Niko Partners, the leading analyst and market data research firm on the China and Southeast Asia video game markets, recently released their 2019 China PC Online Games Market Report and 2019 China Mobile Games Market Report. Here are some highlights from the studies:

Market Size

  • 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.

Player Base

  • 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.

eSports

  • 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.

GDC is coming up and one session that should be relevant to anyone making a large game that needs the ability scale is on Friday, March 22nd at 1:30 PM in room 2000. Here’s a link to the announcement. Game development veterans from Boss Fight Entertainment, Certain Affinity, and Intel will be answering questions collected online for anyone interested in client/server architecture.

This is an approach to audience participation that takes full advantage of social media where anyone can ask a question here: https://www.leaseweb.com/events/game-developers-conference-sf-2019, or on Twitter @GamesNetworker using the hashtag #GDCBackendAMA.

After the session, Leaseweb has promised to post the responses in a blog post on their site. Maybe we can get someone there to live tweet the session.

 

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.

 

India is clearly the next untapped market for games. I’ve heard a lot of interesting figures lately, but the market is dominated in the mobile space by Android at around 73 percent of the addressable market. I’ve also heard that India is also more accustomed to subscription based games and micro-transactions are something they are getting more comfortable with, so expect micro-transaction models to grow. Other interesting data includes:

  • The market for Digital Games in India is $853.9 Million in 2015
  • Mobile is 49 percent of the market, or around $416 Million today
  • Mobile is growing at a 64 percent growth rate year-over-year
  • By 2015, the mobile market for games in India is expected to be around $832 Million
  • There are approximately 185 Million mobile gamers in India in 2015
  • ARPPU in India for mobile games in October 2015 was $13.07 with a 1.53 percent conversion rate from player to payer
  • Digital console is 2.7% of the market today
  • MMO games are 28 percent of the market, with Free-to-Play MMO games comprising 21 percent of the total market
  • Cost-per-install in India is $0.74 for Android
  • Cost-per-install in India is $1.26 for iOS

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: http://unity3d.com/profiles/unity3d/themes/unity/images/company/pr/ByTheNumbersUnityTechnologies.pdf

 

 

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

Our friends at Niko Partners recently predicted that in China

  • 515 million people are expected to play mobile, PC online, and console games in 2015
  • 579 million smartphones were sold in 2013 in China
  • 452 million smartphones were sold in 2014 in China
  • 250 million 4G enabled smartphones are expected to sell in China in 2015

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SuperData released a new report on the US digital games market. Here are the interesting points:

  • There are 287 Million Mobile Active Gamers in the U.S.
  • $1.2 Billion in U.S. digital game sales for December 2014
  • 11% Year over on year growth in December 2014, compared to December 2013
  • 17% Growth in mobile digital revenues
  • 10% Increase in console digital sales
  • 10% Decrease in social game revenues
  • Average spend on PS4 was $11.09, down from $20 in November 2014
  • Average spend on Xbox One was $6.88, down from $21 in November 2014
  • Average spend on Steam was $2.35, down from $8 in November 2014

According to the new “Mobile Gaming Social Motivations” study on U.S. mobile gamers:

  • U.S. mobile gamers are typically playing more than two games per month, and spending an average of $4.58 each per month
  • Males spend $5.68 per month on average
  • Women spend $3.49 per month on average
  • Super Whales, or those that spend over $50 per month on games, spend on average about $108 per month
  • This group only constitutes 1% of the sample size, but Super Whales contribute nearly 29% to the mobile gaming revenue
  • Male U.S. mobile gamers spend almost twice as much on games monthly than female mobile gamers
  • Whales drive the bulk of revenues – 10% of players considered “High Spenders” (spending over $10 per month) make up 66 percent of the revenue from mobile gaming
  • Those playing 10 hours per week spent over 3X  the average spender in primarily strategy, combat, RPG, action and casino games
  • Mobile gamers who play primarily on iOS devices tend to spend more than their Android counterparts; however, the greatest spending and game downloading comes from mobile gamers who play on both platforms

To download the full “Mobile Gaming Social Motivations” study, goto: files.unity3d.com/everyplay/Mobile_Gaming_Social_Motivations.zip