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Marktanalyse - Global Online Gaming Report 2012
yStats.com GmbH & Co. KG
5 / 2012
151 Seiten
| Typ: | Marktanalyse |
| Sprache: | deutsch |
| Regionen: | Nordamerika / USA, Australien, Brasilien, Mexiko, Vereinigtes Königreich, Deutschland, Frankreich, Belgien, Finnland, Italien, Niederlande alle Länder anzeigen |
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Marktanalyse - 'Global Online Gaming Report 2012'
Weltweiter Online-Gaming-Markt im Aufwind
Mit seinem aktuellen 'Global Online Gaming Report 2012' beleuchtet das Hamburger sekundäre Marktforschungsunternehmen yStats.com ausführlich den weltweiten Online-Gaming-Markt, ohne den Online-Gambling-Markt zu berücksichtigen. Dabei werden sowohl der weltweite Markt als auch Märkte 19 einzelner Länder aus den verschiedensten Regionen betrachtet. Zusätzlich finden sich Informationen und Neuigkeiten zu 24 wichtigen Wettbewerbern.
Weltweit steigt der Umsatz auf dem Onlinegame-Markt kontinuierlich an — laut Prognosen wird er zwischen 2010 und 2016 um jährlich mehr als 10 Prozent wachsen. Ein wichtiger Trend in diesem Bereich sind Massively Multiplayer Online Games (MMOGs). Diese waren 2011 insbesondere in den BRIC-Staaten sehr beliebt und auch der US-Markt zeigte sich ausgereift, während in den Schwellenländern noch Wachstumspotenziale vorhanden sind. In Asien war im Jahr 2011 der Anteil der zahlenden Casual und Social Gamer an den gesamten Spielern weltweit am höchsten, gefolgt von den Schwellenländern und den USA.
Social und Casual Games in ganz Amerika beliebt
Für die USA wurde 2011 eine steigende Verbreitung des Social Gaming erwartet — insgesamt spielten bereits ca. 40 Prozent der Internetnutzer diese Art von Onlinegames. Die mit Abstand beliebteste Gaming-Website auf diesem Markt, gemessen an den Besuchen im Dezember 2011, war Pogo, gefolgt von Yahoo! Games. Für Brasilien wurde laut dem 'Global Online Gaming Report 2012' prognostiziert, dass Spieler im Jahr 2011 die meiste Zeit mit Spielen in Social Networks und mit Casual Games verbringen würden.
Social Gaming als wichtiger Trend in Westeuropa
Zu den führenden europäischen Märkten bei Online-Gaming gehören sowohl Großbritannien als auch Deutschland. In Großbritannien wurde 2011 fast ein Fünftel der Gesamtspielzeit für Social Networks verwendet, gefolgt von Casual Games; mehr Zeit wurde nur für Konsolenspiele aufgebracht. In Deutschland wuchs der gesamte Gaming-Markt 2012, im Gegensatz beispielsweise zum japanischen oder US-amerikanischen Markt, und dies allein aufgrund von Umsatzsteigerungen bei Online- und Browsergames. Voraussichtlich wird sich auch die Größe des deutschen Online- und Mobilegame-Markts zwischen 2010 und 2015 fast verdoppeln. Der 'Global Online Gaming Report 2012' von yStats.com zeigt zudem, dass französische Spieler 2011 ca. 15 Prozent der gesamten Spielzeit in Social Networks verbracht haben. In den Niederlanden wurden für das Jahr 2011 Umsätze von mehr als jeweils 50 Millionen EUR für Games auf Casual Websites und MMO-Games prognostiziert. Ebenso wurde erwartet, dass 2011 in Spanien fast drei Viertel der Spieler elektronischer Spiele Social Networks zum Spielen nutzten.
Online-Gaming-Märkte legen auch in Osteuropa zu
In Polen stieg der Wert des gesamten Gaming Markts im Jahr 2011 gegenüber dem Jahr 2010 um mehr als 20 Prozent. In Russland wurden im Vergleich fast 80 Prozent des gesamten Onlinegame-Marktwerts durch Browser-Games generiert. Die Türkei stellte im zweiten Quartal 2011 den weltweit viertgrößten Social-Gaming-Markt in Bezug auf die Anzahl der Spieler dar.
