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TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA 2017
GLOBAL INTERACTIVE MEDIA MARKET
$105B 2017
MOBILE AUDIENCE (ACTIVE USERS)
2.9B
2017
GLOBAL MARKET GROWTH
+12% 2016-2017
VIRTUAL REALITY MARKET, HARDWARE + SOFTWARE
$28.3B 2020
QUICK FACTS
LARGEST DIGITAL PLATFORM
Mobile 2017
% OF US GAMING VIDEO AUDIENCE THAT IS FEMALE
46% 2017
BIGGEST GAME OF 2017 SO FAR
League of Legends THROUGH JUNE 2017
PEOPLE WHO WATCH VIDEOS ONLINE ABOUT GAMES
665M 2017
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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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 [email protected] .
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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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PC CONSOLE MOBILE1 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
The Top 10 Games So Far in 2017 Worldwide, January-June 2017 by revenue
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TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
2016 2017 2018 2019 2020
$45.4B
$24.4B
$13.9B
$8.1B
$6.3B
$123.5B$114.7B
$105.4B$96.5B
$87.5BDigital Games
$93.8B
Worldwide interacBve media reaches a milestone in 2017 as it breaches $100B for the first Bme.
$104.6B
$119.2B
$139.1B
$168.8BWorldwide Games and Interactive Media Revenue Interactive
Media • Virtual, augmented and
mixed reality software • Gaming video content* • eSports
The global market for games and interacave media will grow 12% this year, but will add over 80% more revenue by 2020.
Mobile revenue will increase by $6.7B this year, while PC and console combined will add another $1B.
Immersive technology, esports and gaming videos earned just 7% of market revenue last year. By 2020 they will triple their share, supplemenang games’ slowing revenue growth.
*Gaming Video Content refers to online videos on video-sharing and live streaming sites that are about or show games and gameplay.
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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
ADDITIONAL CONTENT IN TODAY’S CONSOLE MARKET
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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.
Consumers are becoming more comfortable buying games digitally, pushing the share of full game revenue ($4.03B) past addiaonal content ($4.0B) for the first ame next year.
Successful publishers like EA and Acavision Blizzard are catering their digital strategies to their games’ unique user bases and game types.
2016 2017 2018 2019 2020 2021 2022
$4.5B$4.3B$4.5B$4.3B$4.0B$4.1B$3.7B
$5.3B$5.0B$4.7B$4.4B$4.0B$3.7B$3.7B
Full game Addi3onal content
Annual worldwide digital console revenue
$7.4B $7.7B $8.0B $8.7B $9.2B $9.3B $9.8B
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Indie atle Rocket League ensures its longevity by keeping all its meaningful content free and moneazing solely through cosmeac items.
Limited-ame items give players an incenave to spend heavily during holidays and other in-game events.
Esports has become a major focus for Rocket League as its developers use revenue from in-game items to fund prize pools.
Rocket League shows that console gamers are willing to spend on opBonal cosmeBc items in mulBplayer games.
$0M
$1M
$2M
J A S O N D J F M A M J J A S O N D J F M A M2015 2016 2017
Rocket League addiaonal content revenue
Christmas item event Halloween
item event
Easter item event
Christmas item event
Halloween item event
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
THE VIRTUAL CONSUMER
Total earnings will rise 104% from 2016 to 2017, helping to pull the industry out of the gap of disappointment.
VR solware revenue will reach $16.2B by 2020, surpassing hardware earnings for the first ame.
Gaming has become the primary use for VR, but locaaon-based experiences are gaining tracaon and will be a gateway to adopaon.
Video content will become the second highest-grossing solware segment by 2020, earning $3.3B.
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VR revenue will total almost $30B by 2020 — 15 Bmes what it was in 2016
2016 2017 2018 2019 2020
Worldwide Virtual Reality revenue by segment
$1.8B$3.7B
$9.0B
$17.1B
$28.3B
Consumer software/services Hardware
$16.2B
$12.1B
$7.2B
$9.9B$6.0B$1.0B
$0.3B
$1.5B$2.7B
$3.0B
Revenue does not include adverasing or sponsorship revenue.TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
Gap of disappointment
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The American Virtual Reality User
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.
The Immersed Console Player
Male Millennials age 18-24
• Only demographic to use PSVR (52%) over any other headset
• Three in four use VR to play games
• Most interested in content that features their favorite athletes (34% are interested)
The Starstruck Explorer
Female Millennials age 18-24
• Most compelled by content where they can explore landmarks and locaaons (37%)
• Want to see their favorite celebriaes (24%), arasts (24%) and fashion designers (23%) in VR
The High-Earning Virtual Tourist
Males 35 years old and over
• Earns almost 40% more annual income than all other user types ($81K)
• Mostly likely to use a mobile headset over any other demographic (70%)
The Engaged Mobile Crusader
Females 35 years old and over
• Most likely to try a device for the first ame inside their own home (48%), olen trying their children’s headsets
• Fewer know how to skip mobile VR ads than other user types (36%)
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
GAMING VIDEO CONTENT & THE NEW ESSENTIAL AUDIENCE
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The audience for GVC is more than twice the size of the U.S. populaaon.
665MWorldwide gaming video content viewers (2017)
325MPopulaaon of the U.S.
YouTube (GVC only)
Twitch viewers
HBO subscribers
Spoafy users
Ne\lix subscribers
ESPN subscribers
iHeartRadio users
Pandora users
Hulu subscribers
12M81M90M90M93M100M134M
185M
517M
Global audience size, 2016 Amazon’s Twitch is focused on games and has a larger audience (185M) than legacy channels and services like ESPN.
More people watch GVC than HBO, Ne_lix, ESPN and Hulu combined.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
20%15%8%
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Game content viewers are leaving tradiBonal media pla_orms behind.
54% male
46% female
$58kAVERAGE ANNUAL PERSONAL INCOME
The American GVC viewer (18+)
33AVERAGE AGE
Share with broadband Internet but no cable T.V. subscripaon, 2016
U.S. populaaon (overall)
U.S. populaaon (age 18-34)
U.S. gaming video content viewers
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
The GVC audience is now wider than the typical “gamer” with women making up 46% of watchers, and viewers having above average income.
Companies that ignore GVC ads in favor of legacy media like cable TV risk missing tens of millions of potenaal customers.
Weekday mornings
Weekday alernoons
Weekday evenings
Weekday late nights
Weekend mornings
Weekend alernoons
Weekend evenings
Weekend late nights
11%13%12%
4%
15%
27%
15%
5%
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Gamers are watching live streaming content instead of primeBme TV.
When viewers watch live streams about gaming
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.
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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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).
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.
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Contact
Business Development Manager Giancarlo Chaux [email protected]
12 East 49th Street, 11th floor New York, NY 10017 (646) 248-5241 www.superdataresearch.com Twimer: @_SuperData
TRENDS AND INSIGHTS ON GAMES AND INTERACTIVE MEDIA | © 2017 SuperData Research. All rights reserved.