TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA - 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | 2017 SuperData Research. All ...
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TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
QUICK FACTS GLOBAL INTERACTIVE GLOBAL MARKET MOBILE AUDIENCE VIRTUAL REALITY MEDIA MARKET GROWTH (ACTIVE USERS) MARKET, HARDWARE + SOFTWARE $105B +12% 2.9B $28.3B 2017 2016-2017 2017 2020 LARGEST DIGITAL % OF US GAMING PEOPLE WHO WATCH BIGGEST GAME OF PLATFORM VIDEO AUDIENCE VIDEOS ONLINE 2017 SO FAR THAT IS FEMALE ABOUT GAMES League of Mobile 46% 665M Legends 2017 2017 2017 THROUGH JUNE 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
The SuperData Arcade and Player Profile are the world's most robust and only cross-pla\orm business intelligence tools on the worldwide games market. The metrics contained here represent the largest and comprehensive view of the vast and growing digital games market. To arrange a demo, contact Sam Barberie at sam@superdataresearch.com . Access insights of over 500 games and 100 publishers, ranging from high-level trends to granular data. Create custom queries and segmentaBon across all data and export to .csv or PDF format for full analyacal control and presentaaons. Receive automaBc custom data pulls and spot opportuniBes early as soon as updates are available. Learn detailed consumer data and behavior on Player Profile across all demographies and domains. See beyond the numbers from quarterly updated Audience Tracker; know your consumer, where to find them, and what they want. IdenBfy audience inflecBon points and explain who and what is driving them. 3 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Gaming isn’t just about games anymore. Modern gaming is about more than just ‘play’. Esports, online gaming videos and virtual reality are providing an ecosystem where players can personalize how they interact with games. Giving consumers the tools to customize their experience keeps them invested (and spending) longer. Gamers aren’t stereotypes. Almost half of all gamers today are female, providing publishers, brands and pla\orms an opportunity to access a variety of personas. There’s no such thing as one-size-fits-all moneZzaZon. Free-to-play, addiaonal content and microtransacaons give gamers the ability to buy only what suits their unique needs instead of also having to pay for things they don’t want. The future of games is virtually here. Games are the obvious choice when it comes to virtual reality experiences, so it’s only natural they account for almost half of its revenue. By 2020, players will spend $4.5B on virtual gaming -- more than 30 ames what they do today. Players stay in the game even a]er they put the controller down. Whether it’s to watch gaming tournaments, tutorials or trailers, 665M people around the world tune in to sites like Twitch and YouTube for content about their favorite games. 4 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
The Top 10 Games So Far in 2017 Worldwide, January-June 2017 by revenue PC CONSOLE MOBILE 1 League of Legends FIFA 17 Honour of Kings 2 Dungeon Fighter Online Grand Thel Auto V Fantasy Westward Journey 3 Crossfire Bamlefield 1 Monster Strike 4 Fantasy Westward Journey Online II Call of Duty: Infinite Warfare Clash Royale 5 World of Warcral Tom Clancy's Ghost Recon: Wildlands Clash of Clans 6 World of Tanks Call of Duty: Black Ops III Game of War: Fire Age 7 DOTA 2 Desany Lineage 2 Revoluaon 8 Overwatch Madden NFL 17 Mobile Strike 9 Counter-Strike: Global Offensive NBA 2K17 Onmyoji 10 New Westward Journey Online II Overwatch Fate/Grand Order 5 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Worldwide interacBve media reaches a milestone in 2017 as it breaches $100B for the first Bme. Worldwide Games and Interactive Media $168.8B The global market for games and Revenue $45.4B Interactive interacave media will grow 12% this Media year, but will add over 80% more $139.1B • Virtual, augmented and revenue by 2020. mixed reality software $24.4B • Gaming video content* • eSports $119.2B Mobile revenue will increase by $6.7B $123.5B $13.9B this year, while PC and console $104.6B $114.7B combined will add another $1B. $105.4B $93.8B $8.1B $96.5B $6.3B Digital Games Immersive technology, esports and $87.5B gaming videos earned just 7% of market revenue last year. By 2020 they will triple their share, supplemenang games’ slowing revenue growth. 2016 2017 2018 2019 2020 6 *Gaming Video Content refers to online videos on video-sharing and live streaming sites that are about or show games and gameplay. TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Click below to see more data and insights from SuperData’s suite of research reports. TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
ADDITIONAL CONTENT IN TODAY’S CONSOLE MARKET TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
