10Apr/150

Mobile Gaming, 23 Milliards d’euros d’ici 2018 !

infog google vs apple 2018

Google versus Apple : les deux géants tirent le marché vers le haut et s’affrontent au travers de business models différents

 

L’économie des jeux sur les plateformes nomades est remarquablement efficace, et la concurrence qui s’exerce entre Apple et Google l’est tout autant.

L’App Store d’Apple et Google Play sont les deux principaux appstores du marché en volume d’applications disponibles et téléchargées.

On notera qu’en juillet 2014, ils comptabilisaient chacun plus de 1 million d’applications, loin devant Windows Phone Store, Amazon Appstore et Blackberry World. Aujourd’hui, ces deux appstores rassemblent à eux seuls  quasiment 80% des applications disponibles.

Les chiffres clés du marché mobile mondial à 2018

•    Le nombre de jeux mobiles dépasse de loin le nombre de jeux disponibles sur les autres plateformes de jeux,  offrant de nombreuses perspectives aux grands acteurs.

•    Le marché du jeu mobile s’élève à 12.8 milliards EUR en 2014. 72.6% de la valeur est générée par le jeu sur smartphone et atteindra vraisemblablement les 15 Milliards d’euros d’ici 2018

global mobile market generated by smartphone and tabletsDes modèles économiques innovants : Le free2play séduit de plus en plus de joueurs

Sur téléphone mobile, les 20 plus gros succès de l’année 2014 aux États-Unis sont des Free2Play. Ils étaient 18 en 2013.

•    Sur iTunes Store d’Apple, les jeux payants ne représentent plus que 8% du catalogue, contre 47% en 2012.

•    Le modèle Free2Play cohabite avec le modèle Pay-per-Download, mais le premier est bien plus répandu. Même les acteurs « historiques » du jeu vidéo investis dans le jeu nomade ou les « pure players » du jeu nomade ont passé le cap du Freemium, EA et Gameloft en tête.

Ce modèle a vocation à d’abord séduire le joueur avant de le faire payer. Une fois conquis, ce dernier paiera des objets virtuels en fonction de son attraction au jeu et de ses objectifs d’évolution à l’intérieur du jeu.

Pour retrouver toutes les informations concernant l’étude Mobile Gaming et les études associées, cliquez-ici

Plus d’informations sur l’expertises et les événements de l’IDATE sur :

www.idate.org          www.digiworldsummit.com          www.digiworldweek.com          www.gamesummit.pro

7Oct/13Off

Nomad Gaming

MICHAUD Laurent 

Laurent Michaud
Head of Consumer Electronics & Digital Entertainment Practice 

Mobile gaming: A global market of
worth over €9 billion in 2016

The mobile gaming market has been flourishing every since its inception in the early 2000s. Growth has been steady from the start, and picked up in 2007 and 2010 – which is when Apple released its game-changers, namely the iPhone and the iPad backed by the iTunes store.

Evolution of global sales in the mobile games segment, 2000-2016 (Billion EUR)

Source: IDATE

Read the full infography on gamesummit.pro, the dedicated website for the Digiworld Summit 2013 Game Summit executive seminar.

The economics of gaming on mobile platforms are remarkably effective:

  • The catalogues are incomparable in terms of numbers: 150,000 games on the iTunes store, more than 110,000 on Google Play in mid-2013, versus more than 13,000 on Facebook and over 1,800 on Steam.
  • The games available on Google Play represent only 14% of applications in terms of volume, but 40% of downloads and 80% of revenue.
  • On average, and on the basis of the 20 most profitable games on the iTunes Store, the revenue generated over the lifespan of a game is close to $4 per player.
  • Some titles have generated truly impressive results: Puzzle & Dragons from GungHo earns $2.5 million a day, while Clash of Clans (SuperCell) takes in $2.4 million a day, including nearly $530,000 in the United States alone.

Game aggregators and player network managers such as Gree and Mobage are among the market’s top dogs. They are reporting remarkable results, especially Gree which earned roughly $1.6 billion in 2012 – although that figure includes more than just its gaming business.

There are also established mobile gaming companies like EA Mobile, Gameloft, Gamevil, GluMobile and G5 Game which have managed to launch their own app/game stores.

The market is populated too by new entrants whose arrival on the scene benefited the sale of the first smartphones attached to an app store: Rovio, SuperCell and Kabam. GungHo Online Entertainment came from the world of online gaming, as did Mojang which has managed to make Minecraft a huge hit on mobiles as well.

If more than half of all mobile games can still be considered casual games (i.e. puzzles, card games, word games, etc.), mobile gaming is in the throes of a major transition. This new way of playing games is opening up whole new vistas, new ways to dream and have fun. Innovations built into mobile platforms have enabled game designers to let loose their imaginations inside a new technological environment, and for new gaming universes to be born. Mobile gaming is bringing a new inventiveness to the cultural industry that extends well beyond gaming.

This analysis is an excerpt of our Nomad Gaming: A new era for video games? Market Insight which takes a look at the state of gaming on mobile paltforms in terms of technology, device shipments, usage and economics with market forecasts for 2016.