Rasantes Wachstum bei Umsätzen in der Asien-Pazifik-Region, im Nahen Osten und in Afrika
In Südostasien werden sich die Umsätze von Onlinegames zwischen 2011 und 2015 voraussichtlich mehr als verdoppeln. Ebenso wird erwartet, dass der Social-Games-Markt in Japan schnell wachsen wird — zwischen 2011 und 2012 um etwa ein Drittel. Es wird jedoch auch gezeigt, dass Onlinespielsucht beispielsweise in Südkorea ein großes Problem darstellt, wo 2011 bereits mehr als die Hälfte der Einwohner online spielte. Etwas anders sieht es hingegen in China aus, hier sind hauptsächlich Massively Client Games für das Wachstum im Onlinegame-Markt verantwortlich — für 2013 wird erwartet, dass sie mehr als drei Viertel der gesamten Umsätze in diesem Markt generieren.
Im Nahen Osten wurden auf dem Onlinegame-Markt Anfang 2012 mit die weltweit höchsten
Tagesumsätze je Spieler erzielt. Auch in Südafrika werden zwischen 2010 und 2015 jährliche Steigerungen von 25 Prozent bei den Ausgaben für Onlinegames erwartet. Wettbewerber im Onlinegame-Markt verzeichnen weltweit starkes Wachstum Neben den relevanten Märkten unterschiedlicher Regionen werden in dem 'Global Online Gaming Report 2012' von yStats.com auch wichtige Informationen zu mehr als 20 erfolgreichen Wettbewerbern geliefert. So erwartet beispielsweise Zynga ein Umsatzwachstum von mehr als 20 Prozent für das Jahr 2012. Das in Deutschland ansässige Unternehmen Bigpoint hatte Anfang 2012 bereits 250 Millionen registrierte Nutzer und eröffnete zudem Standorte in Großbritannien und Frankreich. Das ebenfalls in Deutschland ansässige Wooga war im April 2012 der größte Social-Game-Entwickler in Europa und der drittgrößte weltweit. Ebenso steigerte der chinesische Onlinegame-Entwickler Changyou seine Umsätze im Jahr 2011 um fast 40 Prozent gegenüber dem Jahr 2010. Des Weiteren wurde der Entwickler von Crossplatform-Games, PopCap Games 2011, von Electronic Arts gekauft und gehört nun als Tochterunternehmen zu diesem Games-Giganten. Auch der US-amerikanische Social-Games Entwickler RockYou war 2011 erfolgreich und konnte Partnerschaften mit Peak Games und Aktiv Digital eingehen. Nicht zuletzt stellte der türkische Spiele-Entwickler Peak Games das am schnellsten wachsende Social-Gaming Unternehmen in Schwellenländern in 2011 dar.
KEY FINDINGS
- Global online gaming revenue is expected to increase by more than +10% annually between 2010 and 2016.
- Social gaming in the US was expected to spread further in 2011, with more than 40% of total Internet users playing social games.
- 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.
- The social game market in Japan is expected to grow rapidly, increasing by a third between 2011 and 2012.
- Online gaming addiction is a major problem in South Korea, where more than half of all inhabitants played online games in 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 2nd, 2012
Global Online Gaming Market on the Upswing
In its latest 'Global Online Gaming Report 2012' Hamburg-based secondary market research firm yStats.com gives a detailed account of the global online gaming market, without accounting for global online gambling. In addition to the global market, markets in 19 individual countries in various regions are highlighted. The report also covers information and the latest news about 24 important competitors.
Revenue generated in the online gaming market continues to increase worldwide — it is predicted to grow annually by more than ten per cent in the period from 2010 to 2016. A significant trend in this sector is Massively Multiplayer Online Games (MMOGs). In 2011, MMOGs were especially popular in the BRIC states and the US market was also mature, while there is still potential for growth in emerging markets. In 2011, the share of paying casual and social gamers compared to all gamers worldwide was the highest in Asia, followed by emerging markets and the USA.
Social and casual games popular in all of America
In the USA, social gaming was expected to spread further in 2011 — in total, as many as approximately 40 percent of all Internet users played such online games. The most popular gaming website in this market, gauged by visits in December 2011, was Pogo, followed by Yahoo! Games. According to the 'Global Online Gaming Report 2012', for Brazil forecasts for 2011 predicted that gamers would spend most of their time on casual games and playing in social networks.
