THE GLOBAL MMO GAMES MARKET - PAYMENTS, INTELLIGENCE AND TRENDS GLOBALCOLLECT VIDEO GAMING PAYMENTS: KNOWLEDGE SERIES

 
CONTINUE READING
THE GLOBAL MMO GAMES MARKET - PAYMENTS, INTELLIGENCE AND TRENDS GLOBALCOLLECT VIDEO GAMING PAYMENTS: KNOWLEDGE SERIES
video gaming

   KEY
    TheFACTS
        Global MMO
   AND
    g a me
        INSIGHTS
           s ma r k et
   on
    Payments,
      cross-screen  Intelligence
                          monetizationand Trends
                                            of
   games    in Europe
    GlobalCollect           and
                  Video Gaming    the Knowledge
                               Payments: US     Series

   Featuring market overview of growth
   markets Poland and Turkey
                                           Edition 2 July 2013

                                                           August 2012
WELCOME
In this second installment of the GlobalCollect video gaming payments

knowledge series for 2013, we take a close look at global MMO market data

including card transaction success rates, regional growth trends, payment

method statistics and a fresh look at global credit card fraud in the MMO

market.

Exclusive transaction-based data from GlobalCollect and market data

from the International Games Research Company Newzoo is bundled to

produce unique insights into the rapidly evolving games industry and the

associated payment trends.

Nathan Salisbury
Global Market Director - Gaming
Nathan.Salisbury@globalcollect.com
TABLE OF CONTENTS

Global MMO Market 		                                   4
1.1 MMO game market revenues per region 2013E
1.2 Top credit card authorization rates per country

Growth in the Global Games Market 		                   5
2.1 Top growth countries: Worldwide

Global Transaction Value Trends		                      6
3.1 Top 10 Countries per ATV
3.2 Payment Methods: Above and Below ATV

Global Games Platform Split 		                         7
4.1 Global Games Market revenues per platform 2013E
4.2 	Average Transaction Value per games platform

MMO Specific		                                         8
5.1 Payment Methods: F2P vs. P2P
5.2 Genre Split
5.3 Top 5 preferred MMO genres

Credit Card Fraud & Data Chargeback                    9
6.1 Chargeback ratios per top countries
6.2 	Split per reason and type

                                                           3
GLOBAL MMO MARKET
REVENUE DATA
The global games market is this year expected to reach $70.4 Billion, an increase
of 6% from 2012. MMO games will account for $14.9 billion, or 21.2%, of these
global revenues. The Asia Pacific region (APAC), which is now the largest games
market in the world, generates 34% of global game revenues.

APAC accounts for an unprecedented 64% of revenues when focusing on
MMO games, highlighting the immense popularity of MMO games in the APAC
region relative to the rest of the world. North America (NAM) and Europe,
Middle East and Africa (EMEA) account for 17% and 16% of MMO revenues
respectively with Latin America (LATAM), which grew by 15% since 2012,
accounting for just 3%.

Global MMO Games Market Revenue | Per Region
Newzoo | 2013E
                            LATAM
                            $0.5Bn
                            +15% Y-o-Y
                            59M
         NAM                GAMERS
         $2.5Bn                                                              The Asian MMO
         +5% Y-o-Y
         79M
                             3%                                              market is growing at
         GAMERS
                     17%
                                                                             an incredible rate,
                                                                             fueled by a rise of
                                                                             Chinese gamers with
                                                             APAC
                                                                             increased accesibility
EMEA
                            Total                           $9.5Bn           to high speed internet
$2.4Bn
+8% Y-o-Y
               16%         $14.9Bn               64%
                                                         +18% Y-o-Y          connections at home.
                                                              282M
208M                                                          GAMERS
GAMERS

