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DIGITAL MEDIA:

VIDEO GAMES
DATA AND ANALYSIS WITHIN THIS REPORT
Overview

Pages Subject Essentials


03 05 Detailed overview
Market scope Video Games are divided into Online Games, Mobile
Customer benefit, Market size Games and Download Games
Future developments, Assumptions and sensitivity Mobile Games are dominating over all markets

06 07 KPI-Comparison
Biggest market is the US with US$11.6 billion in 2016
Market KPI comparison by region in charts
Mobile Games in China will be twice the size of the US
Market KPI comparison by region in tables
in 2021 with a size of US$12.0 billion

08 09 Framework
Key Takeaways Video Games is the biggest segment in Digital Media
Video Games as part of the Digital Media market Global Video Games revenue of US$60.1bn in 2021

10 11 Best practice and deep dive

Statista Digital Market Outlook


Nintendo is one of the largest Video Game companies
Nintendo
by net worth
Impact of Mobile Games on Nintendo stock prices
Mobile Games offer huge potential for Nintendo

12 14 Structure, contacts and imprint

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DIGITAL MEDIA MARKET
Market focus: Video Games

Video
Fashion
Digital Music ePublishing
Electronics & Media Furniture & Appliances
Mobile Games Online Games Downloads

Food & Personal Care Toys, Hobby & DIY


Video-on-Demand

Statista Digital Market Outlook


3
Focus Segment Other Reports
BIGGEST SEGMENT IN DIGITAL MEDIA MOBILE
GAMES ARE DOMINATING IN CHINA
Customer benefit Market size
The Digital Games market consists monthly fees of subscription The global Video Games market The largest segment over all
of Online Games, Mobile Games based games and in-game micro size is about US$50.5 billion in regions is Mobile Games,
and Download Games. payments of games which need to 2016 and accounts for 55.4% of although we can observe a
be installed on the computer. the Digital Media market. relatively even split between the
Mobile Games are defined as
segments in Europe and the
gaming-applications for smart An example of such a game, free- With this share, the Video Games
United States. Mobile Games are
devices such as smartphones and to-play, with possible in-game market is by far the biggest
responsible for 37.7% and 37.1%,
tablets. They can appear as paid micro payments, and which needs market within the Digital Media
respectively, of the total market.
app-downloads and freemium to be installed, is the so-called market.
games that are free to play, but multi-player online battle arena Video Games in China, on the
The United States, China and
normally allow in-app-purchases (MOBA) League of Legends. contrary, are dominated by
Europe generate a total market
for various additional content or Mobile Games. With a segment
The world's most subscribed size of US$31.0 billion. 60.4% of
access time. size of US$7.1 billion, Mobile
online multiplayer game is World the global Video Games market is
Games account for 70.0% of the
Online Games are defined as so- of Warcraft. This game has to be covered by this amount.
total market.
called browser games that can be purchased first and charges a
The United States have a leading
played directly in the Internet monthly fee to be played. With this amount, the segment
role in the current global Video
browser and do not require an Mobile Games accounts for more
Therefore, World of Warcraft Games market with revenue of
installation as well as so-called than half of the whole Chinese
affects both, the Online Games US$11.6 billion in 2016.
massive multiplayer online Digital Media market including
and the Download Games market.
games (MMOG). Nevertheless, the US market does Video-on-Demand, Digital Music
Download Games refer to online not have the same extraordinary and ePublishing.
Many browser games are free to
sales of Video Games for gaming lead as in other Digital Media
play and make revenue with in- This exceptional position is mainly
consoles or PC/Mac via direct markets. China is following on a
game micro payments for caused by a huge user base of

Statista Digital Market Outlook


download of the installation file. similar level with a market size
additional premium content or Mobile Games in China, which is
Download Games require an of US$10.7 billion.
functionalities in a similar way to already at 284 million users in
installation on a specific hard-
their mobile pendants. The market in Europe, however, is 2016.
ware device. Top vendors are
noticeably smaller with a total
Furthermore, the revenue of Steam, PlayStation Store or Xbox
volume of US$8.7 billion.
Online Games includes the Games Store.