Social gaming as an important trend in Western Europe
Great Britain and Germany are among the leading European markets for online gaming. In 2011, almost one fifth of total time invested in playing games in Great Britain was spent on social networks, followed by casual games; only console games had more time invested in them. Unlike in Japan and the USA, in Germany the entire gaming market grew in 2012, merely as a result of increased revenue from online and browser games. The German online and mobile game market is also expected to almost double in size between 2010 and 2015. The 'Global Online Gaming Report 2012' by yStats.com shows additionally that in 2011, French gamers spent approximately 15 percent of their entire gaming time on social networks. In the Netherlands, revenue generated from games on casual websites and MMO games was forecasted to reach more than 50 million EURO in 2011 in each category. In line with this trend, almost three quarters of all Spanish online gamers were predicted to use social networks for gaming in 2011.
Online gaming markets also soar in Eastern Europe
In Poland, the value of the total gaming market increased by more than 20 percent from 2010 to 2011. In Russia, almost 80 percent of the entire online gaming market value was generated from browser games. Turkey was the fourth largest social gaming market worldwide in the second quarter of 2011 in terms of gamer numbers.
Rapid growth for revenue in the Asia-Pacific region, in the Middle East and in Africa
In Southeast Asia, revenue from online games is expected to more than double between 2011 and 2015. The social games market is also expected to grow fast in Japan — by approximately one third between 2011 and 2012. It is also shown that online gaming addiction is increasingly becoming a problem, for example in South Korea, where in 2011 more than half of all inhabitants already played online games. In China, the situation is slightly different, with massively client games spurring most of the online games market growth — for 2013, they are expected to generate more than three quarters of all revenue in this market. Early in 2012, the highest daily revenue per gamer worldwide was recorded in the Middle East. An annual increase of 25 percent in spending for online games is also expected in South Africa for the period between 2010 and 2015.
Online games market players observe strong growth worldwide
In addition to the key markets in different regions, the yStats.com 'Global Online Gaming Report 2012' also provides important facts and figures about more than 20 successful players. Zynga, for example, is expecting an increase in revenue by more than 20 percent in 2012. Bigpoint, an enterprise based in Germany, had as many as 250 million registered users early in 2012 and has already added new locations in Great Britain and France. Wooga, also headquartered in Germany, was the largest social games developer in Europe in April 2012, and the third largest worldwide. Chinese online game developer Changyou also increased its revenue in 2011 by almost 40 percent compared to 2010. Developer of cross-platform games PopCap Games was bought by Electronic Arts in 2011, and is now a subsidiary of the games giant. US social games developer RockYou was also successful in 2011, entering partnerships with Peak Games and Aktiv Digital. Turkish games developer Peak Games was the fastest growing social gaming enterprise in an emerging market in 2011.
KEY FINDINGS
- Global online gaming revenue is expected to increase by more than +10% annually between 2010 and 2016.
- Social gaming in the US was expected to spread further in 2011, with more than 40% of total Internet users playing social games.
- 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.
- The social game market in Japan is expected to grow rapidly, increasing by a third between 2011 and 2012.
- Online gaming addiction is a major problem in South Korea, where more than half of all inhabitants played online games in 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 - 'Global Online Gaming Report 2012'
1. MANAGEMENT SUMMARY
2. GLOBAL
• Online Gaming Trends 2012 and Online Gaming Revenue, in USD billion, 2010 & 2016f
• Mid-Core Market Gaming Trends, 2011 and US and European Mid-Core Market Spenders & Market Potential, in millions, 2011
• MMO Games Market Trends, 2011
• Social Gaming Trends, 2011
• Gaming Market Spending, in USD billion, 2011f & 2013f & 2015f
