Welcome!

News Feed Item

Europe Online Gaming Market 2014

NEW YORK, April 1, 2014 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Europe Online Gaming Market 2014
http://www.reportlinker.com/p0850056/Europe-Online-Gaming-Market-2014.ht...

1.) Online game playing on the increase in Europe, with a trend toward mobile and social gaming.

A new publication by Hamburg-based secondary research organization yStats.com, "Europe Online Gaming Market 2014", reports that Internet users in Europe spend more time playing games online than residents of other nations. Game players in Western Europe tend to spend more time online through consoles or the computer compared to their neighbors in the emerging markets of Eastern Europe, but throughout the continent, the trend is clearly toward online gaming through mobile devices such as tablet computers and smartphones, and toward gaming through social networks.

In Europe, the UK led spending rates on digital game content, while Germany was the leading country by average monthly revenue per paying user. Online gaming is a vast market in the UK as nearly 20% of the population of the UK use the Internet to play video games. The online game market there has further growth potential because of the mobile trend. Tablets were the first choice of over a third of mobile device owners to play games in 2013 in the UK, while half of all tablet owners played games. In Germany, consoles and PC are still popular for gaming, but mobile and social platforms are gaining importance. Downloads generated the highest revenue on the online gaming market in Germany in 2013. Mobile game sales also grow, with games for mobile devices making the largest contribution. The most popular types of games played in Germany are strategy, casual and action games.

In France, digital games are expected to grow and take a large share of the total video games market, while physical games sales decline. The revenues of the digital gaming market in France grew by over 10% in 2013, while the share of digital gaming on the total gaming market increased. Computer was the device most frequently used for gaming in France last year, followed by smartphone. In Belgium, the largest group of gamers played social or casual games, with the mobile gaming audience also being significant. A similar pattern was observed in Spain, and in Italy the PC and consoles are still used as much for games as smartphones and tablets.

The emerging markets Turkey and Poland were ahead of Western European countries in terms of the share of online gamers on Internet users in 2013. Eastern European countries also had a higher share of users who play networked games than in Western Europe, with Croatia in the lead. In Poland, computer games remained a major segment of the gaming market in 2013, but social, mobile games and online MMOs are catching up. In Turkey, over 20 million people play games online regularly, with social games being the largest contributors to this number.

In Russia, the online gaming market is booming, with still more growth expected from the mobile and social platforms. The online gaming market grew by over 20% in Russia, with MMO being the largest segment, followed by social. The number of mobile gamers in Russia is forecasted to increase annually to reach over 60 million in 2016, with around the same number playing online games other than on mobile devices.

2.) About our Reports

- Market reports by yStats.com inform top managers about recent market trends and assist with strategic company decisions
- yStats.com provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.
- The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry and trade associations, business reports, business and Company databases, journals, company registries and news portals.
- Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the original studies is correctly interpreted.
- yStats.com delivers all research results as PowerPoint files. All data can therefore be used directly for board presentations or be individually adapted.
- If required, yStats.com provides in-depth analysis for all research projects. Simply send us a request.


1.Management Summary

2 . Europe (Regional)
•Top 3 Markets in Western Europe by Digital Game Content Sales, 2012
•Share of Online Gamers on Total Internet Users, in %, by Selected Countries, 2013
•Share of Internet Users Playing Networked Games with Other Persons, by Countries, in %, 2012
•Share of Players Who Pay for Mobile Games, 2012
•Average Monthly Revenue Per Paying User in Free-to-Play MMOs, by Selected Countries, 2012

3. Western Europe

3.1. UK (Top Country)
•Online Gaming Market Trends, 2014
•Online Game Spending, in GBP million, 2011 & 2012
•Online Game Spending, in GBP million, 2011 & 2012
•Mobile Game Spending, in GBP million, 2010 & 2013f
•Share of Individuals Who Play Video Games Online, in %, Q3 2013
•Share of Individuals Aged 16 - 34 Who Play Games Online, in %, 2012
•Average Time Spent Playing Online Games* per Week, in % of Individuals Aged 16 - 34, 2012
•Share of Tablet Owners Who Play Games on Tablet, in %, 2013 and Mobile Devices Used the Most for Playing Games, in % of Users, 2013
•Breakdown of Total and Daily Mobile Gamers, by Gender and Age, in %, April 2013
•Breakdown of Users Who Purchased Mobile Games and Who Download Mobile Games for Free, by Platform, in %, April 2013
•Breakdown of In-Game Purchases for Mobile Games, by Type, April 2013

