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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 ...
TRENDS AND INSIGHTS ON
GAMES AND INTERACTIVE
MEDIA
2017

       TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA - 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | 2017 SuperData Research. All ...
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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA - 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | 2017 SuperData Research. All ...
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.

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                                                                           format for full analyacal control and presentaaons.

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                                                                           updates are available.

                                                                           Learn detailed consumer data and behavior on Player Profile across all
                                                                           demographies and domains.

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                                                                           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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA - 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | 2017 SuperData Research. All ...
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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA - 2017 TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | 2017 SuperData Research. All ...
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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