• Spending on Games, by Platform, including Online, in USD billion, 2011f
• Share of Casual/Social Online Gaming Spenders, in % of Total Players, by Region, 2011
• Breakdown of the Games Market, including Online Games, by Region, in %, 2010 & 2013f
• Breakdown of the Games Market, by Platform, in %, 2010 & 2013f
• Console Players playing Video Games Online, by Game Console, in %, 2010 & 2011
• Time spent on Games, by Platform, including Online, in %, 2011f
3. AMERICA
3.1 USA (Top Country)
• Spending on Games, by Platform, including Online, in USD billion, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
• Breakdown of Female Online Gamers by Age Groups, in %, 2011f
• Social Gaming Trends, 2011
• Share of Social Gamers of total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011
• Breakdown of Social Gamers by Age Group, in %, September 2011
• Breakdown of Social Gamers by Access Device, in %, September 2011
• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
• Share of Social Gamers by Social Networking Platform, in %, September 2011
• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f
• Breakdown of Themes of Online Games, in % of Times Played, 2011
• Top 20 Social Games, in % of Social Gamers, September 2011
• Ranking of Gaming Websites, in % of Total Visits, December 2011
3.2 Brazil
• 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, including Online, in millions and in % of total Gamers, 2011f
3.3 Mexico
• 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, including Online, in millions and in % of total Gamers, 2011f
4. WESTERN EUROPE
4.1 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
4.2 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
4.3 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
4.4 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
4.5 Finland
• Gaming Market Value, including Online, in EUR billion, 2009 & 2010
4.6 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
4.7 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
4.8 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
4.9 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
5. EASTERN EUROPE
5.1 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
5.2 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
5.3 Turkey
• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011
6. ASIA-PACIFIC
6.1 Southeast Asia: Regional
• Online Gaming Trends, 2011 and Online Gaming Revenues, in USD billion, 2011f & 2015f
6.2 Japan (Top Country)
• Online Game Market Value, by Platform, in JPY billion, 2009-2011
• Spending on Online Games, per Person and Month, in JPY, 2006-2010
• Breakdown of Online Gamers by Gender, in %, 2007-2010
• Breakdown of Social Gamers and Online Gamers, by Gender, in %, 2010
• Breakdown of Social Gamers and Online Gamers, by Age Group, in %, 2010
• Social Game Market Sales, in JPY billion, 2008-2012f
• Online Game License-Out Market Exports, in JPY million, 2007-2010
6.3 South Korea (Top Country)
• Online Gaming Trends, 2011
• Online Gaming Market, in KRW trillion, 2008 & 2012f
• Mobile Gaming Market, in KRW billion, 2011f & 2015f
• Games Market Revenue, including Online Games, in KRW trillion, 2006-2010
• Domestic Games Market Revenue, by Platform, including Online Games, in USD billion and in % of Global Games Market, 2010
• Breakdown of Games Market Sales, by Platform, including Online, in %, 2010
• Games Market Sales, by Platform, including Online, in KRW billion, 2009-2013f
6.4 China
• Online Gaming Trends, including Online Gaming Market Value, in RMB billion, 2012f & 2015f
• Outlook of the Online Gaming Market, 2011/2012
• Browser-based and Client-based Online Gaming Market Trends, 2011
• Online Gaming Market Revenue, in RMB billion and Growth in %, Q1 2009-Q4 2011f
• Online Gaming Market Volume, in RMB billion, 2007-2012f
• Online Gaming User Spending, in RMB billion, 2009-2013f
• Breakdown of Online Gaming Revenues by Game Segments, in %, 2009-2013f
• Browser-based Online Gaming Users, in millions and annual Growth, 2010-2014f
• Client-based Online Gaming Users, in millions and annual Growth, 2010-2014f
• Market Share in the Client-based Online Gaming Market, in %, in Q4 2011
• Online Gamers paying Gaming Fees per Month, in % of total Online Gamers, H1 2011
• Age Distribution of Online Gaming Users, in % of total Online Gamers, 2011
• Top Six Online Gaming Companies, by Revenue, in RMB billion, 2010 & 2011
6.5 Australia
• Online Gaming Trends, 2011 & 2012 and Breakdown of the Digital Goods and Online Subscriptions Market, in %, 2012f
