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1. The mobile gaming 4 opportunity 2. Immersion and competition are key 9 trends 3. Hardware facilitates 20 and drives mobile trends
Fast-rising hardware capabilities facilitate new game formats COMPETITIVE FREE-TO-PLAY Competitive mobile games and mobile esports MULTIPLAYER GAMES AS A SERVICE continue to rise in popularity, taking an increasing share of gamers’ time and money. With new cross- IMPROVED platform innovations, mobile gamers now have the possibility to play and compete directly with PC and IMMERSIVE HARDWARE console gamers. At the same time, mobile games SINGLE PLAYER SPECIFICATIONS have become more immersive, offering realistic and engrossing game environments and experiences. The convergence of these two trends, made possible by fast-rising hardware capabilities, has paved the way MAXIMUM for new game genres such as battle royale to emerge and thrive. GAMING EXPERIENCE In this report, we explore the mobile gaming opportunity and how the desire for increasingly core, competitive, and sophisticated experiences on mobile has led hardware brands such as Razer and Asus to © 2018 NEWZOO release dedicated mobile gaming devices. PAY-TO-PLAY GAMES AS A PRODUCT MAXIMUM VIEWING JELLE KOOISTRA EXPERIENCE Head of Market Analysts © Newzoo 2018 3
Global games market revenue forecast | Per device and segment MOBILE PC $70.3Bn $32.9Bn +25.5% YoY +1.6% YoY 10% 3% 24% TABLET GAMES BROWSER PC GAMES $13.9Bn 21% $4.3Bn Mobile games will +13.1% YoY -13.9% YoY account for 2018 TOTAL (SMART)PHONE 51% $137.9Bn BOXED/ DOWNLOADED GAMES PC GAMES +13.3% of the global $56.4Bn 41% YoY $28.6Bn games market this year. +29.0% YoY 25% +4.5% YoY 25% CONSOLE $34.6Bn +4.1% YoY © Newzoo 2018 Source: 2018 Global Games Market Report newzoo.com/globalgamesreport 5
Global games market revenue forecast | Per segment toward 2021 TOTAL MARKET Boxed/Downloaded PC Browser PC Console Tablet Smartphone CAGR 2017-2021 $180.1Bn $165.9Bn $151.9Bn 18% $137.9Bn 19% 1% Mobile games alone $121.7Bn 20% 2% 22% will generate more than 21% 2% 22% 23% 3% 24% 10% 4% MOBILE 25% 10% MOBILE $106.4 in revenues by 2021. 27% 10% MOBILE $94.2 Bn 10% MOBILE $82.3 Bn MOBILE $70.3 Bn 10% $56.0 Bn 49% Bn 47% 44% 41% 36% 2017 2018 2019 2020 2021 Source: 2018 Global Games Market Report © Newzoo 2018 newzoo.com/globalgamesreport 6
Number of mobile gamers per sub region | Global NUMBER OF MOBILE GAMERS % OF THE TOTAL PER REGION | 2018 POPULATION China 577.9M 41% Middle East & Africa 346.4M 20% Rest Asia 303.6M 17% Latin America 195.8M 30% In 2018, Western Europe 166.0M 41% North America 165.6M 46% of the total population in the West will play Southeast Asia 158.8M 24% mobile games. Eastern Europe 142.5M 40% Japan 59.3M mobile gamers 47% globally South Korea 23.7M 46% Oceania 11.2M 27% 0M M 100M 200M 300M 400M 500M 600M Source: 2018 Global Games Market Report © Newzoo 2018 newzoo.com/globalgamesreport 7
Global mobile games market revenue | Per region with year-on-year growth rates EUROPE, MIDDLE-EAST & AFRICA CHINA TOTAL $10.3Bn +19.5% YoY $23.0Bn 15% In 2018, China and Japan NORTH AMERICA ASIA-PACIFIC combined will account for over $13.0Bn 2018 TOTAL $44.7Bn 19% $70.3Bn +22.5% YoY +27.7% YoY +25.5% YoY of all consumer spend on 64% mobile games. LATIN AMERICA 3% $2.2Bn JAPAN TOTAL +29.4% YoY $12.9Bn Source: 2018 Global Games Market Report © Newzoo 2018 newzoo.com/globalgamesreport 8
