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Cover of Global Esports Market Report: 2017
Report25 pages

Global Esports Market Report: 2017

The 2017 Global Esports Market Report provides a comprehensive analysis of the esports industry’s transition into a mainstream global business.

  • The global esports economy reached $696 million in 2017, marking a 41.3% year-on-year growth with a projected revenue of $1.488 billion by 2020.
  • Sponsorship is currently the largest revenue stream at $266.3 million, while media rights are the fastest-growing segment and are projected to reach $340 million by 2020.
  • The global esports audience totaled 385.5 million viewers in 2017, split almost evenly between 191 million dedicated enthusiasts and 194 million occasional viewers.
NewzooJan 2017
Cover of Global Mobile Market Report 2017
Report14 pages

Global Mobile Market Report 2017

The global mobile market is undergoing a period of rapid expansion, with the total number of smartphone users projected to climb from 2.3 billion in 2016 to 3.6 billion by 2020.

  • The global smartphone user base is projected to grow from 2.3 billion in 2016 to 3.6 billion by 2020, driven primarily by adoption in the Asia-Pacific region.
  • Mobile games currently dominate the app economy, accounting for 82% of the $56.4 billion in projected 2017 revenue.
  • Total app economy revenue is expected to reach $85 billion by 2020, with non-game applications steadily increasing their market share.
NewzooJan 2017
Cover of 2017 Global Games Market Report
Report21 pages

2017 Global Games Market Report

The 2017 Global Games Market Report analyzes the state of the interactive entertainment industry, identifying a pivotal shift toward a "games-as-a-service" model.

  • The global games market reached $108.9 billion in 2017, driven by a fundamental industry shift toward a 'games-as-a-service' business model.
  • Mobile gaming is the industry's dominant segment, generating 42% of total market revenue with 2.1 billion players and a projected 50% market share by 2020.
  • The Asia-Pacific region is the largest global market, accounting for $51.2 billion in revenue, nearly half of the global total, followed by North America at $27 billion.
NewzooJan 2017
Cover of How Wooga sees the mobile games industry evolving in 2016 and beyond
14 min
PocketGamer.biz14 min

How Wooga sees the mobile games industry evolving in 2016 and beyond

The mobile gaming industry has reached a state of high maturity and intense competition, characterized by a significant concentration of revenue among top-tier developers.

  • Mobile developers must transition from managing individual titles to cultivating a network-wide ecosystem that utilizes cross-promotion and portfolio-wide retargeting to increase aggregate user lifetime value.
  • Mid-sized developers should adopt a specialized strategy by focusing on genre leadership, such as casual games, to build deep expertise and offset rising customer acquisition costs.
  • Internal brand assets are prioritized over external intellectual property because internal franchises better leverage existing player familiarity and allow for the refinement of mobile-first mechanics.
PocketGamer.bizOct 2016
Cover of What's the state of VR gaming in 2016 and beyond
34 min
PocketGamer.biz34 min

What's the state of VR gaming in 2016 and beyond

The year 2016 serves as a foundational period for virtual reality, marking a transition from experimental technology to a distinct, viable gaming platform.

  • The 2016 VR market is transitioning from experimental technology to a viable gaming platform, despite initial hardware launches missing aggressive sales projections.
  • The hardware landscape is currently split between high-end, performance-driven devices like the HTC Vive and more accessible mobile solutions such as the Gear VR.
  • PlayStation VR is positioned as a potential market leader due to its plug-and-play functionality and support for asynchronous local multiplayer.
PocketGamer.bizAug 2016
Cover of 2016 Global Esports Market Report: An Overview of the Esports Market & Its Valuable Audience
Report28 pages

2016 Global Esports Market Report: An Overview of the Esports Market & Its Valuable Audience

The 2016 Global Esports Market Report provides a comprehensive analysis of the burgeoning esports economy, identifying it as a transformative force in the video game industry.

  • The global esports economy reached $325 million in 2015, with projections indicating continued rapid acceleration.
  • The esports enthusiast audience grew by 13.3% year-over-year, signaling a shift in gaming from a personal activity to a spectator sport.
  • Revenue per enthusiast is projected to rise from $2.20 in 2014 to $6.00 by 2019.
NewzooMar 2016
Cover of What to Look for in 2016 - Industry Developments to Watch - Extra Credits
7 min
Extra Credits7 min

What to Look for in 2016 - Industry Developments to Watch - Extra Credits

The gaming industry in 2016 faces several pivotal shifts that, while not immediately transformative, serve as indicators for long-term structural changes.