7. MIDDLE EAST & AFRICA
7.1 Middle East: Regional
• Online Gaming Trends, 2011
7.2 South Africa
• Online Gaming Market and Online Players, in thousands, 2010 & 2015f
• Online Gaming Spending, in ZAR million, 2010 & 2015f
8. ONLINE GAMING PLAYER NEWS
• Overview of the Players contained in the Online Gaming News-Section
• Arkadium: Online Gaming News, 2011/2012
• Bigpoint: Online Gaming News, 2011/2012
• Blizzard: Online Gaming News, 2012
• Changyou: Online Gaming News, 2011/2012 and Revenues, in USD million, 2007-2011
• Com2uS: Online and Mobile Gaming News, 2011/2012 and Revenues, in KRW billion, 2010-2012f
• Digital Chocolate: Online Gaming News, 2012
• Facebook: Online Gaming News, 2011/2012 and Top 10 Facebook Games by Daily Active Users, April 2012
• Gamevil: Mobile Gaming News, 2011/2012 and Sales, in KRW billion, 2010-2012f
• GDC: Online Gaming News, 2011/2012
• Giant: Online Gaming News, 2011/2012 and Net Revenues, in RMB billion, 2010 & 2011
• Gree: Online Gaming News, 2011/2012
• King.com: Online Gaming News, 2011/2012
• Miniclip: Online Gaming News, 2011/2012
• Nexon: Online Gaming News, 2011, including Revenues, in JPY billion, 2010-2012f
• Obscene Jeans Corp.: Online Gaming News, 2012
• Peak Games: Online Gaming News, 2011
• Perfect World: Online Gaming News, 2011/2012
• PopCap Games: Online Gaming News, 2011/2012
• RockYou: Online Gaming News, 2011
• Rovio: Online Gaming News, 2011/2012
• Spil Games: Online Gaming News, 2011/2012
• Wemade: Online Gaming News, 2012
• Wooga: Online Gaming News, 2011/2012
• Zynga: Online Gaming News, 2011/2012 and Revenues, in USD billion, 2010-2012f
1. MANAGEMENT SUMMARY
2. GLOBAL
• Online Gaming Trends 2012 and Online Gaming Revenue, in USD billion, 2010 & 2016f
• Mid-Core Market Gaming Trends, 2011 and US and European Mid-Core Market Spenders & Market Potential, in millions, 2011
• MMO Games Market Trends, 2011
• Social Gaming Trends, 2011
• Gaming Market Spending, in USD billion, 2011f & 2013f & 2015f
• Spending on Games, by Platform, including Online, in USD billion, 2011f
• Share of Casual/Social Online Gaming Spenders, in % of Total Players, by Region, 2011
• Breakdown of the Games Market, including Online Games, by Region, in %, 2010 & 2013f
• Breakdown of the Games Market, by Platform, in %, 2010 & 2013f
• Console Players playing Video Games Online, by Game Console, in %, 2010 & 2011
• Time spent on Games, by Platform, including Online, in %, 2011f
3. AMERICA
3.1 USA (Top Country)
• Spending on Games, by Platform, including Online, in USD billion, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f
• Gamers per Platform, in millions and in % of total Gamers, 2011f
• Breakdown of Female Online Gamers by Age Groups, in %, 2011f
• Social Gaming Trends, 2011
• Share of Social Gamers of total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011
• Breakdown of Social Gamers by Age Group, in %, September 2011
• Breakdown of Social Gamers by Access Device, in %, September 2011
• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011
• Share of Social Gamers by Social Networking Platform, in %, September 2011
• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f
• Breakdown of Themes of Online Games, in % of Times Played, 2011
• Top 20 Social Games, in % of Social Gamers, September 2011
• Ranking of Gaming Websites, in % of Total Visits, December 2011
3.2 Brazil
• 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, including Online, in millions and in % of total Gamers, 2011f
3.3 Mexico
• 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, including Online, in millions and in % of total Gamers, 2011f
4. WESTERN EUROPE
4.1 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
4.2 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
4.3 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
4.4 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
4.5 Finland
• Gaming Market Value, including Online, in EUR billion, 2009 & 2010
4.6 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
4.7 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
4.8 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
4.9 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
5. EASTERN EUROPE
5.1 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
5.2 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
5.3 Turkey
• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011
6. ASIA-PACIFIC
6.1 Southeast Asia: Regional