With new hit core and immersive PC games being quickly adapted for mobile downloads of PUBG Mobile and Fortnite Mobile occurred on iOS since their release #1 downloaded iOS globally, including PUBG: Exciting Battlefield in China. game* in June PUBG Mobile and Fortnite Mobile were both launched in mid-March and were immediately the most downloaded games worldwide. The success of these mobile adaptations of the two largest PC battle royale titles has proven that today’s mobile gamers are increasingly looking for immersive and competitive gaming experiences on their mobile devices. #2 downloaded iOS Epic Games has revolutionized the gaming industry by making cross-play with PC, game in June console, and mobile possible. We believe that this will be a growing trend in the industry in the coming years, with publishers and hardware manufacturers playing a key role in the development and evolution of the process. * Downloads of PUBG Mobile include downloads of PUBG: Exciting Battlefield in China. Source: Mobile Metrics Tracker © Newzoo 2018 newzoo.com/mobile-metrics-tracker 10
Publishers are seeing huge success with immersive mobile titles in revenues have been generated by Arena of Valor (Honor of Kings in China) on iOS since its release at the end of 2015. It has been the top grossing mobile game in China since November 2016. of PC gamers play mobile games at least once a week.* There is a big opportunity to offer these PC gamers portable versions of the same core and immersive experiences that they are accustomed to on PC. Lineage Revolution, a mobile adaptation of PC MMO Lineage 2, grossed $924 million in its first 11 months of release. * Source: Newzoo Games Consumer Insights from 28 countries/markets © Newzoo 2018 www.newzoo.com/consumer-insights 11
Mobile esports remains small but it is growing, especially in Asia TOTAL Total Revenues REVENUES (Media Rights, Advertising, Sponsorship, By 2021, the esports Merchandise & Tickets, Game Publisher Fees) +27.4% market will be worth CAGR Brand Investment Revenues 2016-2021 (Media Rights, Advertising, Sponsorship) globally with the majority $1650 MILLION of revenue coming from TOTAL brand investments. REVENUES +38.2% $1385 TOTAL MILLION REVENUES YoY +33.0% In 2018, there are YoY $906 MILLION $655 $694 MILLION MILLION Esports Enthusiasts* across the globe with 57% of them $468 in APAC. There will be 264M MILLION ©2018 Newzoo globally by 2021. 2017 2018 2021 *People who watch esports content more than once a month Source: 2018 Global Esports Market Report © Newzoo 2018 newzoo.com/esportsreport 12
China is the world’s largest mobile market for gaming TOP MOBILE ESPORT LEAGUES/TOURNAMENTS IN ASIA MOBILE esports is more popular in the East than in the West, especially in China, accelerated by the mobile-first culture of the region. In Asia, mobile esports is expected to follow a similar structure to that of PC, with the top mobile games being played and large stadium events taking place with large viewership. CASUAL mobile games hold a strong position in the esports scene in Asia, while competitive genres dominate the Western market. KING PRO BATTLE OF BALLS VAINGLORY WORLD TERMINTOR2 Giant Network’s Battle of Balls Professional League was the world’s LEAGUE PROFESSIONAL LEAGUE CHAMPIONSHIP SUPER LEAGUE Tencent Giant Network Super Evil Megacorp NetEase first casual mobile esports league and its 2017 Global Final will be the first mobile esports event held in Shanghai’s Mercedes-Benz Arena, the former exhibition hall of World Expo 2010. TOP FRANCHISES IN ASIA SOCIAL functions are largely adopted in mobile games in Asia, creating strong bonds between gamers. In China, for example, all of Tencent’s mobile games can be connected to either QQ or WeChat where gamers can easily access the leaderboards and any updates of the games they are playing via the embedded game centers. Gamers can also play with/against their friends by using the social system. HONOR OF KINGS CROSSFIRE MOBILE BATTLE OF BALLS MONSTER STRIKE Tencent Tencent Giant Network Mixi © Newzoo 2018 13
