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)
The average app review time for a mobile game is currently 2 days for the iOS App Store according to: www.appreviewtimes.com
This is a great site to check and see how approvals are going across a cross-section of app developers, so the waiting game is a little more transparent.
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
According to the Game Publishers Association, China (GPC):
- China had 517 million gamers as of this time last year
- 147 million of those players are core gamers
- There were 358 million mobile gamers in China in 2014
- The U.S. is now the top market by revenue for mobile games
According to Global Mobile Game Confederation (GMGC):
- China will become the largest market for mobile games in 2016 with estimated revenue of $7.7 billion
- The U.S. will reach $7.3 billion in mobile game revenue in 2016
- The mobile game market in China will reach $9.3 billion in 2017
- The mobile game market in the U.S. will reach $8.2 billion in 2017
According to IDC’s Worldwide Digital PC and Mac Gaming 2013-2017 Forecast:
- PC and Mac gamer spending will be $24 billion worldwide by 2017
- Worldwide digital PC/Mac gaming is expected to grow at a rate of four percent per year
- Market growth will occur in the BRIC (Brazil, Russia, India and China) regions
- Hardcore F2P games have close to a $16 ARPPU, the highest of the categories studied.
eMarketer released new info on the U.S. tablet market for games:
- Three-quarters of tablet users play games regularly
- eMarketer estimates that between 2013 and 2017, the number of tablet gamers will rise from 96.1 million to 143.0 million
International Data Corporation (IDC) published the Worldwide Gaming-Optimized Handheld, Smartphone, and Tablet Gaming 2013–2017 Forecast, on the current state and future direction of smartphone, tablet, and gaming-optimized handheld (GOH) hardware and software. The forecast details the outlook for Apple, Google/Android, Microsoft, Nintendo, Sony, and a wide range of game developers and publishers from a mobile and portable gaming perspective through 2017. Some key point they make are:
- IDC research shows that the number of paying smartphone and tablet gamers will surpass the number of paying GOH gamers worldwide in 2013
- This number will continue to rise at a rapid rate through 2017
- The number of GOH bundles shipped should fall at an average of nearly 7% per year over the next five years
- The installed base of GOH’s is being overwhelmed by smartphones and tablets that are used for casual gaming primarily
- Total mobile/portable gaming revenue, including digital and packaged game software, GOH hardware bundles, and direct advertising revenue going to platform suppliers and game developers/publishers, is forecast to approach $23 billion in 2017.
DFC Intelligence released new research forecasting global revenue from video game software growing from $52 billion in 2011 to $70 billion in 2017.
- Revenue growth is predicted to be split between three broad platforms: personal computers (PCs) leading with 39% of revenue, TV-based console systems with 36% of revenue, and mobile devices with 25%.
- By 2017, 66% of game software will be delivered digitally
- The core consumer still remains males age 12 to 30
- Browser-based games and social networks will exceed $8 billion in revenue by 2017
- Free-to-play games should count on an average paying consumer spending $75 a year for two years
A recent study by In-Stat, predicts mass adoption of Ultra HD TVs will stretch into the 2020s. Ultra HD comes in: 4K (3840×2160) 4x 1080p resolution; and 8K (7680×4320) 16x 1080p resolution. In-Stat also predicted:
- 40% of North American homes will have Ultra HD sets by 2025
- 28.2% of European homes will have Ultra HD sets by 2025
- 20 million Ultra HD sets will be shipped in North America by 2025
- It will take 5-10 years before displays reach 5% of all homes
- Broadcasters won’t begin offering Ultra HD content until 2017
- A number of consumer-electronics manufacturers are already exploring the higher formats, and theatrical film makers are already producing 4K content for digital cinemas.
- Digital cinemas are already exhibiting 4K content and creating infrastructure for 4K and 8K content
- 1080p and 3D content will become more widely distributed before Ultra HD arrives in the home
For game makers, this should give an idea of how much the art requirements are going to change on games such as Modern Warfare 6 and Grand Theft Auto 11 (ok that was a joke).