• Online Gaming Trends, 2011 and Online Gaming Revenues, in USD billion, 2011f & 2015f
6.2 Japan (Top Country)
• Online Game Market Value, by Platform, in JPY billion, 2009-2011
• Spending on Online Games, per Person and Month, in JPY, 2006-2010
• Breakdown of Online Gamers by Gender, in %, 2007-2010
• Breakdown of Social Gamers and Online Gamers, by Gender, in %, 2010
• Breakdown of Social Gamers and Online Gamers, by Age Group, in %, 2010
• Social Game Market Sales, in JPY billion, 2008-2012f
• Online Game License-Out Market Exports, in JPY million, 2007-2010
6.3 South Korea (Top Country)
• Online Gaming Trends, 2011
• Online Gaming Market, in KRW trillion, 2008 & 2012f
• Mobile Gaming Market, in KRW billion, 2011f & 2015f
• Games Market Revenue, including Online Games, in KRW trillion, 2006-2010
• Domestic Games Market Revenue, by Platform, including Online Games, in USD billion and in % of Global Games Market, 2010
• Breakdown of Games Market Sales, by Platform, including Online, in %, 2010
• Games Market Sales, by Platform, including Online, in KRW billion, 2009-2013f
6.4 China
• Online Gaming Trends, including Online Gaming Market Value, in RMB billion, 2012f & 2015f
• Outlook of the Online Gaming Market, 2011/2012
• Browser-based and Client-based Online Gaming Market Trends, 2011
• Online Gaming Market Revenue, in RMB billion and Growth in %, Q1 2009-Q4 2011f
• Online Gaming Market Volume, in RMB billion, 2007-2012f
• Online Gaming User Spending, in RMB billion, 2009-2013f
• Breakdown of Online Gaming Revenues by Game Segments, in %, 2009-2013f
• Browser-based Online Gaming Users, in millions and annual Growth, 2010-2014f
• Client-based Online Gaming Users, in millions and annual Growth, 2010-2014f
• Market Share in the Client-based Online Gaming Market, in %, in Q4 2011
• Online Gamers paying Gaming Fees per Month, in % of total Online Gamers, H1 2011
• Age Distribution of Online Gaming Users, in % of total Online Gamers, 2011
• Top Six Online Gaming Companies, by Revenue, in RMB billion, 2010 & 2011
6.5 Australia
• Online Gaming Trends, 2011 & 2012 and Breakdown of the Digital Goods and Online Subscriptions Market, in %, 2012f
7. MIDDLE EAST & AFRICA
7.1 Middle East: Regional
• Online Gaming Trends, 2011
7.2 South Africa
• Online Gaming Market and Online Players, in thousands, 2010 & 2015f
• Online Gaming Spending, in ZAR million, 2010 & 2015f
8. ONLINE GAMING PLAYER NEWS
• Overview of the Players contained in the Online Gaming News-Section
• Arkadium: Online Gaming News, 2011/2012
• Bigpoint: Online Gaming News, 2011/2012
• Blizzard: Online Gaming News, 2012
• Changyou: Online Gaming News, 2011/2012 and Revenues, in USD million, 2007-2011
• Com2uS: Online and Mobile Gaming News, 2011/2012 and Revenues, in KRW billion, 2010-2012f
• Digital Chocolate: Online Gaming News, 2012
• Facebook: Online Gaming News, 2011/2012 and Top 10 Facebook Games by Daily Active Users, April 2012
• Gamevil: Mobile Gaming News, 2011/2012 and Sales, in KRW billion, 2010-2012f
• GDC: Online Gaming News, 2011/2012
• Giant: Online Gaming News, 2011/2012 and Net Revenues, in RMB billion, 2010 & 2011
• Gree: Online Gaming News, 2011/2012
• King.com: Online Gaming News, 2011/2012
• Miniclip: Online Gaming News, 2011/2012
• Nexon: Online Gaming News, 2011, including Revenues, in JPY billion, 2010-2012f
• Obscene Jeans Corp.: Online Gaming News, 2012
• Peak Games: Online Gaming News, 2011
• Perfect World: Online Gaming News, 2011/2012
• PopCap Games: Online Gaming News, 2011/2012
• RockYou: Online Gaming News, 2011
• Rovio: Online Gaming News, 2011/2012
• Spil Games: Online Gaming News, 2011/2012
• Wemade: Online Gaming News, 2012
• Wooga: Online Gaming News, 2011/2012
• Zynga: Online Gaming News, 2011/2012 and Revenues, in USD billion, 2010-2012f
- Corporate Strategies in Emerging Toy Markets
- Toys and Games in the United Arab Emirates
- Video Games in the United Arab Emirates
- Video Games in the United Arab Emirates
- Toys and Games in South Africa
- Video Games in South Africa
- Toys and Games in the Philippines
- Toys and Games in Turkey
- Toys and Games in Turkey
- Video Games in the Philippines
- Video Games in Turkey
- Video Games in Turkey
- Takara Tomy Co Ltd in Toys and Games (World)
- Toys and Games in Italy
- Toys and Games in Singapore
- Toys and Games in South Korea
- Toys and Games in Spain
- Toys and Games in Switzerland
- Video Games in Italy
- Video Games in Singapore
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