4
MOBILE GAMES ARE THE DRIVING FORCE -
MOSTLY AT THE EXPENSE OF ONLINE GAMES
Future developments Assumptions and sensitivity
The global Video Games market expense of Online Games. The The global Video Games market is Between 2000 und 2014 gaming
is growing at a CAGR1 of 6.6% to Online Games market in China is mainly driven by Mobile Games. consoles were prohibited by law
2021. We see a relatively similar shrinking moderately with a in China.
Reasons for this development can
development over all regions with CAGR of -2.2% to 2021. Contrary
be found in the general shift Thus, the demand for gaming
Mobile Games as the fastest to that, the Download Games
towards the usage of mobile hardware did not began until the
growing market. market is growing with an average
devices. In this special case the repeal of the gaming console
at 5.3% due to an over
With an average growth of 3.1% high performance of Smartphones prohibition in 2014 and the market
proportional growth of Download
per year to 2021, the US market is and Tablets nowadays allow very is simply not as saturated as in
Games users (5.7% CAGR to
the slowest growing one. While computation-intensive applica- other regions.
2021).
Online Games and Download tions and games.
The impact of Augmented Reality
Games are growing very slowly Thereby Download Games in
A certain number of modern (AT) and Virtual Reality (VR) on
with average growth rates of 1.2% China have the fastest growing
mobile devices even use special the Video Gaming market has to
and 0.1% to 2021, respectively, user base over all regions and
graphic processors units (GPU) be considered distinctively.
the Mobile Games segment is segments.
and work on a similar
growing with 6.7% CAGR in the Virtual Reality, in particular, is
Although the development of performance level as stationary
same timeframe reaching US$6.0 mostly restricted to Download
some big European markets like computers or laptops.
billion. Games. It will have a certain
Germany or the UK are very
This technological development impact on software sales, but has
The Chinese market is the fastest similar to the US with stagnating
additionally leads to a recognizable to be seen as an additional
growing with an average annual Download and Online Games
shift from Browser Games peripheral equipment market.
growth rate of 8.0%. Mobile markets, digitally emerging smaller
towards Mobile Games with an
Games are growing on an European countries like the Czech Augmented Reality, however, has
impact on the whole Online
extraordinary high level of 11.0% Republic or Romania are causing already proven its potential in the
Games segment, as the game itself

Statista Digital Market Outlook


CAGR to 2021. Thus, Mobile constant growth over all Mobile Games market with the
does not depend on the pro-
Games revenue in China will be, segments. massive success of the game
cessing power of a PC anymore.
with a market size of US$12.0 Pokmon Go, which already uses
The Video Games market in
billion, twice the size of the Furthermore, the high growth rate this technology.
Europe is growing with 7.0%
Mobile Games market in the US. of Download Games users in
CAGR up to 2021.
China is in need of an explanation.
This growth, however, is at the

1: CAGR: Compound Annual Growth Rate/ average growth rate per year.
5
VIDEO GAMES IN MA JOR REGIONS
Market KPI comparison by region
United States China Europe

Revenue forecast
+8.0% p.a.
in million US$ by region
+3.1% p.a. 15,713
+5.8% p.a.
13,506 1,956
11,594 11,562
Online Games: 3,495 10,670
3,469 2,184 8,715 3,363

Mobile Games: 12,028 2,660


5,956
4,304 4,612
7,144 3,283
Download Games:
3,822 4,055 3,586
1,729 2,772
1,341
2016 2021 2016 2021 2016 2021

Revenue per user


in US$ by region

37.5 13.4 35.6


2016 41.2 2016 25.2 2016 23.5
32.2 27.4 22.6

Statista Digital Market Outlook


36.4 11.1 38.8
2021 44.8 2021 33.8 2021 28.1
35.2 26.8 26.7

Source: Digital Market Outlook 2016


6
VIDEO GAMES IN MA JOR REGIONS
Market KPI comparison by region
United States China Europe

Revenue
CAGR1 CAGR1 CAGR1
Segment Unit 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021
16 21 16 21 16 21

Total: mUS$ 11,594 12,149 12,606 12,975 13,269 13,506 +3.1% 10,670 11,788 12,862 13,877 14,827 15,713 +8.0% 8,715 9,359 9,980 10,561 11,089 11,562 +5.8%

Online Games mUS$ 3,822 3,880 3,934 3,981 4,021 4,055 +1.2% 2,184 2,131 2,080 2,032 1,991 1,956 -2.2% 2,660 2,806 2,953 3,096 3,234 3,363 +4.8%

Mobile Games mUS$ 4,304 4,796 5,195 5,512 5,759 5,956 +6.7% 7,144 8,222 9,261 10,245 11,167 12,028 +11.0% 3,283 3,591 3,885 4,156 4,399 4,612 +7.0%

Downloads mUS$ 3,469 3,473 3,477 3,482 3,488 3,495 +0.1% 1,341 1,435 1,522 1,600 1,669 1,729 +5.2% 2,772 2,961 3,142 3,308 3,457 3,586 +5.3%

