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Marktanalyse - Europe Online Gaming Report 2012
yStats.com GmbH & Co. KG
5 / 2012
54 Seiten
| Typ: | Marktanalyse |
| Sprache: | deutsch |
| Regionen: | Vereinigtes Königreich, Deutschland, Frankreich, Belgien, Finnland, Italien, Niederlande, Spanien, Poland, Russian Federation, Türkei |
| Verfügbarkeit: | verfügbar |
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Marktanalyse - 'Europe Online Gaming Report 2012'
Europäischer Online-Gaming-Markt zeigt positive Entwicklung
In seinem neuen 'Europe Online Gaming Report 2012' stellt das Hamburger sekundäre Marktforschungsunternehmen yStats.com ausführlich den europäischen Online-Gaming-Markt dar, ohne den Online-Gambling-Markt zu berücksichtigen. Betrachtet werden hierzu nach einer kurzen regionalen Einführung wichtige Märkte in Westeuropa (Großbritannien, Deutschland, Belgien, Finnland, Frankreich, Italien, die Niederlande und Spanien) sowie in Osteuropa (Polen, Russland und die Türkei).
Weltweit erfreuen sich Social Games, klassische Onlinespiele und Casual Websites wachsender Beliebtheit. Dies gilt auch für den europäischen Markt. Wichtige Märkte sind hier zum einen Großbritannien und Deutschland sowie zum anderen Russland. Allerdings sind auch auf den kleineren Märkten deutliche Steigerungen bei Umsatz- und Nutzerzahlen zu verzeichnen.
Social Games auf den wichtigsten europäischen Märkten äußerst beliebt
In Großbritannien spielten im September 2011 mehr als 90 Prozent der Social Gamer auf einem Desktop-PC oder Laptop, während weniger als ein Drittel Smartphones nutzte. Das beliebteste Social-Online-Game war hier im September 2011 FarmVille, gefolgt von Bejeweled Blitz und Mafia Wars. Zudem wurde 2011 fast ein Fünftel der Gesamtspielzeit für Social Networks verwendet, gefolgt von Casual Games; mehr Zeit wurde nur für Konsolenspiele aufgebracht. In Deutschland stiegen die Ausgaben für Online-/Browsergames 2011 gegenüber 2010 und machten letztendlich mehr als 20 Prozent der Gesamtumsätze mit Spielen aus. Auch 2012 wuchs der deutsche Gaming-Markt, im Gegensatz beispielsweise zum japanischen oder US-amerikanischen Markt, und dies allein aufgrund von Umsatzsteigerungen bei Online-/Browsergames. Die Größe des deutschen Online- und Mobile-Gaming-Markts wird auch erwartungsgemäß weiterhin zunehmen und sich zwischen 2010 und 2015 fast verdoppeln. Der 'Europe Online Gaming Report 2012' von yStats.com zeigt, dass auch französische Spieler 2011 laut Prognosen einen zweistelligen Prozensatz der gesamten Spielzeit in Social Networks verbracht haben. Ebenso wird erwartet, dass fast drei Viertel der Gamer in Spanien Social Networks zum Spielen nutzten. In Russland wird das Volumen des Online-Gaming-Marktes 2012 gegenüber 2011 voraussichtlich um 20 bis 30 Prozent steigen. Fast 80 Prozent des gesamten Online-Gaming-Marktwerts werden dabei durch Browsergames generiert.
Casual Websites auch auf den übrigen europäischen Märkten im Aufwind
In Belgien waren 2011 laut Prognosen Casual Websites die beliebteste Gaming-Plattform. Der 'Europe Online Gaming Report 2012' von yStats.com zeigt zudem, dass der Wert des polnischen Gaming-Markts im Jahr 2011 gegenüber dem Jahr 2010 im zweistelligen Prozentbereich zulegte. Nicht zuletzt stellte die Türkei im zweiten Quartal 2011 den weltweit viertgrößten Social-Gaming-Markt dar.
KEY FINDINGS
- Almost one-fifth of total gaming time in the UK was spent on 'Social Networks' in 2011, followed by 'Casual Games' and only surpassed by 'Console Games'.
- The online and mobile games market in Germany is expected to almost double between 2010 and 2015.
- In Spain, almost three-quarters of all gamers were expected to use 'Social Networks' to play on in 2011.
- The market volume of online gaming in Russia was expected to grow between +20 and +30% in 2012, compared to 2011.
- Turkey represented the fourth largest social gaming market worldwide in Q2 2011.
