2016年解构手机和平板电脑游戏简版(英文)_33页-2mb
报告摘要
Summary of EEDAR 2016 Deconstructing Mobile & Tablet Gaming Report
Core Content Overview
The EEDAR 2016 Deconstructing Mobile & Tablet Gaming Report provides an in-depth analysis of the mobile gaming market in North America, focusing on adult gamers (ages 18+). It explores market sizing, demographics, spending habits, play time, and the motivations behind mobile gaming behavior. The report also includes a detailed breakdown of mobile game genres and their performance in terms of revenue and player engagement.
Key Market Trends
- Market Sizing: In 2016, North America had an estimated 196.1 million mobile gamers, with 155.3 million being active mobile gamers (played in the past 3 months).
- Revenue: Mobile gaming revenue in North America reached $6.1 billion in 2016, with a 39.29 USD average per user.
- Device Usage: 77% of mobile device owners actively play mobile games, with smartphones and tablets being the primary platforms.
- OS Segmentation:
- 48% of mobile gamers use Android exclusively.
- 31% use iOS exclusively.
- The remaining use mixed OS devices.
- Device Shift: Tablet usage by adult mobile gamers declined from 70% in 2015 to 59% in 2016, likely due to the availability of larger-screen smartphones.
Market Demographics
- Gender Distribution: Women make up 55% of the market, with a slight majority over men.
- Age Trends: The average age of mobile gamers increased from 35.1 in 2015 to 37.1 in 2016, indicating an aging audience.
- Device Preferences:
- Smartphone only: 41% of the market.
- Tablet only: 8% of the market.
- Smartphone & tablet: 51% of the market.
- Spend Segments:
- Non-Payers (52%): Spend $0 on mobile games.
- Payers (41%): Spend between $0.01 and $99.99.
- Heavy Payers (7%): Spend over $100 on mobile games.
- Play Segments:
- Light Players (20%): Play less than 1 hour per week.
- Moderate Players (45%): Play 1–5 hours per week.
- Heavy Players (35%): Play over 5 hours per week.
- Investment Index:
- Minimal Investors: 26.8 million users, low spend and low play.
- Low Investors: 34.1 million users, moderate spend and play.
- Moderate Investors: 19.7 million users, higher spend and play.
- Heavy Investors: 27.6 million users, high spend and play.
- Extreme Investors: 6.4 million users, very high spend and play.
Mobile Gaming Genres
The report categorizes mobile games into several genres, each with distinct gameplay and appeal:
Puzzle Genres
- Matching Puzzle: Players match like items through swapping, shooting, or manipulation. Examples: Candy Crush Saga, Toy Blast, Panda Pop.
- Brain Puzzle: Focuses on word/letter manipulation, number puzzles, or trivia. Examples: Words with Friends, Threes, QuizUp.
- Physics Puzzle: Relies on physics-based mechanics. Examples: Angry Birds, Cut the Rope, Where's My Water?.
Arcade Genres
- General Arcade: Easy to learn, with scoring and level progression. Examples: Fruit Ninja, Backflip Madness.
- Endless Runner: Single avatar moves through a 2D or 3D space to avoid obstacles. Examples: Jetpack Joyride, Temple Run.
- Music / Rhythm: Gameplay involves tapping/swiping in sync with music. Examples: Magic Piano by Smule, Love Live! School Idol Festival.
- Location-Based: In-game locations correspond to real-life locations. Examples: Pokémon GO, Ingress.
Skill & Chance Genres
- Casino (Skill & Chance): Includes games that simulate real or fake gambling.
- Skill Games: Emphasize strategy (e.g., Poker, Blackjack).
- Chance Games: Based on randomness (e.g., Slots, Roulette).
- Non-Casino Skill & Chance: Traditional card, board, and dice games. Examples: Uno, Yahtzee, Mahjong.
Simulation Genres
- Simulation: Players manage a social environment or plan a scenario. Examples: The Sims FreePlay, High School Story.
- City Builder / Resource Management: Focus on building and managing a city, with limited combat. Examples: Hay Day, Smurfs' Village.
Strategy Genres
- General Strategy: Involves combat and tactical planning. Examples: Plague Inc., Catan, XCOM: Enemy Unknown.
- Combat City Builder: Combines city building with army combat. Examples: Clash of Clans, Game of War: Fire Age.
- Trading Card Game (TCG): Mimics traditional tabletop TCGs. Examples: Magic the Gathering 2016, Hearthstone.
- Tower Defense: Defend against waves of enemies using structures. Examples: Plants vs. Zombies, Fieldrunners.
- MOBA: Team-based multiplayer combat games. Examples: Vainglory, Call of Champions.
RPG Genres
- Role Playing Game (RPG): Focuses on character progression and story. Examples: Final Fantasy, Chaos Rings.
- Collectable Battle RPG: Combines RPG elements with card collection and deck building. Examples: Summoner's War, Puzzle & Dragons.
Action Genres
- Shooter: Players engage in shooting activities. Examples: Frontline Commando, NOVA.
- Action / Fighting: Involves movement, exploration, and combat. Examples: Infinity Blade, Injustice: Gods Among Us.
- Action Builder: Emphasizes exploration, crafting, and building. Examples: Minecraft, Terraria.
Other Genres
- Racing: Competitive vehicle-based gameplay. Examples: Need for Speed, CSR Racing.
- Sports: Simulates traditional sports or team management. Examples: FIFA Mobile Soccer, NBA 2K17.
Key Insights
- Heavy Payers (7% of the market) contribute 55% of the revenue, highlighting their significant impact on the market.
- Light Players (20% of the market) are mostly Non-Payers (85%), indicating a strong correlation between spending and play time.
- Puzzle games dominate the top 5 most played genres, suggesting a preference for casual, quick-play experiences.
- Smartphones are the most versatile devices, used across a variety of settings, while tablets are more commonly used at home.
- The market is becoming more age-diverse, with an increasing number of older adults entering the gaming space.
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