Newzoo-2018年全球游戏市场报告(英文)-2018.7-25页-2mb
报告摘要
2018 Global Games Market Report Summary
Core Content and Key Insights
This report from Newzoo outlines the current state and future projections of the global games market as of 2021, emphasizing the rapid growth and transformation of the industry. It highlights the shift in how games are consumed, distributed, and monetized, driven by consumer behavior, technological advancements, and new business models.
Main Trends and Developments
1. Gaming as a Global Entertainment Phenomenon
- The global games market reached $137.9 billion in 2018, up from $35 billion in 2007.
- The market has grown significantly due to the rise of mobile gaming, which now dominates with over 2.3 billion players.
- The consumer has become a central force in shaping the industry, with games offering more flexibility in terms of engagement, time, and budget.
2. New Segmentation Based on Engagement
- Newzoo introduces a new segmentation framework that categorizes game enthusiasts based on three dimensions: playing, viewing, and owning.
- This approach reflects the diverse ways people interact with games, including streaming, esports, and content creation.
- The report identifies 64 potential types of game enthusiasts, offering a more nuanced understanding of the market.
3. Mobile Gaming Dominates
- Mobile gaming is the largest segment in 2018, accounting for 51% of global game revenues with $70.3 billion in revenue.
- The majority of gamers (2.2 billion) play on smartphones, and mobile gaming is expected to continue growing, especially in emerging markets.
4. Console and PC Gaming Still Relevant
- Console gaming is the second-largest segment, generating $34.6 billion in 2018 and expected to grow to $39.0 billion by 2021.
- PC gaming is the third-largest segment, with $32.9 billion in revenue in 2018. However, browser-based PC gaming is declining, with a CAGR of -16.1%.
5. Cloud Gaming and Subscription Models Gain Momentum
- Subscription-based gaming is emerging as a new business model, with console publishers like Sony, Microsoft, and Nintendo leading the charge.
- These models allow for continuous revenue streams and are reshaping the industry, similar to how the music industry was transformed.
- PC publishers are also experimenting with subscription services, including access to older titles.
6. Emerging Markets and In-App Advertising
- Emerging markets are seeing rapid growth in gaming, especially due to the affordability of smartphones and improved internet infrastructure.
- In these regions, in-app advertising is a major revenue source, as disposable income is limited.
- Social media platforms are increasingly integrating instant games, which are played without downloads, to boost engagement and monetization.
7. Regional Market Breakdown
- Asia-Pacific (APAC) is the largest market, generating $71.4 billion in 2018, or 52% of global revenues.
- North America (NAM) follows with $32.7 billion in revenue, representing 23% of the global market.
- Europe (EMEA) accounts for 21%, with $28.7 billion in revenue.
- Latin America (LATAM) generates $5.0 billion, with 4% of the market share.
- Middle East and Africa (MEA) contributes $4.9 billion, with 3.6% of the market share.
Key Projections and Growth Areas
- Asia-Pacific is expected to continue leading the market, with India and Southeast Asian countries showing the fastest growth.
- China remains the largest single market, projected to reach $50.7 billion in 2021.
- Mobile gaming is set to continue its dominance, with the rise of hyper-casual games and instant games on social platforms.
- Cloud gaming and subscription-based models are poised to become more prevalent, offering new opportunities for both developers and publishers.
Conclusion
The 2018 Global Games Market Report underscores the transformative nature of the gaming industry, driven by mobile technology, changing consumer preferences, and innovative business models. It provides a detailed analysis of the market's growth, segmentation, and regional dynamics, offering valuable insights for stakeholders in the games industry.
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