Über yStats.com
Seit 2005 recherchiert yStats.com aktuelle, objektive und bedarfsgerechte Markt- und Wettbewerbsinformationen für Top-Manager aus unterschiedlichen Branchen. Schwerpunkt des Hamburger Unternehmens mit internationaler Ausrichtung ist die sekundäre Marktforschung. yStats.com bietet sowohl Markt- und Wettbewerbsberichte als auch kundenspezifische Recherchedienstleistungen an. Zu den Kunden gehören weltweit führende Unternehmen aus den Bereichen B2C E-Commerce, elektronische Zahlungssysteme, Versandhandel und Direktvertrieb, Logistik, sowie Banken und Unternehmensberatungen.
Press Release
Hamburg, May 02nd, 2012
European Online Gaming Market shows positive Development
In its latest 'Europe Online Gaming Report 2012' Hamburg-based secondary market research firm yStats.com analyzes the European online gaming market in detail and excludes online gambling altogether. Following a brief introduction about the region, the report covers important markets in Western Europe (Great Britain, Germany, Belgium, Finland, France, Italy, the Netherlands and Spain) and Eastern Europe (Poland, Russia and Turkey).
Social games, traditional online games and casual websites are becoming increasingly popular worldwide. This is also true for the European market. Important markets in this sector are Great Britain and Germany as well as Russia. Still, revenue and user figures also grew considerably in smaller markets.
Social games are especially popular in the most important European markets.
In Great Britain, more than 90 percent of all social gamers played games on a desktop PC or laptop in September 2011, while less than one third used smartphones. In September 2011, the most popular social online game in Great Britain was FarmVille, followed by Bejeweled Blitz and Mafia Wars. Almost one fifth of all time invested into playing games in Great Britain in 2011 was spent on social networks, followed by casual games; more time was only invested into console games. In Germany, spending on online/browser games increased in 2011 compared to 2010, accounting for more than 20 percent of all revenue generated from gaming. Unlike in Japan and the USA, in Germany the entire gaming market grew in 2012, only as a result of increased revenue from online and browser games. The size of the German online and mobile gaming market is expected to continue to grow and almost double between 2010 and 2015. The 'Europe Online Gaming Report 2012' by yStats.com also shows that in 2011, French gamers spent a double digit percentage figure of their entire gaming time in social networks. Furthermore, it is estimated that almost three quarters of all Spanish gamers used social networks for gaming activities. In Russia, the volume of the online gaming market is expected to increase by 20 to 30 percent in 2012 compared to 2011. Almost 80 percent of the total online gaming market value is generated with browser games.
Casual websites also on the upswing in other European markets
According to forecasts, in Belgium casual websites were the most popular gaming platforms in 2011. The 'Europe Online Gaming Report 2012' by yStats.com also shows that the value of the Polish gaming market has increased by a double-digit percentage in 2011 compared to 2010. Finally, Turkey was the fourth largest social gaming market worldwide in the second quarter of 2011.
KEY FINDINGS
- Almost one-fifth of total gaming time in the UK was spent on 'Social Networks' in 2011, followed by 'Casual Games' and only surpassed by 'Console Games'.
- The online and mobile games market in Germany is expected to almost double between 2010 and 2015.
- In Spain, almost three-quarters of all gamers were expected to use 'Social Networks' to play on in 2011.
- The market volume of online gaming in Russia was expected to grow between +20 and +30% in 2012, compared to 2011.
- Turkey represented the fourth largest social gaming market worldwide in Q2 2011.
About yStats.com
yStats.com has been committed to research up-to-date, objective and demand-based data on markets and competitors for top managers from various industries since 2005. Headquartered in Hamburg, Germany, the firm has a strong international focus and is specialized in secondary market research. In addition to offering reports on markets and competitors, yStats.com also carries out client-specific research. Clients include leading global enterprises from various industries including B2C E-Commerce, electronic payment systems, mail order and direct marketing, logistics, as well as banking and consulting.