  • The gaming industry faces a potential acquisition bubble, as multi-billion dollar valuations for assets like Minecraft and King are being tested against the standards of major entertainment franchises like Marvel and Lucasfilm.
  • The performance of high-profile acquisitions in 2016 will determine if the industry faces a market correction that could significantly tighten future venture capital and funding opportunities.
  • Chinese capital is shifting from an initial 'gold rush' phase of acquisitions toward a more strategic, measured approach regarding the management and integration of Western developers.
Extra CreditsFeb 2016
Cover of How big will eSports and mobile eSports be in 2016?
15 min
PocketGamer.biz15 min

How big will eSports and mobile eSports be in 2016?

The global eSports market is experiencing rapid expansion, driven by a shift in consumer behavior where gaming has evolved from a solitary activity into a spectator-led entertainment ecosystem.

  • The eSports market is projected to reach a billion-dollar valuation by 2019, growing from a current economic value of approximately $3.50 per fan.
  • The industry is professionalizing through significant capital investment from traditional sports and media entities, including Turner and Madison Square Garden.
  • Mobile eSports is a primary growth driver, as it facilitates seamless transitions between playing and spectating by integrating video content directly into game design.
PocketGamer.bizJan 2016
Cover of 2016 trends panel at Pocket Gamer Connects London 2016
33 min
PocketGamer.biz33 min

2016 trends panel at Pocket Gamer Connects London 2016

The mobile gaming industry is currently navigating a transition from simple, casual experiences toward more sophisticated, high-production titles that prioritize long-term player retention.

  • The mobile gaming market is shifting from simple casual titles toward high-production, sophisticated games that prioritize long-term player retention.
  • Industry growth is increasingly driven by the integration of social and messaging platforms to reach broader global audiences.
  • Rising development costs are causing major publishers to become risk-averse and increasingly reliant on proven intellectual property.
PocketGamer.bizJan 2016
Cover of 2016 Global Games Market Report: An Overview of Trends & Insights
Report24 pages

2016 Global Games Market Report: An Overview of Trends & Insights

The 2016 Global Games Market Report provides a comprehensive analysis of the international gaming landscape, offering revenue projections and trend forecasts for the 2015–2019 period.

  • The global games market reached $99.6 billion in 2016, marking an 8.5% year-on-year growth rate.
  • Mobile gaming is the primary industry driver, generating $36.9 billion in revenue and achieving a 21.3% year-on-year increase.
  • The Asia-Pacific region is the dominant global market, accounting for 47% of total revenues with a 10.7% growth rate.
NewzooJan 2016
Cover of The 5 Factors Defining the Future of Esports
Report4 pages

The 5 Factors Defining the Future of Esports

The esports industry is currently undergoing a rapid evolution, with revenue per enthusiast projected to grow from $2.40 in 2015 to $4.63 by 2018.

  • Revenue per esports enthusiast is projected to nearly double, growing from $2.40 in 2015 to $4.63 by 2018.
  • Esports operates under a unique ownership model where game publishers hold the intellectual property, necessitating a growth strategy distinct from traditional sports.
  • The industry’s transition to a multibillion-dollar business is currently hindered by ambiguous media rights and a lack of standardized, globalized league hierarchies.
NewzooSep 2015
Cover of N3TWORK's Neil Young on the first $10 billion mobile game
5 min
PocketGamer.biz5 min

N3TWORK's Neil Young on the first $10 billion mobile game

The mobile gaming industry in Western markets remains in its infancy, despite widespread smartphone adoption.

  • The mobile gaming industry in Western markets is in its infancy and has the potential to expand to ten times its current size by evolving game design and monetization.
  • The industry is expected to produce a single mobile game capable of generating $10 billion in annual revenue within a five-year horizon.
  • Western developers are increasingly adopting sophisticated monetization systems pioneered by Asian companies like DeNA and Machine Zone to increase per-user revenue.
PocketGamer.bizJul 2015

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