*Based on a financial analysis by Newzoo © 2013

 Credit Card Transactions Authorisation Rates |Per Country
 GC Portfolio | Q1 2013
 1.                               6.                                   GlobalCollect assists global
                                                                       MMO’s in maximizing credit card
   90,88%                          87,95%
            Japan                            United kingdom
 2.
   89,89%
                                  7.
                                   87,10%
                                                                       transaction success rates. This
            Germany                          denmark
                                                                       is achieved by utilising multiple
 3.                               8.
   89,93%
            australia
                                   86,40%
                                             United states
                                                                       and localized acquiring channels
 4.                               9.                                   and by benchmarking card
   88,66%
            korea
                                   86,39%
                                             France                    acquirer performance to optimise
 5.
   88,41%
                                  10.
                                    86,32%
                                                                       transaction routing.
            new Zealand                      norway
* Based on transactions processed by GlobalCollect Q1 2013
FASTEST GROWING COUNTRIES
2012-2013
The MMO market is expected to reach 19.5 billion by 2016 with a CAGR
of 10.4%. This will make MMO’s the second largest gaming segment,
accounting for 22.7% of all global revenues. This growth will be primarily
driven by less mature markets in the APAC, LATAM and Eastern European
regions.

With internet penetration already at 80% and a long running gaming
tradition, the mature markets of North America and West Europe are now
relatively saturated with little room for growth. Emerging markets however,
will continue to expand, ensuring healthy growth of MMO gaming within the
global games industry.

Top Growth Countries: Worldwide
GC Portfolio |Q1 2012 - Q1 2013

                                                                    03 South Korea

         16 Mexico
                                                          11 Hong Kong

                                                     02 Thailand                     05 Taiwan
                          14 Costa Rica
                                                                                      09 Philippines

                                                 06 Singapore                           01 Malaysia
        07 Peru

                                                     13 Indonesia

          10 Chile
                                                                                           12 New Zealand
                                                       15 Australia
          08 Argentina              04 Uruguay

* Based on GlobalCollect transaction volumes.

Mirroring this trend, Global Collect’s top 16 growth countries (Q1 2012 vs Q1
2013) each belong to the APAC or LATAM region. Top growth country Malaysia
grew by an unprecedented 121% over the past year, with Thailand growing by
104% and The republic of Korea by 100%*.

Within these markets, growth is fueled by an increase in economic growth,
internet penetration and active gamers. This combination will ultimately lead to
more time and money spent on gaming with the biggest growth expected in
China and India.

                                                                                                       5
GLOBAL TRANSACTION
VALUE TRENDS
Measuring the average transaction value (ATV) of video gaming transactions
on a country level can provide video gaming monetization and payment
specialists with valuable information.

ATV data is invaluable for formulating new and emerging market penetration
strategies. ATV data also assists in fine-tuning regional pricing and default
price points to optimise revenues.

Top Countries | Average Transaction Value
Q1 2013

                                                                                      Middle Eastern and
1         Qatar                           6          Austria
                                                                                      European markets
2         Saudi Arabia                    7          Germany
                                                                                      complete the top 10
                                                                                      countries by average
3         Switzerland                     8          Belgium                          transaction value in video
                                                                                      gaming transactions.
4         Kuwait                          9          United Arab Emirates             Over 170 countries are
                                                                                      represented in the data
5         Netherlands                    10          Norway                           that contains tens of
                                                                                      millions of transactions per
                                                                                      quarter.

* Based on transactions processed by GlobalCollect in Q1 2013

Payment Method ATV Index | Above & Below ATV
GC Portfolio |Q1 2013
                                                                                        Direct Debit transactions
180                                                                                     attract the highest
160                                                                                     average transaction value
140                                                                                     per payment product
120                                                                                     group. Often seen as a
100
                                                                                        high risk product due to
80
                                                                                        reversals, Direct Debits
60
                                                                                        in multiple countries
40
                                                                                        are extremely effective
20
 0
                                                                                        for games with a loyal
                                                                                        consumer base, most
                       s

                                     s

                                                ts

                                                                      sh
          t

                                                            rs

                                                                                  s
        bi

                    er

                                  er

                                                                                rd
                                              le

                                                          he

                                                                    Ca
      de

                   sf

                                sf

                                                                                ca

                                                                                        notably in Germany.
                                              al

                                                          uc
               an

                             an

                                          eW
     ct

                                                                            it
                                                       vo

                                                                           ed
               tr

                             tr
 ire

              nk

                           nk

                                                                           Cr
D

                                                      /
                                                     id
          Ba

                        Ba

                                                   a
                                                ep
                     e
                    tim

                                               Pr

                                                                 * Based on transactions processed by GlobalCollect in Q1 2013
                   al
               Re
GLOBAL GAMES
PLATFORM SPLIT & ATV
The MMO market is expected to grow by a global CAGR of 10.4% by
2016 to claim 22.7% of the global games market. This growth will come at
the expense of traditional PC boxed/downloaded games and handheld
consoles, both of which will continue to lose market share. The continued
growth in MMO revenues means the computer screen will continue to lead
other screens with a market share of 35.8% totalling $30.9bn by 2016.