Tencent’s King Pro League is the world’s largest mobile esports league KING PRO LEAGUE 2018 SPRING SPLIT FINALS people attended the King Pro League (KPL) 2018 Split Finals in Shanghai on July 8. Honor of Kings is by far Tencent’s most successful mobile MOBA game. Launched in November 2015, the game now has more than 200 million users in China. King Pro League, the largest Honor of Kings league in China, was first introduced in September 2016 and has grown into the largest mobile esports league in China and the world. The 2018 KPL Spring Split Final attracted a live audience of more than 18,000 with a total prize pool of $1 million. #1 Tencent is promoting the game and its competitive space in the West by mobile esports league launching the Western adaptation Arena worldwide of Valor and jointly organizing esports events with large organizers such as Dreamhack and ESL. © Newzoo 2018 14
Esports will be included in the Asian Games for the first time, as a demonstration sport The Asian Games, held every four years, is one of the largest multi-sport events in the world. The 2018 edition, to be held in Indonesia from August 18th to September 2nd, will include esports for the first time. The official titles being showcased at the games are League of Legends, Hearthstone, Starcraft, Pro Evolution Soccer and two mobile titles – Supercell’s Clash Royale and Arena of Valor from Tencent. While esports is still a demonstration sport at the 2018 Asian Games, it has been confirmed by the Olympic Council of Asia that 2022 will be an official medal event. ESPORTS AT THE OLYMPICS? In July 2018, the International Olympic Committee (IOC) and Global Association of International Sports Federations (GAISF) met in Lausanne to discuss the topic of esports at the Olympics. While no firm plans were made to officially integrate esports into the Olympics, the bodies announced that they will form an Esports Liaison Group to keep the conversation going. To date, the most significant recognition of esports by the International Olympic Committee has been the Intel Extreme Masters Pyeongchang, a StarCraft II tournament that was held prior to the 2018 Winter Olympics. © Newzoo 2018 15
The mobile esports scene lags behind that of PC and console PC is still the dominant form of gaming entertainment in the West TWITCH VIEWERSHIP HOURS and is expected to remain so for the coming years. While mobile has PC VS. MOBILE | NAM & EU | 2017 quickly grown into the biggest gaming screen worldwide, its esports scene still lags behind that of PC and console. Total Twitch viewership hours Total Twitch viewership hours COMPETITIVE games are the core of mobile esports in the of all PC esports events in NAM of all mobile esports events in West. Top mobile esports franchises in the West include Clash and EU combined, 2017 NAM and EU combined, 2017 Royale, Vainglory, and Summoners War, which fall into the genres of multiplayer strategy, mobile MOBA, and MMO, respectively. TOP WATCHED MOBILE FRACHISES ON TWITCH MULTI-GAME events are catching the eye of big organizers and NAM & EU | 2017 investors in the West. In the East, a typical multi-game event involves top mobile games of a single publisher. In the West, however, events with games from different publishers are common. Amazon began organizing Mobile Masters tournaments in 2017 in which various Total Twitch viewership hours Total Twitch viewership hours mobile games were played. of Clash Royale events in NAM of Vainglory events in NAM and and EU combined, 2017 EU combined, 2017 © Newzoo 2018 16
Supercell is building up Clash Royale’s esports scene CROWN CHAMPIONSHIP 2017 WORLD FINALS hours were watched in total on Twitch for the Clash Royale Crown Championship 2017 World Finals on December 3, 2017 in London. Clash Royale is one of the most played mobile games in the West. Supercell has started developing the game’s esports scene with several initiatives including the Crown Championship, Clash Royale’s top- level esports event. The game is now the #1 mobile esports title in the West by viewership hours on Twitch and YouTube Gaming. In 2017, all Clash Royale esports content generated a total of 1.3 million viewership hours. #1 Although the game is popular to play and mobile esports watch in the West, its esports scene has title in the West not been able to compete with top PC games. It will be interesting to see if Clash Royale can attract the same number of esports viewers as it does players. Source: Newzoo’s Game Streaming Tracker © Newzoo 2018 www.newzoo.com/game-streaming-tracker 17
