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.
According to Newzoo, the top 100 countries in the world by game revenue includes:
1.7 billion gamers
$81.5 billion in revenue for 2014 this year
The US is the top country for game revenue in 2014 at $20.5 billion
Japan monetizes the most per person online at $120.20
I ran the numbers differently than they did. You can see the ranks of game revenue by country on the left, but I chose to look at it differently. I divided the revenue by the online population of each country. This gave me the RPPO (Revenue Per Person Online) – since I figure this is a good gauge of technology and that these people are also likely playing on mobile devices. Then I ran the ARPD (Average Revenue Per Day) based on that number divided by 365. It results in some interesting data.
For me, this is most interesting for geographic (soft) launches of mobile games. If we can look at how a game monetizes in specific country or two, we can make a more educated guess about how it might monetize given the propensity to spend per country. Of course it isn’t flawless, but it sure does give an interesting set of benchmarks to measure against. Here’s the full list.
The number of American social gamers is 88.9 million, of which, 19 million are paying users
There number of social gamers in brazil is 29 million, of which 8.1 million are paying users and growing at 26.1 percent year-over-year Almost half of the 200 million Brazilians now have access to the internet
28% of social network gamers in Brazil spend money on social games, higher than the 21% share in the US
Key Facts on Demographics & Preferences of Brazilan Social Gamers
Players consist of an equal amount of men and women (49% v 51%) but when it comes to payers, males dominate (56% v 44%)
In Brazil, 21-35 year olds makeup the largest portion of players (47%) and payers (50%)
86% of Brazilian social network gamers play on Facebook and 31% play on Orkut
38% of social gamers in Brazil social games developer Zynga, making it the most recognized international publisher brand, followed by GameHouse (19%) and King.com (17%)
Strategy is the most popular genre in both Brazil and the US
“Core” genres make up the top three in Brazil with action/adventure and race games in 2nd and 3rd place compared to “Casual” genres Puzzles and Quizzes/Trivia in the US.
Newzoo’s 2011 National Gamers Surveys has some interesting data derived from surveys of people in Brazil, Russia, Mexico, Spain, the US, and key EU countries. Active players in the following countries are listed below as well as the percentage of the user base paying for virtual goods:
Mexico – 16 Million (47% paying)
Brazil – 35 Million (57% paying)
Russia – 38 Million (53% paying)
USA – 145 Million (43% paying)
U.K. – 31 Million (52% paying)
Germany – 36 Million (66% paying)
France – 24 Million (42% paying)
Spain – 15 Million (42% paying)
The Netherlands – 8 Million (39% paying)
Belgium – 4 Million (43% paying)
Some other interesting findings:
At least 75% of the active internet population – 46 million in Brazil and Russia as well – play games.
Total virtual item transactions grew 103% in Russia and 228% in Brazil in 2010 over 2009
I’m not sure how I missed this in February, but here’s some data on the virtual goods markets in Latin America by country thanks to SuperData Research . The region had a cumulative virtual goods market of $334 Million in 2010, $517 Million in 2012 and $624 Million by 2014.
Brazil – $165 million virtual goods market in 2010 – virtual good sales are predicted to double to $320 million in 2014