Mobile gaming Crushing it M14225IN3A – December 2015 – Synthesis Digital Entertainment This document is a part of our "Digital Entertainment" category which includes in 2014: - two datasets in Excel - a state-of-the-art report in PowerPoint - four market reports in Word, each with its synopsis in PowerPoint - privileged access to our lead Media analysts
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Abstract from 2014 Laurent MICHAUD Market Report on Mobile Gaming
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Mobile gamingCrushing it
M14225IN3A – December 2015 – Synthesis
Digital Entertainment
This document is a part of our "Digital Entertainment" category which includes in 2014:- two datasets in Excel- a state-of-the-art report in PowerPoint- four market reports in Word, each with its synopsis in PowerPoint- privileged access to our lead Media analysts
3. Mobile gaming devices: smartphones and tablets top the list
3.1. Apple, the market booster3.2. Device wars: Samsung, Apple and the rest3.3. Handheld consoles vs. mobile devices3.4. The devices’ technical capabilities: smartphones have surpassed
handheld consoles
4. Target audience: everybody!4.1. Close to half of smartphone and tablet owners are mobile gamers4.2. The mobile gamer population is increasingly female and older4.3. Growing popularity of the tablet4.4. Mobile games: to relax and pass the time, sometimes multitasking4.5. Gamers spent an average 26.10 USD in 20134.6. Is mobile gaming cannibalising games on other platforms?
5. OS and app store wars5.1. Android: the OS that powers most mobile devices5.2. Android vs. Apple: twice the number of app downloads but half the
revenue5.3. iOS applications much more lucrative5.4. Android: app downloads and revenue both on the rise
This study takes a look at the state of gaming on mobile platforms – i.e. smartphones, tablets and handheld consoles – in terms of technology and device shipments, and in terms of usage which has been heavily influenced by innovations in interactivity and gameplay. It also explores the market from an industrial standpoint, against a backdrop of OS and app store wars, and takes a look at its economics, detailing the latest trends, success stories and wining business models. Lastly, the report provides market figures and forecasts up to 2018.
Mobile Gaming: Crushing it
6. The economics of mobile gaming6.1. Incomparable catalogues: a plethora of titles6.2. Mobile devices: the platform of choice for casual and social games6.3. Evolution of distribution models: swift and massive6.4. Business models6.5. Mobile games generate the bulk of app stores’ revenue6.6. An industry populated by disparate players6.7. Market expected to continue to flourish
7. Conclusion: how are mobile games impacting the gaming industry as a whole?
1. Mobile gaming devices: smartphones and tablets leading the way
2.1. Mobile gamer population more female and older than total gamer population
> In 2013 in the United States, 47% of smartphone and tablet owners played a mobile game at least once in the past 30 days. · This percentage has increased by 9% since 2012 and
by 20% since 2011.
Females now the majority of mobile gamers While they account for less than half of all gamers all platforms combined, they represented 57% of mobile gamers in 2013. . · This percentage has been increasing steadily over the
past several years: + 12 points between 2011 and 2013.
> In 2013, 50% of mobile gamers played every day, compared to 30% in 2011.
> 82% of gamers play several times a week, compared to 61% in 2011.
> Gamers who play on their tablet play more than those who use other devices.
> For 46% of gamers, the time spent gaming has increased since 2012, but has remained identical for 45% of them
Percentage of smartphone and tablet owners in the United States who are mobile gamers, 2011-2013
Source: Popcap Games – Information Solution Group
Gender breakdown of mobile gamers in the United States, 2011-2013
Source: Popcap Games – Information Solution Group
U.S. consumers who played a mobile game at least once (1,205)
Mobile Gamers - U.S. consumers playing a mobile game in the past 30 days (1,008)
3.1. Android is the number one operating system in terms of tablet, smartphone and handheld console sales.
> Android is the OS that powers most mobile devices.
> Android outperforms Apple in terms of app downloads
> Apple’s App Store and Google Play are the market’s two biggest applications stores in terms of inventory and downloads. · In July 2014, each was offering over 1 million applications,
well ahead of the Windows Phone Store, the Amazon Appstore and BlackBerry World.
· These top two app stores combined represent 78.8% of available applications.