Global Games Market Revenues | Per Platform
Newzoo | 2013E
                     Pc Boxed
                     Download
                     $6.0Bn
                                                    Casual / Social                    Consoles remain
                                                            $6.6Bn
                     -7% Y-o-Y                           -2% Y-o-Y                     the largest gaming
                                   9%          9%                                      segment worldwide
                                                                                       but will shrink by -1%
                                                                                       this year. Mobile
                                    Total                18%
                                                                         Mobile

                               $70.4Bn
                                                                        $12.3Bn
                                                                      +35% Y-o-Y
                                                                                       gaming will see the
                                   +6% YoY                                             biggest growth (+35%)
Consoles
$30.6Bn                                                                                followed by the MMO
-1% Y-o-Y
                43%                 1,231M
                                                                                       games market which
                                        GAMERS
                                                       21%                             will grow by +14% to
                                                                  MMO
                                                                $14.9Bn
                                                                                       reach $14.9 billion.
                                                              +14% Y-o-Y

*Based on a financial analysis by Newzoo © 2013

Games Platform | Average Transaction Value Index
GC Portfolio | Q1 2013
                                                                                          Early adoptors of
140
                                                                                          gaming on Smart
120
                                                                                          TV’s are spending
100
                                                                                          lower amounts per
 80                                                                                       transaction than any
 60                                                                                       other platform. This
 40                                                                                       is likely to change
 20                                                                                       as developers and
  0                                                                                       manufacturers tackle
                                                                                          the controller hardware
           k

                           d

                                           d

                                                      ile

                                                                                   V
                                                                     e
          or

                                                                   ol

                                                                                tT
                        se

                                        se

                                                    ob

                                                                 ns

                                                                                          and gameplay issues
       w

                      Ba

                                    Ba

                                                                             ar
                                                 M
      et

                                                               Co

                                                                           Sm
                    r

                                   nt
      N

                 se

                                                                /
                                   ie

                                                             PC
  al

                                                                                          the platform is currently
                ow

                               Cl
 ci
So

                Br

                               O
                           M
            O

                                                                                          facing.
                           M
            M
          M

* Based on transactions processed by GlobalCollect in Q1 2013                                                         7
MMO SPECIFIC
PAYMENT METHODS AND GENRE
Credit card payments allow game monetization experts to capture impulse
purchases by utilizing hosted credit card data with seamless purchase flows.
Reducing friction in the purchase process is key to maximising revenues in
any free to play game.

The popularity of alternative payments in Free to Play games remains strong,
although trends indicate an increase in card payment popularity for free to
play since Q4 2012.

Payment Method MMO l Free to Play VS Pay 2 Play
GC Portfolio | Q1 2013
          1%
                                                                        3%
                    5%                                                3%     7%
                                                                1%

                   Pay                                               7%
                                                                             Free
                    2                        93%                               2                       78%

                   Play                                                      Play

* Based on transactions processed by GlobalCollect in Q1 2013                     Realtime bank transfer     Direct debit
                                                                                  Prepaid / vouchers         Credit cards
* Free to play models (incl. F2P Subs, F2P Virtual Currencies,
Items elling, Extensions/Extra levels)                                            eWallets                   Bank transfers

Transaction Split | Per Game Type Top 5 Genres | MMO
GC Portfolio | Q1 2013                                                       Newzoo | 2013
                                    +1% Q4 2012 - Q1 2013

                            8%                                               1. Fantasy
                                                                             2. Realism
    39%                                                                      3. Science Fiction
    -6% Q4 2012 - Q1 2013

                            53%                                              4. Anime
                            +5% Q4 2012 - Q1 2013

                                                                             5. History
                                                            Casual
                                                            Hardcore
                                                            Midcore
CREDIT CARD FRAUD &
CHARGEBACK DATA
Video gaming has been at the heart of internet based fraudulent credit card
activity for many years. Gold farming and other fraudulent practices are
ongoing despite attempts by gaming companies to bring the reseller economy
in-house, by offering marketplaces and auction houses within the game.

