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Global reports and market data

9,458 documents·397 writers·28,548 charts and tables

Documents

Cover of Mobile Games: Placing Smartphone and Tablet Gaming in Perspective of the Total Games Market 2012
Report12 pages

Mobile Games: Placing Smartphone and Tablet Gaming in Perspective of the Total Games Market 2012

This report analyzes the global mobile games market in 2012, providing a comprehensive overview of smartphone and tablet gaming within the broader context of the total games market.

  • Mobile gaming became a primary revenue driver in 2012, with two out of every three dollars spent on smartphones and tablets allocated to games.
  • Free-to-play (F2P) models dominated the market, accounting for 70% of all iOS revenue in the US and Europe by the end of 2012.
  • The global mobile gaming audience reached over 500 million users by the end of 2012, with 175 million identified as paying players.
Newzoo
Cover of The eSports Economy: Trends, Audience and Revenue Growth Towards 2017
Report25 pages

The eSports Economy: Trends, Audience and Revenue Growth Towards 2017

This document, "The eSports Economy: Trends, Audience and Revenue Growth Towards 2017," analyzes the burgeoning eSports market, detailing its audience demographics, revenue streams, and growth projections.

  • The eSports enthusiast base is projected to exceed 100 million by 2017, maintaining a 20% compound annual growth rate between 2012 and 2017.
  • Approximately 40% of eSports viewers are spectators who do not actively play the games they watch, indicating a shift toward viewing as a standalone entertainment medium.
  • Streaming platforms are central to the industry's infrastructure, exemplified by Twitch reaching 100 million unique monthly viewers in 2014.
Newzoo
Cover of PC Gaming: Power to the People
Report24 pages

PC Gaming: Power to the People

The PC gaming market is a dominant and innovative force within the global games industry, projected to generate $27.6 billion this year, representing 39% of the total market and exceeding TV/console revenues.

  • PC gaming leads the global interactive entertainment industry with a 39% market share, generating $27.6 billion in annual revenue from a base of approximately 900 million players.
  • The free-to-play business model is the primary financial driver for the sector, with revenues projected to reach $13.3 billion by 2016.
  • The core PC and MMO gaming segment consists of 168 million players, with significant growth occurring in the APAC and LATAM regions.
Newzoo
Cover of VR Games Market Report: An Overview and Outlook of Virtual Reality
Report44 pages

VR Games Market Report: An Overview and Outlook of Virtual Reality

The VR Games Market Report provides a comprehensive overview and outlook of the virtual reality gaming sector, asserting that gaming is the primary catalyst for VR market expansion.

  • The global VR gaming market is projected to reach $3.2 billion in annual revenue by 2024, more than doubling current figures.
  • The active hardware install base for VR is expected to grow to 46 million units by 2024, driven primarily by the adoption of affordable, standalone six-degree-of-freedom headsets.
  • Industry growth is shifting toward hybrid monetization models, moving away from one-time purchases to incorporate subscriptions, DLC, and in-game microtransactions.
Newzoo
Cover of The Rise of Battle Royale: An Overview of the Hottest Game Genre
Report22 pages

The Rise of Battle Royale: An Overview of the Hottest Game Genre

The battle royale genre, characterized by survival, exploration, scavenging, and last-man-standing gameplay, has rapidly emerged as a dominant force in the gaming industry, blending elements from survival games and first-person shooters.

  • The battle royale genre has achieved mainstream dominance by distilling survival and shooter mechanics into a highly replayable, spectator-friendly format.
  • PUBG and Fortnite serve as the genre's primary anchors, with PUBG maintaining a strong foothold in Asian markets through partnerships with Tencent, while Fortnite captures a broader Western audience via a free-to-play model and cross-platform integration.
  • The mobile sector is a primary growth driver, led by publishers like NetEase and Tencent who have successfully launched mobile-optimized versions of major titles to capitalize on mobile-first gaming cultures.
Newzoo
Cover of Understanding the iPhone: Current Usage and Trends
Report15 pages

Understanding the iPhone: Current Usage and Trends

This document provides an overview of iPhone usage and trends globally as of July 2017, coinciding with the iPhone's 10th anniversary.

