Niko Partners, the leading analyst and market data research firm on the China and Southeast Asia video game markets, recently released their and 2019 China PC Online Games Market Report . Here are some highlights from the studies: 2019 China Mobile Games Market Report
China is the world’s largest market for PC online games accounting for 50% of all PC Game revenue.
China’s domestic PC online game revenue was $15.21 billion in 2018.
China’s domestic Revenue is forecast to remain strong, reaching $16 billion by 2023.
China domestic mobile game revenue was $15.63 billion in 2018, up 28.9% from the previous year.
China domestic mobile game revenue is forecast to reach $25.5 billion by 2023.
China total game revenue is projected to reach $41.49 billion in 2023.
There were 312.4 million PC online gamers in China in 2018 and 79.7 million (26%) of them spend money in games.
The number of PC online gamers in China is projected to reach 354 million in 2023.
There were 598 million mobile gamers in China in 2018, and 239 million (40%) of them spend money in games.
The number of mobile gamers in China is projected to reach 728 million in 2023.
Niko Partners projects that there will be 767 million total gamers in China, by 2023.
95% of gamers in China play mobile games.
China has 138,000 internet cafes
eSports is currently the most important long-term driver of growth for the PC online games market.
PC eSports game revenue was $6.3 billion in 2018, up 11.1% over 2017 and accounting for 41.4% of total PC online games revenue.
PC eSports game revenue is projected reach $9.5 billion in 2023, accounting for 59.4% of total PC online games revenue.
Mobile eSports game revenue was $5.6B in 2018, and accounted for 36% of total mobile games revenue.
Mobile eSports game revenue is projected to reach $11.5B in 2023, 45% of total mobile games revenue.
Niko Partners released their
Southeast Asia Gamer Segmentation Study today. Niko is the premier market research agency for video game research and insights for China and Southeast Asia and we have long relied upon Lisa Cosmas Hanson and her team for excellent data. I recommend them highly to anyone looking for deeper knowledge in the region. Here’s some of the key findings:
Southeast Asian gamers prefer games that foster community, teamwork, and competition.
60% of GSEA gamers are strongly drawn to esports.
42% of GSEA gamers fall into the segment of competitive arena gamers, who love esports and who spend the most of all the segments ($15.8/month on PC games, and $10.1/month on mobile games).
NewZoo has put out some great infographics over the past several months forecasting 2018 game revenue, and it felt like time to do something with the data they have given out for free. They listed 2018 projected revenue by country and the gamer population for each of the top 13 countries in terms of market size, China, USA, Japan, South Korea, Germany, UK, France, Canada, Spain, Italy, Russia, Mexico, and Brazil.
Since we’re never content to just know the size of the market, we played with the data a little more to get the annual projected revenue per player in each of the countries. We even broke it down to a daily average per player. Of course we don’t have the numbers on what percentage is paying in each country, but these numbers should help define the ballpark size.
All of this should be taken into consideration when looking at different countries to target with your games. Previously we looked at the
top languages for game localization. If you want to download the XLSX file we used for these slides, it’s available at: 2018_Gamer_Market_Tables_Thanks_NewZoo-IDEA-10-16-2018
Entertainment Software Association (ESA) and The NPD Group report that:
In 2017 the US video game industry generated a record $36 billion in revenue
In 2016 The US video game industry generated $30.4 billion in revenue
2017 revenue increased by 5.6 billion up (18 percent) over 2016
2017 US video game Hardware (including peripherals) was $6.9 billion
2017 US video game Software (including in-game purchases and subscriptions) was $29.1 billion
2016 US video game Hardware (including peripherals) was $5.8 billion
2016 US video game Software (including in-game purchases and subscriptions) was $24.6 billion
Zorka.mobi and Adjust released a report on the Russian mobile market for games. You can get the report here.
The total revenue of the Russian gaming industry was $1.4 billion USD in 2016 (Source: NewZoo)
Russian mobile game revenue was $699.3 million USD in 2016.
It’s expected to grow at a CAGR of 12.5% per year
Russia has 152,528,000 Gamers
80% of Russian Gamers are Male
The Russian mobile market average ARPU is $4.90 USD
Android users are retained longer, but monetize less than iOS
iOS TOP-10 – 25,000 daily installs (need 80,000 installs in 3-5 days to chart)
Android TOP-10 – 40,000 daily installs (need 150,000 installs in 3-5 days to chart)
DFC Intelligence predicts 2016 game software sales to reach $79 billion. This is 8% higher than 2015.
Video Game Software Sales will be $98 billion in 2020
The market is seeing a CAGR of more than 5 percent
The PC Game Market in Asia, North America and Europe will grow to $40 billion by 2020
The PC Game Market in Asia, North America and Europe was $30 billion in 2015
Digitimes Research has checked with component manufacturers and
released estimates on console shipments for 2016:
Nintendo NX, which will launch in Q2 2016 is expected to ship 10-12 Million units in 2016
Xbox One is expected to ship 13 Million units in 2016
PlayStation 4 is expected to ship 18 Million units in 2016
TrendForce Forecasts VR Market Value to Hit US$70 Billion in 2020
The market for VR hardware is predicted to be $20 Billion in 2020
The market for VR software is predicted to be $50 Billion in 2020
The total VR market for software and hardware will be $6.7 billion in 2016
Unity released a report on the mobile game market. In just seven months in 2015, 174,000 games were built using the platform. Here’s a link to the full report complete with info and breakdowns on the install base by device: