999

vv

> $2000

vv



vv

vv