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