3.2. Germany (Top Country)
•Online Gaming Trends, 2014
•Online Gaming Revenues, by Downloads, Subscriptions and Payments for Online and Browser Games, and In-Game
Purchases, in EUR million, 2011, 2012 & H1 2013
•Number of Mobile Games Sold, in million, Sales, in EUR million, and Average Game Price, in EUR, by Games for Mobile Phones and Smartphones, Games for Mobile Consoles and Total, H1 2012 & H1 2013
•In-Game Purchases of Virtual Goods, in EUR million, 2012, 2013e & 2017f
•Number of Online Gamers, by Game Type, in millions, 2013
•Devices Used for Playing Games, in % of Gamers, 2013
•Devices Used Most Frequently for Playing Games, by Used Daily and At Least Once a Week, in % of Gamers, March 2013
•Share of Gamers Who Pay for Games, in %, 2013 and Breakdown of Game Spending, by Type, in %, 2013
•Top 6 Categories of Most Visited Websites, Incl. "Gaming", in % Internet Users, June 2013
•Most Popular Types of Games, by Total, Male and Female Gamers, in %, 2013

3.3. France (Top Country)
•Online Gaming Trends, 2014
•Digital Gaming Revenues, in EUR million, 2012 & 2013e
•Share of Digital Gaming on Total Gaming Revenues, 2012 & 2013e
•Breakdown of Frequency of Usage of Devices for Gaming, by Device, in % of Gamers, 2013
•Share of Gamers Who Bought Digital Games at Least Once, by Age Group, in %, 2013 and Share of Gamers Who Prefer Buying Digital Games over Physical, in %, 2013

3.4. Belgium
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013

3.5. Denmark
•Share of Online Shoppers Purchasing Video Games Software Online, in %, by Age Group, Gender and Total, 2010-2013

3.6. Italy
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013

3.7. Netherlands
•Breakdown of Video Gaming On Different Platforms, by Frequency, in % of Gamers, 2013
•Share of Device Owners Who Purchased Games and Virtual Goods for Games, by Tablet and Smartphone, in %, July 2013

3.8. Spain
•Number of Gamers, by Platform, in millions, 2013 and Share of Gamers Who Pay for Games, in %, 2013

3.9. Sweden
•Share of Individuals Purchasing Video or Computer Games Software Online, in %, by Age Group, Gender, Gender and Total, 12 Months to March 2013

4. Eastern Europe

4.1. Russia (Top Country)
•Online Gaming Trends, 2014
•Gaming Revenues, by Segment and Total, in USD million, 2010 – 2012
•Share of Online on Total Gaming Market, in %, 2010 - 2012 and Breakdown of Online Gaming Market, by Segment, in % of Total Gaming Market, 2010 – 2012
•Online Gaming Revenues, in USD million, 2011 & 2013e
•Number of Online Gamers, in million, 2012 & 2016f
•Number of Mobile Gamers, in million, 2012 & 2016f
•Breakdown of Gamers by Gender, Age Group and Income, by Browser Gamers and Social Gamers, in %, 2012
•Free-To-Play MMO Market Data, Including Monthly Users, in million, Average Revenue Per Paying User, in USD, Conversion Rate, in %, 2013
•Breakdown of Payments in Online Gaming, by Method, in %, January 2012 and January 2013

4.2. Poland
•Online Gaming Trends, 2014
•Share of Online Gamers on Internet Users, in %, 2013

4.3. Turkey
•Online Gaming Trends, 2014
•Share of Online Gamers on Internet Users, in %, 2013

Companies Mentioned

Apple, Google, Microsoft, BB


To order this report: Europe Online Gaming Market 2014
http://www.reportlinker.com/p0850056/Europe-Online-Gaming-Market-2014.ht...