If publishers ignore added content, they are losing out on a big share of the $8B digital console market. Annual worldwide digital console revenue Full game Addi3onal content Consumers are becoming more comfortable buying games digitally, pushing the share of full $9.2B $9.3B $9.8B game revenue ($4.03B) past addiaonal content $8.7B ($4.0B) for the first ame next year. $7.7B $8.0B $4.5B $7.4B $4.3B $4.5B $4.3B $4.1B $4.0B $3.7B Successful publishers like EA and Acavision $4.7B $5.0B $5.3B Blizzard are catering their digital strategies to $4.4B $4.0B $3.7B $3.7B their games’ unique user bases and game types. 2016 2017 2018 2019 2020 2021 2022 9 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Rocket League shows that console gamers are willing to spend on opBonal cosmeBc items in mulBplayer games. Rocket League addiaonal content revenue Indie atle Rocket League ensures its longevity by keeping all its meaningful content free and moneazing solely through Christmas cosmeac items. $2M item event Halloween item event Limited-ame items give players an incenave to spend heavily Easter item event during holidays and other in-game events. Halloween $1M item event Christmas Esports has become a major focus for Rocket League as its item event developers use revenue from in-game items to fund prize pools. $0M J A S O N D J F M A M J J A S O N D J F M A M 2015 2016 2017 10 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
THE VIRTUAL CONSUMER TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
VR revenue will total almost $30B by 2020 — 15 Bmes what it was in 2016 Worldwide Virtual Reality revenue $28.3B Total earnings will rise 104% from 2016 to by segment 2017, helping to pull the industry out of the gap of disappointment. $16.2B VR solware revenue will reach $16.2B by $17.1B 2020, surpassing hardware earnings for the first ame. Gap of $7.2B disappointment Gaming has become the primary use for VR, $9.0B but locaaon-based experiences are gaining tracaon and will be a gateway to adopaon. $3.0B $3.7B $12.1B Video content will become the second highest- $1.8B $1.0B $9.9B grossing solware segment by 2020, earning $6.0B $0.3B $3.3B. Consumer software/services $2.7B Hardware $1.5B 2016 2017 2018 2019 2020 12 Revenue does not include adverasing or sponsorship revenue. TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
The American Virtual Reality User The Immersed The Starstruck The High-Earning The Engaged Mobile Console Player Explorer Virtual Tourist Crusader Male Millennials age 18-24 Female Millennials age 18-24 Males 35 years old and over Females 35 years old and over • Only demographic to use PSVR • Most compelled by content where • Earns almost 40% more annual • Most likely to try a device for the (52%) over any other headset they can explore landmarks and income than all other user types first ame inside their own home locaaons (37%) ($81K) (48%), olen trying their children’s headsets • Three in four use VR to play games • Want to see their favorite • Mostly likely to use a mobile celebriaes (24%), arasts (24%) and headset over any other • Fewer know how to skip mobile VR • Most interested in content that fashion designers (23%) in VR demographic (70%) ads than other user types (36%) features their favorite athletes (34% are interested) 13 Figures include acave and potenaal VR users in the United States who are at least 18 years old. Mobile includes premium mobile devices and does not include Google Cardboard. TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
GAMING VIDEO CONTENT & THE NEW ESSENTIAL AUDIENCE TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
More people watch GVC than HBO, Ne_lix, ESPN and Hulu combined. The audience for GVC is more than twice the size of the U.S. populaaon. 325M 665M Populaaon of the U.S. Worldwide gaming video content viewers (2017) Global audience size, 2016 Amazon’s Twitch is focused on games and has a larger audience 517M (185M) than legacy channels and services like ESPN. 185M 134M 100M 93M 90M 90M 81M 12M YouTube Twitch HBO Spoafy Ne\lix ESPN iHeartRadio Pandora Hulu (GVC only) viewers subscribers users subscribers subscribers users users subscribers 15 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Game content viewers are leaving tradiBonal media pla_orms behind. The American GVC viewer (18+) Share with broadband Internet but no cable T.V. subscripaon, 2016 $58k 8% 15% 20% 54% AVERAGE ANNUAL PERSONAL INCOME male 46% female 33 AVERAGE AGE U.S. populaaon U.S. populaaon U.S. gaming video (overall) (age 18-34) content viewers The GVC audience is now wider than the typical Companies that ignore GVC ads in favor of legacy “gamer” with women making up 46% of watchers, media like cable TV risk missing tens of millions of and viewers having above average income. potenaal customers. 16 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Gamers are watching live streaming content instead of primeBme TV. When viewers watch live streams about gaming 27% 15% 15% 12% 13% 11% 5% 4% Weekday Weekday Weekday Weekday Weekend Weekend Weekend Weekend mornings alernoons evenings late nights mornings alernoons evenings late nights Cable’s prime ame (weekday evenings) is when gaming content viewers are most likely to tune in to streams on sites like Twitch. People are scheduling their viewing ame around the schedules of their favorite broadcasters -- similar to sports and TV programming. 17 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
SuperData Research SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and eSports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 37 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacaon-level data with qualitaave consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. Acavision/Blizzard, Ubisol), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). 18 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Contact Business Development Manager Giancarlo Chaux giancarlo@superdataresearch.com 12 East 49th Street, 11th floor New York, NY 10017 (646) 248-5241 www.superdataresearch.com Twimer: @_SuperData 19 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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