Market share for the different tablet, smartphone and handheld console OS, in 2013
Source: Statista
19%75%
3%1%
2%
iOS Android Windows MobileSony Nintendo
Source: IDATE, Mobile gaming, January 2015
Number of applications available on the main app stores, in July 2014
>According to a report published by App Annie, in Q3 2014 there were 60% more downloads from Google Play than from the Apple App Store. > But Apple well outpaces Android in terms of revenue generated: in that same quarter, the revenue earned by Apple’s App Store was 60% higher than revenue the generated on Google Play.
> iOS applications are much more profitable.> Average revenue per download stands at 0.02 USD for an Android application, and at 1 USD for an iOS application. > The average revenue generated by an Android application is 1,125 USD, compared to 4,000 USD for an iOS application.
Comparison of app downloads and revenue on the iOS App Store and Google Play, in Q3 2014
Source: App Annie
Source: Forbes
Google Apple Microsoft
Number of apps per developers 5 5 3
Number of downloads per app 60 000 40 000 4 062
Revenue per download (USD) 0.01875 1 0.1538
Average revenue per app (USD) 1 125 4 000 625
Average revenue per developer (USD) 6 000 21 276 2 222
How much do apps make on average on the different app stores? (2013)
4.2. Evolution of distribution models: swift and massive + FTP
> The top earning iOS game in 2013 brought in 633,000 USD a day: Candy Crush Sage from King.com. > In 2014, the top earning game, Clash of Clans (Supercell), generated 1.4 million USD and attracted close to 69,000 new players a day. > More than 90 million people around the world play Candy Crush Saga (King.com) every day. > The number 10 title in 2013, Big Fish Casino – Free Slots, Blackjack, Roulette, earned 150,000 USD a day.> The number 10 title in 2014 earned 120,000 USD a day.
> All of the 20 most popular games in the US in 2014 were Free2Play, compared to the top 18 in 2013. > On Apple’s iTunes Store, paid games now account for only 8% of the entire catalogue of games, compared to 47% in 2012. > The Free2Play and pay to play models co-exist, but the first is much more common. Even the video game industry’s veteran players are investing in mobile games, and mobile game pure players have entered the Freemium fray, starting with EA and Gameloft. > The purpose of this model is to pique players’ interest before getting them to pay. Once they have been won over, they will buy virtual goods, etc. depending on how serious they become about the game.
Top 20 iOS games in 2014 in terms of revenue
Source: Thinkgaming.com, October 2014
Source: Statista
Segmentation of iOS games by business model, in February 2014
Game Publisher Price Daily revenue (USD)
Daily new users
Clash of Clans Supercell Free 1 387 620 68 594
Candy Crush Saga King.com Limited
Free 1 097 578 54 085
Game of War - Fire Age Machine Zone Free 710 273 32 903
Big Fish Casino – Free Slots Vegas Slots & Slot T
Big Fish Games
Free 336 687 16 728
Kim Kardashian: Hollywood Glu Games Free 265 706 22 531
Farm Heroes Saga Zynga Free 222 904 2 269
Hay Day Supercell Free 186 878 21 802
Slotomania - Free Video Slots Games
Playtika LTD Free 157 629 12 132
Boom Beach Supercell Free 135 155 21 319
The Simpsons™: Tapped Out Electronic Arts Free 119 457 22 043
> IDATE estimates that in 2014, there were 630.7 million smartphone gamers around the world and 277.2 million tablet gamers .
> On both smartphones and tablets, more than 40% of the world’s mobile gamers live in the Asia-Pacific region and, in 2014, 17.3% were located in China.
> In 2014, 8.7% of the world’s population played games on a smartphone, and 3.8% played games on a tablet. The percentage of the population that are smartphone gamers will increase by 2 points between 2014 and 2018, while the percentage of tablet gamers will increase by 4.4 points.
Founded in 1977, IDATE has gained a reputation as a leader in tracking telecom, Internet and media markets, thanks to the skills of our teams of specialized analysts. Now, with the support more than 40 member companies – which include many of the digital economy’s most influential players – the newly rebranded DigiWorld Institute has entered into a new stage of its development, structured around three main areas of activity:
•IDATE Research, an offer of market intelligence publications: Our expertise and client list > Research
•IDATE Consulting, time-tested analysis: Our catalogue of reports > Consulting
•DigiWorld Institute, a think tank on the digital economy: Our annual programme > DigiWorld Institute