Users
CAGR1 CAGR1 CAGR1
Segment Unit 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021
16 21 16 21 16 21

Total: m 169 166 166 168 170 173 +0.5% 332 341 352 364 377 391 +3.3% 202 200 200 202 205 208 +0.6%

Online Games m 92 93 94 95 95 96 +0.8% 163 166 169 171 174 176 +1.5% 75 77 80 82 85 87 +3.0%

Statista Digital Market Outlook


Mobile Games m 104 112 119 125 129 133 +5.0% 284 298 313 327 341 355 +4.6% 140 146 151 156 160 164 +3.3%

Downloads m 119 118 117 117 116 115 -0.6% 49 53 56 59 62 65 +5.7% 123 126 129 131 133 134 +1.8%

1: CAGR: Compound Annual Growth Rate/ average growth rate per year.
Source: Digital Market Outlook 2016 7
KEY TAKEAWAYS BY REGION
Market sizing subjects for Video Games
United States China Europe
US is leading the global Video Games Total market size of US$10.6 billion Total market volume is US$8.7 billion
market with US$11.6 billion in 2016 in 2016
Mobile Games is the biggest segment
Mobile Games are the biggest segment and accounts for 67.0% Still strong physical distribution of
Market size
with US$4.3 billion Games slow down the digital market
Download Games is by far the smallest
Online and Downloads Games are segment with US$1.3 billion Mobile Games is the biggest segment
following not far behind with US$3.5 and accounts for 37.7%
billion and US$3.8 billion, respectively

Total market is growing with a CAGR1 Fastest growing region Europe has a growth 5.8% p.a up to
of 3.1% to 2021 2021
Growth rate of 8.0% CAGR to 2021
Growth is mainly driven by Mobile
Further growth in the Mobile Games
Constant growth over all segments
Growth rate
Games
segment with 11.0% p.a. Mobile Games will take the most
Online Games and Download Games
Total market volume will overtake the
dominating role in 2021 with a share
are stagnating of 39.9%
US in 2018

More powerful mobile devices will Repeal of the gaming console Digitally emerging European markets
drive Mobile Gaming prohibition in 2014 opened a new are driving the overall growth
(niche) market driving Download
VR might have a small impact on More reluctant attitude towards

Statista Digital Market Outlook


Trend signals Games gaming inhibits the growth
Download Games, but has to be seen

?
more as a hardware market Mobile devices will stay the first choice Increasing relevance of eSports
device for gaming in China
VR devices using the smartphone will indicates a growing gaming affinity
drive Mobile Games

!: CAGR: Compound Annual Growth Rate/ average growth rate per year
Source: Digital Market Outlook 2016 8
VIDEO GAMES
Digital Media global segment size and growth rates

Global1 Digital Media market revenue CAGR2 16 21


in million US$ by segment

125,403 +6.6% p.a.

23,888
+8.1% p.a.
91,102 13,197

16,163
+7.6% p.a.
Digital Media 9,144

Video on Demand: 67,096 +5.8% p.a.


Digital Music:
50,521
Games:
ePublishing: +6.8% p.a.

Statista Digital Market Outlook


21,222
15,274

2016 2021

1: Only includes countries listed in the Digital Market Outlook


2: CAGR: Compound Annual Growth Rata/ average growth rate per year 9
Source: Digital Market Outlook 2016
BEST PRACTICE: NINTENDO
Company profile
Global presence Background
Nintendo Co., Ltd. is a multi- Besides its hardware branch
national consumer electronics Nintendo acts as a games
and software company based in development company and as a
Kyoto, Japan. Founded in 1889 it games publisher.
originally produced playing
Many well known titles and
cards.
brands like Super Mario or The
Nintendo developed into a video Legends of Zelda came from
game company in the 1970s these development activities.
mainly focusing on the develop-
Today, Nintendo is one of the
ment and distribution of home
world's largest video game
and handheld consoles.
companies by net worth.

