Global Games Market Grows 6% to $70.4bn in 2013

PRESS RELEASE

AMSTERDAM, 22 May 2013 – According to Newzoo’s 2013 Global Games Market Report, game revenues will grow to $70.4 billion worldwide this year, representing a  6% year-on-year increase. The number of gamers is expected to surpass 1.2 billion by the end of the year. Regional growth in game spending is highest in Latin America and the Asia-Pacific region: 11%. North America and Europe will show very modest growth. The market for smartphone and tablet games will grow 35% to $12.3bn, easily outpacing any other segment.  In terms of game spending per screen, the PC grosses the largest share with 39% or $27.6bn.

The 2013 Global Games Market Report is a result of a continuous research effort combining transactional data, primary consumer research and extensive analysis of reported revenues into Newzoo’s new global data model. This model calculates the absolute numbers of players, payers and average spend per segment for over 100 individual countries, representing over 90% of the worldwide population and is continuously updated with new information. The report will  be released on June 6 th and is available to pre-order from today.  Newzoo has also released three key images from the report and will provide more insights during two global webinars on the 4 th and 5 th of June.

Market by Region in 2013

The Asia-Pacific market will reach $25.1 billion this year, making it the biggest games market in the world.  Despite a year-on-year increase of 11%, Latin America remains a relatively small market with revenues of $3.0 billion. The North American market will total $22.8 billion (+2% y-o-y) followed by EMEA with $19.5 billion (+4% y-o-y). 

The images in this press release can be downloaded in high resolution here .

Peter Warman, CEO of Newzoo, adds: “ Over the past year, we have received an increasing number of enquiries about the availability of a consistent and clearly defined set of numbers showing the “total picture” for the games market: not just revenues, but also the absolute numbers of players as well as paying players broken down in segments and regions. I am very pleased we are now able to provide this resource to our clients using our new Global Data Model, which we started to develop in 2012.

Market by Segment in 2013

Consoles remain the highest revenue generating platform, with $30.6 billion (-1%  y-o-y) equal to 43% of global games revenues. This includes all DLC spend and business-to-consumer second-hand trade. Traditional PC gaming (downloads and boxed) contracts slightly to $6.0 billion (-7% y-o-y), but this is offset by 14% year-on-year growth for MMO games, totaling $14.9 billion. Game revenues generated by tablet and smartphones will gross 18% of the global games market, surpassing $12bn, which is roughly double the amount spent on games for handheld consoles. 

Market by Screen in 2013

In response to market changes and disappearing boundaries, Newzoo has developed an alternative segmentation model, the Newzoo Screen Segmentation Model TM . When plotting the 2013 revenue estimates in this model, the largest screen is the Computer Screen – this encompasses boxed or downloaded, casual, social and MMO games - , generating 39% of all revenues compared to 36% for the TV or Entertainment Screen. The Personal Screen or mobile phone, will show global growth of 22% y-o-y and accounts for 12% of global games market revenues. Within the category of Floating Screens, the shift from handheld consoles to tablets is illustrated by the anticipated 78% growth for tablets and 21% decline in spending on handheld console games. Over time, global revenues are expected to grow towards a more equal divide across the four typical screens. 

2013 Global Games Market Report

The report is specifically designed to meet the demand for a global perspective on the games industry, filling the gap created by the current pace of change. The report focuses on global consumer revenues generated by companies in the games industry. Market size estimates exclude consumer-to-consumer second hand trade and sales taxes. Excluded are also hardware sales, business-to-business services and online gambling and betting revenues from regulated betting and gambling companies. The full 2013 Global Games Market report contains global projections for 2013 to 2016 for all regions and segments as well as key data points for the top 50 revenue-generating countries. The quarterly calendarized game revenues of the top 35 public game companies for 2011 and 2012 are included in the report. For twelve key countries the report also showcases key franchise popularity and gamer demographics. Forecasts assume constant US$ exchange rates for local currencies as per year-end 2012. Historic foreign currency revenues have been converted to US$ using the year-end exchange rate. The 45-page report is priced at €1,490($1,950) and can be (pre-)ordered online.

Launch Webinars on 4 th and 5 th of June

Shortly before the official launch of the report on 6 June, Newzoo offers a sneak preview during two webinars on the 4 th of June (9PM CET, Noon PDT) and the 5 th of June (10AM CET, 5PM KST).  Newzoo CEO Peter Warman will provide background information on methodology and share some exclusive data and insights from the report. Attendees will be the first to receive a unique and exclusive global games market infographic. The number of attendees for each webinar is limited. Attendees can register here.

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About Newzoo

Newzoo ( www.newzoo.com) is the leading global market research firm focused purely on the games market. The company provides its clients with a mix of primary consumer research, transactional data and financial analysis across all continents, screens and business models. Newzoo’s clients include Valve, SEGA, Plantronics, Wizards of the Coast, Incomm, Nvidia, GlobalCollect, Microsoft, EA, Coca-Cola and Visa/PlaySpan. 

 


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