  • As of July 2017, there are 730 million active iPhones worldwide, representing approximately 10% of the global population.
  • 61% of all iPhones ever sold since the 2007 launch remain in active use, with 82% of those active devices released in 2014 or later.
  • China is the largest market for iPhone adoption with 243 million active users.
Newzoo
Cover of Betting on Billions: Unlocking the Power of Mobile Gamers
Report25 pages

Betting on Billions: Unlocking the Power of Mobile Gamers

The document, "Betting on Billions: Unlocking the Power of Mobile Gamers," aims to highlight the untapped potential of mobile gamers as a lucrative audience for brands and advertisers.

  • Mobile gamers are 23% more likely than non-gamers to influence the purchasing decisions of their peers, family, and colleagues.
  • Gaming is the third-most-popular app category globally, with 50% of surveyed users engaging with games on a weekly basis.
  • Over half (53%) of mobile gamers report that they are receptive to advertising, viewing it as a helpful way to stay informed about products and services.
Newzoo
Cover of How Brands Can Use Data to Be Successful in Games & Esports
Report33 pages

How Brands Can Use Data to Be Successful in Games & Esports

The document, "How Brands Can Use Data to Be Successful in Games & Esports," asserts that data-driven strategies are essential for brands to effectively engage with the global gaming and esports market, which encompassed 2.8 billion gamers in 2020.

  • Brands must abandon the monolithic view of gamers and instead use granular consumer data to segment the audience by specific titles, demographics, and regional cultural preferences.
  • Successful market entry requires moving beyond simple player counts to analyze multi-platform metrics, including social sentiment and viewership trends.
  • Data-driven strategies should be used to identify authentic partnership opportunities with professional teams and influencers rather than relying on speculative investments.
Newzoo
Cover of Gamer Motivation Study
Report33 pages

Gamer Motivation Study

The Gamer Motivation Study provides a comprehensive analysis of gamer motivations, behaviors, and demographics across the United States and China, aiming to define and understand nine distinct gamer personas.

  • The industry should transition from traditional demographic segmentation to a behavior-based framework consisting of eight distinct gamer personas to better capture engagement drivers.
  • The study analyzed 4,110 respondents across 30 international markets to identify the core motivations and habits defining global gaming engagement.
  • U.S. gamers are primarily driven by escapism and filling idle time, while Chinese gamers prioritize competitive achievement, exploration, and skill mastery.
Newzoo
Cover of The Consumer as Producer: How Games & Video Converge to Drive Growth
Whitepaper12 pages

The Consumer as Producer: How Games & Video Converge to Drive Growth

The document, "The Consumer as Producer: How Games & Video Converge to Drive Growth," analyzes the evolving relationship between consumers and content creation within the global games market, emphasizing the accelerating trend of consumer involvement in creating, streaming, and sharing gaming video content.

  • The gaming industry is shifting from a one-way consumption model to a collaborative ecosystem where players act as 'prosumers' who create, share, and monetize content.
  • Global games revenue is projected to reach $113.3 billion by 2018, growing at a compound annual rate of 7.9% from 2014.
  • China and the United States will dominate the market, collectively accounting for 50% of global gaming revenues by 2018.
Newzoo
Cover of Newzoo Gamer Segmentation: An Overview of the Nine Unique Personas
Report10 pages

Newzoo Gamer Segmentation: An Overview of the Nine Unique Personas

This document outlines Newzoo's Gamer Segmentation model, presenting nine distinct gamer personas based on their engagement with playing, viewing, and owning gaming content and hardware.

  • The 'Ultimate Gamer' persona accounts for 30% of gaming enthusiasts, characterized by high levels of active play, content consumption, and significant hardware investment.
  • The global gaming audience is mature and heterogeneous, with the average age of the nine personas ranging from approximately 28 to 39 years old.
  • Engagement is no longer defined solely by active gameplay, as segments like the 'Popcorn Gamer' and 'Backseat Viewer' prioritize esports and video content consumption.
Newzoo
Cover of Spotting the Mobile Spenders: An Analysis of Paying Smartphone and Tablet Gamers
Report31 pages

Spotting the Mobile Spenders: An Analysis of Paying Smartphone and Tablet Gamers

This Newzoo report, "Spotting the Mobile Spenders," analyzes paying smartphone and tablet gamers globally, with a specific focus on the US and Western Europe.

  • Mobile gaming is projected to reach $25 billion in global revenue by 2014, with mobile expected to account for 50% of total game revenues by 2017.
  • The share of paying mobile users in Western Europe and the United States grew from 36% to 46% over the last two years, debunking claims of market saturation.
  • The Amazon Appstore is an undervalued channel, as its users demonstrate a higher propensity to spend money compared to those on Google Play or Apple platforms.
Newzoo

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