Overview Nintendos new role in Mobile Games


Revenue: US$4.4 billion (2016) Nintendos long-standing policy ed from their platform reliant
was not to release their own approach and announced their
content on third party platforms. first own developed game for
Growth (revenue): -8.2% YoY (2015-2016) iOS.
This policy does not allow to
participate at the fast growing This was the first step of
Sold consoles: > 696 million

Statista Digital Market Outlook


and huge segment of Mobile monetizing their huge intellec-
Games. tual property in the fields of
Mobile Games, be it as own
Sold console games: > 4,441 million After decreasing net sales with a
games or as franchises in
negative growth of -8.2% from
cooperation with developers.
2015 to 2016, Nintendo refrain-
founded: 1889

Source: Digital Market Outlook 2016, company information


10
ENTERING MOBILE GAMES SECTOR BOOSTS
NINTENDOS STOCK PRICE
Nintendo Co. Ltd stock price in US$ since March 2016
40

35

30

25

20

15

10

Mrz- April- Mai- Juni- Juli- August- September- Oktober- November-


16 16 16 16 16 16 16 16 16

Statista Digital Market Outlook


This graph shows the develop- the Pokmon intellectual But nevertheless, stock prices Game. Super Mario Run on
ment of the Nintendo stock property owner The Pokmon stayed on the plus side and the September 7th. Summarized,
prices since March 2016. Company. release built a certain awareness, investors see a huge potential in
which can be seen in another opening up the platform reliant
The release of Pokmon Go on The peak might be caused by a
peak after the announcement of approach towards mobile
July 6th 2016 caused a massive misunderstanding that Nintendo
Nintendos first own Mobile devices.
peak, as Nintendo owns 32% of is owning Pokmon completely.
Source: Nasdaq
All trademarks and registered trademarks are the property of their respective owners. 11
VIDEO GAMES REVENUE STREAMS
Market structure and definition
Segment Sub-segments Out of segment

Online/browser games are defined as massive


multiplayer online games (MMOG) as well as casual and
Games on physical data
social games, that can be played directly in the Internet
carriers
Online Games browser and do not require an installation. The
definition covers subscription-based games as well as
freemium browser games with in-game purchases for
additional premium contents or functionalities.

Access fees to gaming


Mobile Games are defined as gaming-applications for networks
smart devices such as smartphones and tablets. Leading
app stores like Google Play and Apple App Store offer
Video Games Mobile Games paid app-downloads (single purchases) and freemium-
games that are free to download, but normally allow in-
app-purchases for various additional contents or access
time.
Free offers

Download Games (full version) refer to online sales of


video games for gaming consoles or PCs/laptops via

Statista Digital Market Outlook


direct download of the installation file and a
Download Games corresponding product key. Full version video games
require an installation on a specific hardware device. Top In-game advertising
vendors are Steam, PlayStation Store or Xbox Games
Store.

In scope Out of scope 12


ABOUT DIGITAL MARKET OUTLOOK

9 Markets, 34 segments & 85 sub-segments Details


Digital Media Connected Car 50 countries
Video-on-Demand, Digital Music, Connected Hardware, Vehicle Services,
Video Games, ePublishing Infotainment Services Direct access & downloads
7-Year coverage: 2015 2021
FinTech Revenue forecasts
Digital Payments, Business Finance,
Smart Home
Personal Finance
Home Automation, Security, Home
Entertainment, Ambient Assisted Living,
eTravel Energy Management
Online Travel Booking, Mobility Services

e-Commerce
User count & penetration
eServices Fashion, Electronics & Media, Food &
Personal Care, Furniture & Appliances, Toys,
Event Tickets, Fitness, Dating Services, Hobby & DIY
Food Delivery

eHealth Digital Advertising


Diabetes, Hypertension, Heart Failure Banner Ads, Video Ads, Search Ads,
Social Media Ads, Classifieds Comparable data

Statista Digital Market Outlook


Exclusive part of the Statista Corporate Account

Access to more than 1,000,000 statistics and all digital markets


more
moreinformation
information

13
IMPRINT
Contacts and author

Sebastian Buss
Analyst
Sebastian Buss graduated Business Administration and Business
Psychology in Hamburg, Germany with a specialization in
Consumer Behavior and Market Psychology.
E-MAIL
Before his time at Statista he gained experiences in digital media sebastian.buss@statista.com
markets with a focus on the music industry.
He is working for Statista as a specialist for digital markets, trend WEB
monitoring and data analysis. statista.com/outlook

Released: November 2016

Imprint
Statista Johannes-Brahms-Platz 1 20355 Hamburg +494041349890 www.statista.com

Disclaimer
This study is based on survey and research data of the previously mentioned sources. The forecasts and market analysis presented were researched and prepared by Statista with great
care.

For the presented survey data, estimations and forecasts the Statista GmbH can not assume any warranty of any kind. Surveys and forecasts contain information not naturally
representing a reliable basis for decisions in individual cases and may be in need of further interpretation. Therefore Statista is not liable for any damage arising from the use of statistics
and data provided in this report.

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