2017年-数据局_SuperDataResearch:2016年全球移动VR游戏年度回顾_21页_5mb
报告摘要
2016 Mobile and VR Games Year in Review Summary
Core Content Overview
2016 marked a significant year for both mobile and virtual reality (VR) games, with the mobile market reaching a revenue of $40.6B, equivalent to the global box office for the year. This growth helped solidify mobile games as a major part of the digital entertainment landscape, with 18% year-over-year growth and accounting for half of the entire digital games market. The rise of popular titles like Super Mario Run and Pokémon GO further highlighted the potential of mobile gaming.
VR, though still in its experimental phase, showed promising signs with $1.8B in revenue and 6.3M devices shipped. The market was primarily driven by Samsung Gear VR, which led with 4.5M units sold, while Sony's PlayStation VR emerged as the top non-mobile VR headset, achieving close to 1M sales by year-end.
Main Trends and Key Insights
Global Market Trends
- Mobile Games Revenue: Reached $40.6B, showing 14% year-over-year growth, with Android contributing 32% growth.
- Asia's Big Three: China, Japan, and Korea are among the top five mobile game markets globally. Korean and Japanese players spend significantly more than their U.S. and Chinese counterparts.
- Indonesia's Growth: The fastest-growing market in Southeast Asia, with 84% higher average spending than Indian players and 50% more paying users.
- Mexico's Challenges: Economic downturn led to 2% drop in conversion rate on iOS, despite a 52% increase in installs.
U.S. Mobile Market
- iOS Dominance: The U.S. was the only country where more players were on iOS than Android, and iOS players spent 45% more on average.
- Genre Preferences: Puzzle games were the most played genre in the U.S. (58%), followed by action (33%) and simulation (10%). These genres are popular due to their on-the-go gameplay and linear progression.
- Engagement Growth: Mobile engagement increased by 19% year-over-year, with users playing 3 times a day, spending 10 minutes per session on average.
Device Performance and Optimization
- RAM Matters: Over 50% of smartphones had less than 2GB of RAM, which developers should consider when optimizing game size and performance.
- Battery Life: High processing power games should target users with top-tier devices like iPhones and Google Pixels, while affordable Android phones remain the global standard.
- Screen Size: Retention was comparable across all screen sizes, emphasizing the importance of processing power over screen size.
VR Market Highlights
VR Revenue and Adoption
- Total VR Revenue: $1.8B in its first commercial year.
- Device Shipments: 6.3M devices were shipped globally, with Samsung Gear VR leading the market.
- User Engagement: Average VR session length was 10 minutes, with users returning 40 times a month.
Platform Performance
- Mobile VR: Dominated in terms of user frequency, with mobile VR users reaching for their headsets almost 50 times a month.
- PlayStation VR: Outperformed other non-mobile headsets, with 81% of American VR users engaging in gaming.
- Content Quality: Short, high-quality VR experiences were more effective in retaining users. Indie titles like I Expect You to Die and Land's End demonstrated the versatility and potential of VR.
Methodologies and Data Sources
- SuperData Research provides market intelligence through proprietary data partnerships, collecting 78M+ unique consumer transactions and 1,000 U.S. mobile gamer surveys.
- Unity Analytics offers player behavior insights, with data collected from 15M+ unique gamers and 49M+ transactions between 2015 and 2016.
- Privacy Note: Unity collects de-identified and aggregated data, using UUIDs to track devices, though this may lead to overcounting on iOS.
Conclusion
2016 was a pivotal year for mobile and VR games, with mobile games surpassing global box office revenue and VR starting to gain traction. Developers should focus on optimizing for lower RAM devices, targeting high-spending users, and creating short, engaging experiences to maximize retention and revenue. The U.S. remains a stronghold for iOS, while Android is gaining momentum in other regions, particularly China. As 2017 approaches, VR is expected to transition from experimentation to implementation, offering new opportunities for immersive gaming experiences.
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