Northern Africa and Central America are emerging as hubs for video game
fraud according to statistics produced by GlobalCollect for transactions
initiated in Q4 2102 resulting in a chargeback.

Chargeback Ratios | Per Country
GC Portfolio | Q4 2012
1.                                      6.
 8,8%                                    3,6%
         nicaragua                              Indonesia
2.                                      7.                       Having access to
 5,1%
         dutch antilles
                                         2,7%
                                                Israel           global video gaming
                                                                 fraud data gives
3.                                      8.                       GlobalCollect’s clients
 4,8%
         Tunisia
                                         2,6%
                                                Marocco          a distinct advantage
                                                                 when setting up fraud
4.                                      9.                       rules for their games.
 4,6%                                    2,6%
         algeria                                Mongolia
5.                                     10.
 4,3%                                    2,6%
         albania                                bahamas
* Based on transactions processed by GlobalCollect in Q4 2012
(For countries with more than 1000 transactions in the period)

Credit Card Chargeback Reasons |Fraud vs Non-Fraud
GC Portfolio | Q4 2012

  Reason                                               Fraud      Non-Fraud       % of total

Fraud card-absent environment                                                       50,3%

No cardholder authorisation                                                         24,9%

Transaction not recognised                                                          6,7%

Request for support not fulfilled                                                   4,2%

Cancelled recurring transaction                                                     3,6%

* Based on transactions processed by GlobalCollect in Q4 2012                                  9
GlobalCollect is the world’s premier Payment service Provider
of card processing and local e-payment solutions for the
online Video Gaming industry. While most providers limit
their services to a technical link with payment acquirers,
GlobalCollect is a full service partner providing you with
advanced back office services as well as online game
business intelligence, best practices and benchmarks based
on years of experience with international online gaming
leaders. Through a single-interface platform we offer access
to an unrivalled portfolio of online payment methods in over
170 countries and 170 currencies, including all major credit
and debit cards, e-wallets, direct debits, realtime banking,
prepaid, cash at outlets, and bank transfers. GlobalCollect
is PSD licensed and is certified as Level 1 PCI Compliant. Our
robust and redundant systems guarantee our customers high
availability and reliability.
Headquartered in Amsterdam, GlobalCollect has six locations
around the world, and is a Welsh, Carson, Anderson & Stowe
company.
Newzoo is an international market research company
focused purely on the games industry. Newzoo provides
the best independent consumer market data across all
game platforms and business models. Our combination of
activities gives us a deep understanding of the global games
industry and ensures we are always ahead of traditional
market research companies. Newzoo’s clients include Nvidia,
Blizzard, EA, Gamehouse, Microsoft, Valve, GlobalCollect
and Wizards of the Coast.
“While every reasonable effort is made to ensure that the data provided is accurate, no guarantees are made
regarding accuracy, adequacy, completeness, legality, reliability or usefulness of any such data. The information is
provided on an “as is” basis. It is provided without any representation or endorsement made and without warranty
of any kind, whether express or implied, including but not limited to the implied warranties of satisfactory quality,
fitness for a particular purpose, non-infringement and compatibility. GlobalCollect shall not be held liable for any
use or application of the data provided, and assumes no responsibility for the use or application of the data or
information derived from interpretation of the data. In no event shall GlobalCollect be liable for any direct, indirect,
or incidental damages arising from the use or application of such data.”
THANK YOU
We hope you enjoyed the second edition of GlobalCollect’s video gaming
payments knowledge series. This report provides a snapshot of the gaming
and payments data for 2013 available to our clients via our business
intelligence and professional services.

Presenting accurate and visually appealing data allows our gaming clients
to clearly identify trends and outliers in their own payments performance
and ultimately take action on the insights provided. Make informed business
decisions, increase your global payments performance and boost revenues
with GlobalCollect.

Nathan Salisbury

Global Market Director - Gaming

Nathan.Salisbury@globalcollect.com
video gaming

The gaming payments leader
Leverage our expert knowledge
Business Intelligence & Fraud Protection
Increase your performance & revenues
Global reach with 150+
localized payment methods
Accelerate your international expansion

               gaming.globalcollect.com

                 Payments. Knowledge. Growth
You can also read