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Market Forecast

101 documents·48 publishers

Documents

Page 1
Whitepaper22 pages

Game Industry Policy Recommendations for 2019‑2024: Finland

Three ways to bring Finland to the forefront of the digital shift............. 3 More than half of Finns and nearly a third of the global population 4 play games actively............................................................................... The Finnish game industry 5 is the success story of the 21st century.....

  • The Finnish game industry is a significant success story, with almost 3,000 employees and a growing number of companies employing over 50 people with turnovers exceeding 10 million euros by 2017.
  • Finland has a high rate of game players, with over half of Finns and nearly a third of the global population actively playing games. The average age of a Finnish player is 38 years old.
  • The shift to digital distribution revolutionized the game industry, allowing developers to retain 70% of profits, a significant increase from the previous 15-25%. Rovio's Angry Birds was an early beneficiary of this change.
  • Key policy recommendations include allocating 100 million euros to address the talent shortage, making Finland an attractive place for digital development, and advocating for Europe to drive global regulation of digital markets.
  • Finnish game development has a long history, starting with Chesmac in 1979, and saw its first boom with the advent of WAP in 1999, despite WAP not meeting expectations. Notable successes include Housemarque’s Supreme Snowboarding, Remedy’s Max Payne, and Sulake’s Habbo Hotel.
Neogames FinlandJan 2019
Page 1
Report45 pages

Evolution of Mobile Esports for the Mass Market

Mobile esports is positioned to become the primary catalyst for growth in the digital games industry over the next five years, leveraging a global player base of 2.53 billion that already surpasses the combined reach of PC and console gaming. In 2018, mobile esports titles generated $15.32 billion in revenue, representing over a quarter of the total mobile market. This expansion is driven by high smartphone penetration and a fundamental shift from high-profile spectator events toward a pervasive ecosystem of regional and online-only competitions. By lowering barriers to entry, the sector has successfully attracted a more diverse and gender-balanced audience than traditional competitive gaming platforms.

The industry is currently transitioning from a publisher-funded marketing tool into a scalable mass-market powerhouse. While professional PC esports historically dominated revenue, mobile esports is rapidly closing the gap, fueled by sophisticated monetization strategies including media rights, sponsorships, and microtransaction-based models like season passes. Asia serves as the epicenter of this evolution, with China and Southeast Asia hosting the most concentrated markets for competitive mobile titles. Significant investments from traditional sports franchises and the expansion of media rights into mainstream cable television further signal the professionalization and maturation of the sector.

Technological advancements in 5G and cloud gaming are disrupting the historical dominance of PC titles by delivering high-quality competitive experiences on accessible hardware. This technological shift, combined with strong government support in Asian markets, has led to explosive growth, exemplified by a 44.5% revenue increase in top Belt and Road markets during the first half of 2019. As industry leaders establish franchised leagues and record-breaking prize pools, the mobile esports model is proving more sustainable and participatory than its predecessors. Ultimately, the sector’s massive reach and superior monetization capabilities ensure its trajectory to overtake PC esports as the dominant global competitive gaming format.

  • Mobile esports is projected to overtake PC esports as the dominant global competitive gaming format, leveraging a player base of 2.53 billion that exceeds the combined reach of PC and console gaming.
  • Mobile esports titles generated $15.32 billion in revenue in 2018, accounting for more than 25% of the total mobile gaming market.
  • The sector is shifting from a publisher-funded marketing tool to a scalable, professionalized industry supported by media rights, sponsorships, and microtransaction-based models like season passes.
  • Technological advancements in 5G and cloud gaming are enabling high-quality competitive experiences on accessible hardware, effectively disrupting the historical dominance of PC-based titles.
  • Growth in top Belt and Road markets reached 44.5% in the first half of 2019, with Asia—specifically China and Southeast Asia—serving as the primary epicenter for competitive mobile gaming.
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Niko PartnersJan 2019
Page 1
Report65 pages

Games Workshop Group PLC Annual Report 2015

Games Workshop’s 2015 fiscal year was defined by a major leadership transition and significant structural reorganization aimed at stabilizing the business for long-term growth. Under the new leadership of CEO Kevin Rountree, the company reported a profit before taxation of £16.6 million on revenues of £119.1 million. While total revenue saw a 3.5% decline from the previous year—attributed to currency headwinds and internal restructuring—net profit attributable to owners rose significantly from £8.0 million to £12.3 million. This recovery supported a substantial dividend payout of 52 pence per share, totaling £16.6 million, reflecting a core strategic commitment to returning surplus capital to shareholders.

The company’s strategic focus shifted toward global expansion and operational efficiency, particularly through the rebranding of retail outlets to "Warhammer" and the implementation of a "one-man" store model to improve margins. Geographically, North America emerged as a key growth driver, contrasting with revenue declines in the United Kingdom and Continental Europe. A pivotal product milestone was the relaunch of the core fantasy line as Warhammer: Age of Sigmar. Simultaneously, the company expanded its high-margin licensing portfolio, which included 50 interactive products, and invested £6.4 million in a new global ERP system to modernize its digital and logistical infrastructure.

Operating with a workforce of 1,654 employees, the Group maintained a debt-free balance sheet and a strong cash position of £12.6 million. Governance and remuneration policies were updated to align with the new leadership, including a revised profit-sharing trigger based on sales revenue growth rather than operating profit. Despite some non-compliance issues regarding the UK Corporate Governance Code during the leadership handover, the company successfully formalized a global health and safety strategy and introduced a new all-employee Sharesave Plan. These initiatives underscore a transition toward a more standardized, scalable international business model focused on cash generation and disciplined capital allocation.

