Digital games conquering the gaming landscape on the Old Continent
In Europe’s largest gaming market, Germany, the virtual goods segment is booming: revenues from micro-transactions in games more than doubled in 2014, while smartphones and mobile phones overtook PCs as the device most used to play games. In the UK also the freemium games model was the growth driver, especially for mobile games, but online games on PCs and consoles still outweighed revenues from mobile games last year. In France both computers and consoles were ahead of smartphones in terms of usage by gamers with some difference in payment models between these devices: free-to-play was the leading type of tames played on smartphones, while on computers it was topped by subscription-based games by a small margin.
Russia is by far the largest market.in the Eastern Europe region. Social and mobile games are the main growth drivers of the online gaming revenues in Russia. A third of Internet users in Russia played games over the Internet, with a similar share of gamers playing via social networks. In Turkey, computer and smartphones were in close competition for the share of Internet users frequently playing online games, with computers remaining slightly ahead. Similarly, in Poland the percentage of gamers playing on computers and in web browsers was higher than then playing on smartphones or tablets. Overall, some Eastern European countries were behind Scandinavian and Western European countries in penetration of Internet users playing games with other persons online in 2014.
Regarding the Europe-based gaming companies, French video, computer and digital games maker Ubisoft saw its digital segment grow at double-digit rate, while total revenues were down. Gameloft, another French game maker and publisher of some popular mobile game titles, saw revenues decline slightly amidst growing competition. Meanwhile, Germany-based Game Studios managed to bring its “Empire: Four Kingdoms” title to the rankings of top mobile games and almost doubled its revenues in 2014.
Our reports have been used by over 10K customers, including:
"Fixed and pay-TV operators have the opportunity to be early entrants in the cloud-gaming space, securing segments of a market that is adjacent to their core services." Operators risk missing out on the emerging opportunities in the cloud-gaming market as it evolves. Fixed and pay-TV...
Next level: The launch of next-generation video game consoles will support industry demand Abstract Video Games in the US The Video Games industry has experienced strong returns to spending on industry products during the latter half of the five-year period to 2018. While the emergence of low-cost games...
140 pages •
By Asia Market Information & Development Company
• Sep 2018
This study focuses on China’s Video Games market trends. In the two past decades, the market has been growing at a fast pace. The dramatic expansions of the manufacturing capabilities and rising consumer consumptions in China have transformed China’s society and economy. China is one of the world’s major producers...
32 pages •
By Euromonitor International
• Aug 2018
The traditional toy market faced significant headwinds in 2017, but one bright spot in global growth was collectables, with products such as LOL Surprise! having a major impact on sales. The growth of collectables is being spurred by various factors, such as social media and a growing adult market for toys. Like any toy trend collectables...
This IDC Market Perspective reviews the recent push by several prominent game publishers and platform operators to beef up their game subscription offerings, including potential cloud-streamed gaming service launches in the next few years. The primary conclusion is that while TV-based subscription revenue is trending up, this is probably a...
12 pages •
By Market Intelligence & Consulting Institute
• Jul 2018
Taipei-based, government-backed research institute MIC (Market Intelligence and Consulting Institute) conducted an online questionnaire research in Taiwan and received 7,483 and 9,699 valid questionnaires in the first half of 2015 and the second half of 2015, respectively. According to 2017 Yahoo Gaming Survey, Asia...