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INDUSTRY REPORT:

APP-BASED GAMES
Tala Vahedi
April 26, 2018
Market Targets & Consumers
• Action games are most popular
 Virtual Reality

• Trending between 12 - 28 year olds


 2 trillion active users

• Targets will generate $124.7 billion by 2020

Digi-Capital Games Report - newzoo.com/globalreports/


Market Targets & Consumers

Revenue
increases by
+6.6% in 2020

Mobile devices
are popular

2016 2020

Digi-Capital Games Report - newzoo.com/globalreports/


Global Markets
• Market Consumers
 64% located globally
 Accounts for $34.8 million

• Reaching domestic markets


 Universal products & services
 Operating revenue

Global Games Market - pcgamesn.com/gamesperregion


Global Markets – Revenue per Region
Global Games Market Per Region 4%
Latin America
32% $3.0Bn
North America +11% YoY  Asian-Pacific leads U.S.
$25.1Bn
+11% YoY
margins by $25.1Bn

36%
36%
 65 Billion international
28% 36%
Eurpose, Middle East, Africa
Asia-Pacific
consumers
$19.5Bn
$25.1Bn
+4% YoY
+11% YoY

Global Games Market - pcgamesn.com/gamesperregion


Industry Challenges
• Expenditures
 $300Mn for start-up
 $124Mn for operating

• Business cycle declines


 44% struggle economically

(Seiffert-Brockmann, 2018)
Industry Opportunities
• Increase in revenues
Financial Performance Standard vs. Universal Services
• 130Action games retain popularity
120
$124.3Bn
110
Predicted
Revenue (in billions $)

100

90

80

70

60

50

40
2011 2013 2015 2017 2019 2021

- Action Genre Years - Other Genres


Companies with Universal Services Companies without Universal Services
Global Games Market - pcgamesn.com/gamesperregion
Thank you!

• Questions?

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