Inhaltsverzeichnis Marktanalyse - 'Europe Online Gaming Report 2012'
1. MANAGEMENT SUMMARY
2. WESTERN EUROPE
2.1 Europe: Regional
• PC Gamers that ever bought Digital Content Online, in %, 2011f
• Type of Digital Content ever bought by PC Gamers, in %, 2011f
• PC Game Digital Content Revenue, in EUR billion, 2010-2015f
2.2 UK (Top Country)
• Spending on Games, by Platform, including Online, in GBP million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in %, 2011f
• Social Gaming Trends and Share of Avid Social Game Users, in % of Total Internet Users, 2011
• Share of Social Gamers of Total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011
• Share of Social Gamers by Age Group, in %, September 2011
• Share of Social Gamers by Access Device, in %, September 2011
• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f
• Breakdown of Social Gamers by Social Network Platform, in %, September 2011
• Top 20 Social Games, in % of Social Gamers, September 2011
2.3 Germany (Top Country)
• Online Gaming Trends, 2010-2012, including Gaming Spending, in EUR billion, 2010 & 2011
• Online and Mobile Games Market Size, in EUR million, 2010 & 2015f
• Spending on Gaming, by Platform, including Online, in EUR million, 2010 & 2011
• Spending on Gaming, by Platform, including Online, in %, 2010 & 2011
• Germany: Spending on Gaming, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
• Online- and Browser Game Players, in millions, 2008-2010
• Virtual Goods Buyers, in millions and average per Capita Spending, in EUR, 2008-2010
• Top 10 Online Gaming Websites, by total monthly Hours played and Unique Visitors in thousands and in % Reach, June 2011
• Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone Users and in % of Smartphone Users, Q2 2011
2.4 Belgium
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f
2.5 Finland
• Gaming Market Value, including Online, in EUR billion, 2009 & 2010
2.6 France
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
2.7 Italy
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
2.8 Netherlands
• Spending on Games, by Platform, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f
2.9 Spain
• Spending on Games, by Platform, in million Euro, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and % of total Gamers, 2011f
3. EASTERN EUROPE
3.1 Poland
• Gaming Market Value, including Online, in PLN million, 2007-2011
• Freemium Segment (Free-to-Play and Online), in PLN million, 2009-2011f
• Gaming by Devices, including Online, in %, 2011
3.2 Russia
• Online Gaming Market Trends, 2011 & 2012
• Breakdown of Online Gaming Market Value in Russia, in %, 2011
• Breakdown of Spending by Online Gamers, in %, 2011f
• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
3.3 Turkey
• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011
1. MANAGEMENT SUMMARY
2. WESTERN EUROPE
2.1 Europe: Regional
• PC Gamers that ever bought Digital Content Online, in %, 2011f
• Type of Digital Content ever bought by PC Gamers, in %, 2011f
• PC Game Digital Content Revenue, in EUR billion, 2010-2015f
2.2 UK (Top Country)
• Spending on Games, by Platform, including Online, in GBP million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in %, 2011f
• Social Gaming Trends and Share of Avid Social Game Users, in % of Total Internet Users, 2011
• Share of Social Gamers of Total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011
• Share of Social Gamers by Age Group, in %, September 2011
• Share of Social Gamers by Access Device, in %, September 2011
• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f
• Breakdown of Social Gamers by Social Network Platform, in %, September 2011
• Top 20 Social Games, in % of Social Gamers, September 2011
2.3 Germany (Top Country)
• Online Gaming Trends, 2010-2012, including Gaming Spending, in EUR billion, 2010 & 2011
• Online and Mobile Games Market Size, in EUR million, 2010 & 2015f
• Spending on Gaming, by Platform, including Online, in EUR million, 2010 & 2011
• Spending on Gaming, by Platform, including Online, in %, 2010 & 2011
• Germany: Spending on Gaming, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
• Online- and Browser Game Players, in millions, 2008-2010
• Virtual Goods Buyers, in millions and average per Capita Spending, in EUR, 2008-2010
• Top 10 Online Gaming Websites, by total monthly Hours played and Unique Visitors in thousands and in % Reach, June 2011
• Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone Users and in % of Smartphone Users, Q2 2011
2.4 Belgium
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f
2.5 Finland
• Gaming Market Value, including Online, in EUR billion, 2009 & 2010
2.6 France
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
2.7 Italy
• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
2.8 Netherlands
• Spending on Games, by Platform, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f
2.9 Spain
• Spending on Games, by Platform, in million Euro, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and % of total Gamers, 2011f
3. EASTERN EUROPE
3.1 Poland
• Gaming Market Value, including Online, in PLN million, 2007-2011
• Freemium Segment (Free-to-Play and Online), in PLN million, 2009-2011f
• Gaming by Devices, including Online, in %, 2011
3.2 Russia
• Online Gaming Market Trends, 2011 & 2012
• Breakdown of Online Gaming Market Value in Russia, in %, 2011
• Breakdown of Spending by Online Gamers, in %, 2011f
• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
3.3 Turkey
• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011
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