  • Games Workshop reported a profit before taxation of £16.6 million on £119.1 million in revenue for fiscal year 2015, with net profit rising to £12.3 million from £8.0 million the previous year.
  • The company maintained a debt-free balance sheet with £12.6 million in cash, supporting a dividend payout of 52 pence per share totaling £16.6 million.
  • Total revenue declined by 3.5% due to currency headwinds and internal restructuring, with growth in North America failing to offset declines in the UK and Continental Europe.
  • Operational efficiency initiatives included the rebranding of retail outlets to 'Warhammer,' the implementation of a 'one-man' store model, and a £6.4 million investment in a new global ERP system.
  • The product portfolio was significantly updated with the relaunch of the core fantasy line as 'Warhammer: Age of Sigmar' and the expansion of a licensing portfolio comprising 50 interactive products.
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Games Workshop GroupAug 2015
Page 1
Report24 pages

El Futuro del Videojuego: Informe de Resultados (España)

The study set out to explore how Spanish video‑game players envision the medium’s evolution, focusing on genre development, social dimensions, technological advances, and the role of online and mobile gaming. It surveyed internet users aged 14‑44 who play at least once a month, using a quota‑based online questionnaire administered to a nationally representative sample of 332 respondents, with a 95 % confidence level and a 5.2 % margin of error. The sample reflects the regional distribution of Spain and is balanced by gender and three age brackets.

Findings show that gaming is as routine as sport or social outings, with 56 % of participants engaging in video games several times a week. Men play more frequently than women (65 % versus 42 % regular play). A striking 90 % anticipate that by 2020 gaming will be ubiquitous across all ages, including grandparents, and 78 % expect it to become highly social, with solitary play becoming rare. Nearly nine out of ten respondents believe most games will be rendered in 3D and that conventional controllers will be replaced by motion‑detecting devices, while older players (35‑44) express the strongest confidence in full‑immersion virtual reality.

The most appealing VR scenarios involve traveling to fantastical locations and learning new skills, interests that are especially pronounced among women, whereas men favor sports‑oriented experiences. Respondents also foresee extensive non‑gaming uses for VR, such as surgical simulation, virtual real‑estate tours, e‑commerce, and education from primary to university levels. Regarding online play, 72 % predict increased activity, with men leaning toward competitive environments and women toward social interaction. Parallel trends include a rise in home‑based cinema, social‑media use, and overall digital entertainment.

  • Gaming is a routine activity for 56% of Spanish players, with a notable gender gap where 65% of men play regularly compared to 42% of women.
  • 90% of respondents expect gaming to reach ubiquity across all age groups, including older generations, by 2020.
  • 78% of players anticipate a shift toward highly social gaming experiences, predicting that solitary play will become a rarity.
  • Nearly 90% of participants expect 3D rendering to become the industry standard and predict that motion-detecting devices will replace conventional controllers.
  • 72% of respondents foresee an increase in online play, with men primarily favoring competitive environments while women prioritize social interaction.
ADeSeJun 2010
Page 1
Report17 pages

¿Cómo Se Proyecta el Videojuego del Futuro?: España

The study commissioned by ADESE explores how video games are expected to evolve, focusing on technological, social and market dynamics and projecting scenarios up to 2025. It seeks to understand current player behaviours, perceived barriers to online play, and the aspirations of different user segments for future gaming experiences.

Research combined three perspectives—regular gamers, industry experts and parents—through focus groups organized by Buzz Research. Participants were grouped by age (16‑18, 19‑23 and 25‑35) and by playing profile, distinguishing hardcore players, casual players and an emerging “Cani” segment that blends moderate skill with regular play. Findings reveal that hardcore gamers dominate online activity but still rely heavily on offline play, while casual players show limited interest in online modes due to slow connections, language obstacles, trust issues and unfamiliar payment models. Parents mirror casual attitudes, valuing online interaction mainly for its social companionship.

Projected developments for the medium term (around 2015) include cloud‑based distribution, motion‑sensing controls, high‑definition 3D graphics and AI‑driven personalization, with an emphasis on cross‑device compatibility. Long‑term visions (2020‑2025) anticipate immersive virtual‑reality environments, multisensory holographic interfaces, voice‑controlled menus and highly customizable controllers, suggesting a shift toward fully online ecosystems and digital‑only delivery. Experts anticipate that 100 % of future games will be online, driven by anti‑piracy incentives, streamlined matchmaking, enhanced security and ubiquitous broadband.

Beyond entertainment, respondents agree that gaming technology will expand into education, senior‑care, professional training and therapeutic applications, leveraging interactive simulations for language learning, psychomotor skill development, conflict resolution and cognitive rehabilitation. The overall outlook combines cautious optimism about technological breakthroughs with recognition of current infrastructural and cultural hurdles that must be addressed for widespread adoption.

  • Industry experts project that 100% of games will transition to online-only ecosystems by 2025, driven by the need for anti-piracy measures, improved matchmaking, and ubiquitous broadband.
  • Technological evolution through 2025 will shift from cloud-based distribution and motion-sensing controls toward immersive virtual reality, multisensory holographic interfaces, and voice-controlled navigation.
  • Casual players currently resist online gaming due to specific barriers, including slow internet connections, language obstacles, distrust of payment models, and a lack of interest in complex online modes.
  • Hardcore gamers remain the primary drivers of online activity, though they continue to maintain a significant reliance on offline gaming experiences.
  • Gaming technology is expected to expand beyond entertainment into sectors such as education, senior care, professional training, and therapeutic applications like cognitive rehabilitation.
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AEVIJan 2010

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