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Global Online Gaming Market Snapshot 2014

  (May 29, 2014)

NEW YORK, May 29, 2014 /PRNewswire/ -- announces that a new market research report is available in its catalogue:

Global Online Gaming Market Snapshot 2014

1.) Online gaming increases worldwide, with trends toward social and mobile games

Hamburg-based secondary research organization has published a new report, "Global Online Gaming Market Snapshot 2014", which highlights the continued growth of online gaming worldwide. Among other findings, the publication reports a trend in gaming away from consoles and pre-installed PC games toward online and mobile games.

The online gaming market is forecasted to grow by a high one-digit percentage point annually in the years leading up to 2017. By then, online gaming spending is expected to almost reach the level of console spending. At the same time, mobile games are predicted to be the fastest growing segment of the video game market. Game-playing on mobile devices has already become a major activity of Internet users worldwide, slightly ahead of online gaming. Also social gaming is a fast growing industry, taking up an increasing share of the total video gaming market. Both segments are forecasted to outpace the total online gaming market in terms of growth, increasing by around 20% annually.

Worldwide, over 40% of internet users play games online, with males accounting for slightly more than half of the total gaming audience. The Asia-Pacific region has the largest number of players, but North America and Europe lead in terms of regular engagement in game-playing. Regarding payment for playing, credit cards still dominate the gaming landscape, but the use of alternative payments such as E-Wallets is on the rise, and alternative payments dominate in emerging markets.

The top three gaming companies by revenues worldwide in 2013 were Tencent, Activision Blizzard and Electronic Arts. Companies specializing in the fast-growing mobile gaming market are DeNA, GnugHo Online and Supercell. The leading online games by free-to-play revenues were CrossFire, League of Legends, Dungeon Fight Online and World of Tanks. In the social game category, the most popular gaming apps last year were Candy Crush Saga, Pet Rescue Saga and Farm Heroes Saga.

2.) About our Reports

- Market reports by inform top managers about recent market trends and assist with strategic company decisions
- provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.
- The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry and trade associations, business reports, business and Company databases, journals, company registries and news portals.
- Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the original studies is correctly interpreted.
- delivers all research results as PowerPoint files. All data can therefore be used directly for board presentations or be individually adapted.
- If required, provides in-depth analysis for all research projects. Simply send us a request.
1.Management Summary

Online Gaming Trends, 2014
Mobile Gaming Trends, 2014
Social Gaming Trends, 2014
Trends in Online Gaming Payment, 2014
Online Gaming Mergers and Acquisitions Trends, 2014

3. Revenues & Shares
Online Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
Breakdown of the Global Gaming Revenues, by Segment, in % and in USD billion, 2013e
Mobile Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
Share of Mobile Gaming on Total Video Gaming Revenues, in %, 2012 - 2015f
Mobile Gaming Revenues, 2013e & 2018f
Share of Mobile Gaming on Total Gaming Market, 2013e & 2016f
Mobile Gaming Revenues, in USD billion, by Smartphones, Tablets and Total, 2012, 2013e, 2016f
Mobile Gaming Revenues, in USD billion, Year-on-Year Growth, in %, Total Number of Mobile Gaming Users, in millions, Number of Mobile Gaming Users who Pay, in millions and Average Monthly Spending per Player, in USD, by Region, 2013e
Average Transaction Value of Online Gaming Purchases, by Console-Based Games and App-Based Video Games, 2013
Social Gaming Revenues, in EUR billion, and Share of Social Gaming on Online Gaming and Total Video Gaming Market, in %, 2012 & 2016f

4. Gamers
Share of Online Gamers on Total Internet Users, in %, 2013
Breakdown of Online Gamers, by Gender, in %, 2013
Average Number of Daily Online Gamers, in millions, by Region, April 2013
Average Time Spent per Visitor on Online Gaming Daily, in Minutes, by Region, April 2013
Gaming Activities, Incl. Online and Mobile, in % of Internet Users, Q2 2011 & Q3 2013

5. Companies & Games
Top 15 Companies by Gaming Revenues, in USD million, H1 2013
Leading Mobile Gaming Companies with Revenues over USD 100 million, 2013
Top 5 Facebook Gaming Apps, by Estimated Monthly Average Users, in millions, November 2013
Top 10 Online Games, by Free-to-Play Revenues, in USD million, 2013

Companies Mentioned

Nintendo, Sony, Microsoft, Tencent, EA, Activision Blizzard, DeNA, Nexon, GungHo Ent, Gree, Apple, NetEase, Konami, Zynga, Disney, King, Rovio, Gameloft, Kabam, Supercell

To order this report: Global Online Gaming Market Snapshot 2014

Contact Clare:
US: (339)-368-6001
Intl: +1 339-368-6001

SOURCE Reportlinker

Copyright 2014 PR Newswire. All Rights Reserved

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