Esports is at the pinnacle of competitive gaming but there a lot of layers beneath it PROFESSIONAL AMATEUR Esports: Competitive gaming at a professional Consumers and small organizations set up level and in an organized format (a tournament or events at physical locations, such as fun league) with a specific goal (i.e., winning a community competitions. For mobile champion title or prize money) and a clear games, these events can be anywhere and distinction between players and teams that are any time, as there is a low entry barrier and competing against each other. MOBILE ESPORTS ECOSYSTEM no additional equipment required. There are also many amateur online mobile PRO ESPORTS EVENTS EXAMPLES: gaming leagues and competitions between ONLINE PRO ESPORTS gamers and friends. AMATEUR ESPORTS EVENTS ONLINE AMATEUR ESPORTS VAINGLORY WORLD BATTLE OF BALLS VIEWING CHAMPIONSHIP PROFESSIONAL LEAGUE Super Evil Megacorp Giant Network SHARING COMPETITIVE GAME EXPERIENCE © Newzoo 2018 18
New innovations allow for amateur cross-platform competition between gamers Amazon GameOn was launched by Amazon in March 2018. The suite of services make it easy for developers to add several features to their games, including competitions to which players can invite friends, leaderboards, leagues, and tournaments. It enables user-generated tournaments and allows developers to award both digital and physical prizes. Built on Amazon's massive AWS cloud infrastructure, GameOn lets developers integrate competitions natively into PC, mobile, and console games, allowing for cross-platform competition. Fortnite cross-platform play (or crossplay) allows mobile (iOS), PlayStation 4, Xbox One, Nintendo Switch, Mac, and Windows PC gamers to play together and compete with gamers on different devices than their own. © Newzoo 2018 19
3. HARDWARE FACILITATES AND DRIVES MOBILE TRENDS
31.1% of all active smartphones in June can be classified as high-end* HIGH-END DEVICE DISTRIBUTION | JUNE 2018 As of June 2018, there were high-end active smartphones globally, up 76% YoY. HIGH-END MARKET SHARE 10% 60% * High-end smartphones are defined as devices within the flagship and high performance tier of Newzoo's Device Performance Segmentation. This segmentation is based on geekbench4 multi-core scores of smartphones. Source: Global Smartphone and Tablet Tracker © Newzoo 2018 newzoo.com/smartphone-and-tablet-tracker 21
44% of all active smartphones in June had big screens SHARE OF SMARTPHONE SCREENS THAT ARE 5.5” OR LARGER SCREEN SIZE JULY 2016 VS. JUNE 2018 5.5”+ As of June 2018, active devices have large screens (5.5’’+), or 44% of all active devices in the world. Source: Global Smartphone and Tablet Tracker © Newzoo 2018 newzoo.com/smartphone-and-tablet-tracker 22
This includes the first smartphones with a super high refresh display RAZER - GAMING PHONE ASUS - ROG PHONE 5.7-inch LCD with 120Hz refresh rate 6-inch FHD+ AMOLED panel with 90Hz (the average is 60Hz) refresh rate and 1ms pixel response time Qualcomm Snapdragon 835 Qualcomm Snapdragon 845 processor with 8GB RAM processor with 8GB RAM 4,000mAh battery 4,000mAh battery 2x Ultrasonic AirTriggers Copyright gsmarena.com Copyright gsmarena.com XIAOMI BLACK SHARK HONOR – THE HONOR PLAY 6-inch LCD with a 1080p resolution 6.3-inch FHD+ IPS LCD capacitive touchscreen Qualcomm Snapdragon 845 GPU Turbo Technology allowing for a Copyright: The verge processor with 8GB RAM 4D Gaming Experience 4000mAh battery. Kirin 970 chipset (Mali-G72 MP12) Dedicated game pad 3750mAh battery Copyright gsmarena.com Copyright gsmarena.com © Newzoo 2018 23
© Newzoo 2018
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