__________________________
Contact Clare: [email protected]
US: (339)-368-6001
Intl: +1 339-368-6001

 

SOURCE Reportlinker

More Stories By PR Newswire

Copyright © 2007 PR Newswire. All rights reserved. Republication or redistribution of PRNewswire content is expressly prohibited without the prior written consent of PRNewswire. PRNewswire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

Latest Stories
SYS-CON Events announced today that SoftLayer, an IBM Company, has been named “Gold Sponsor” of SYS-CON's 18th Cloud Expo, which will take place on June 7-9, 2016, at the Javits Center in New York, New York. SoftLayer, an IBM Company, provides cloud infrastructure as a service from a growing number of data centers and network points of presence around the world. SoftLayer’s customers range from Web startups to global enterprises.
Culture is the most important ingredient of DevOps. The challenge for most organizations is defining and communicating a vision of beneficial DevOps culture for their organizations, and then facilitating the changes needed to achieve that. Often this comes down to an ability to provide true leadership. As a CIO, are your direct reports IT managers or are they IT leaders? The hard truth is that many IT managers have risen through the ranks based on their technical skills, not their leadership abi...
The essence of cloud computing is that all consumable IT resources are delivered as services. In his session at 15th Cloud Expo, Yung Chou, Technology Evangelist at Microsoft, demonstrated the concepts and implementations of two important cloud computing deliveries: Infrastructure as a Service (IaaS) and Platform as a Service (PaaS). He discussed from business and technical viewpoints what exactly they are, why we care, how they are different and in what ways, and the strategies for IT to transi...
After more than five years of DevOps, definitions are evolving, boundaries are expanding, ‘unicorns’ are no longer rare, enterprises are on board, and pundits are moving on. Can we now look at an evolution of DevOps? Should we? Is the foundation of DevOps ‘done’, or is there still too much left to do? What is mature, and what is still missing? What does the next 5 years of DevOps look like? In this Power Panel at DevOps Summit, moderated by DevOps Summit Conference Chair Andi Mann, panelists l...
Web Real-Time Communication APIs have quickly revolutionized what browsers are capable of. In addition to video and audio streams, we can now bi-directionally send arbitrary data over WebRTC's PeerConnection Data Channels. With the advent of Progressive Web Apps and new hardware APIs such as WebBluetooh and WebUSB, we can finally enable users to stitch together the Internet of Things directly from their browsers while communicating privately and securely in a decentralized way.
All organizations that did not originate this moment have a pre-existing culture as well as legacy technology and processes that can be more or less amenable to DevOps implementation. That organizational culture is influenced by the personalities and management styles of Executive Management, the wider culture in which the organization is situated, and the personalities of key team members at all levels of the organization. This culture and entrenched interests usually throw a wrench in the work...
Keeping pace with advancements in software delivery processes and tooling is taxing even for the most proficient organizations. Point tools, platforms, open source and the increasing adoption of private and public cloud services requires strong engineering rigor - all in the face of developer demands to use the tools of choice. As Agile has settled in as a mainstream practice, now DevOps has emerged as the next wave to improve software delivery speed and output. To make DevOps work, organization...
DevOps is often described as a combination of technology and culture. Without both, DevOps isn't complete. However, applying the culture to outdated technology is a recipe for disaster; as response times grow and connections between teams are delayed by technology, the culture will die. A Nutanix Enterprise Cloud has many benefits that provide the needed base for a true DevOps paradigm.
What sort of WebRTC based applications can we expect to see over the next year and beyond? One way to predict development trends is to see what sorts of applications startups are building. In his session at @ThingsExpo, Arin Sime, founder of WebRTC.ventures, will discuss the current and likely future trends in WebRTC application development based on real requests for custom applications from real customers, as well as other public sources of information,
SYS-CON Events announced today that Interoute, owner-operator of one of Europe's largest networks and a global cloud services platform, has been named “Bronze Sponsor” of SYS-CON's 20th Cloud Expo, which will take place on June 6-8, 2017 at the Javits Center in New York, New York. Interoute is the owner-operator of one of Europe's largest networks and a global cloud services platform which encompasses 12 data centers, 14 virtual data centers and 31 colocation centers, with connections to 195 add...
Historically, some banking activities such as trading have been relying heavily on analytics and cutting edge algorithmic tools. The coming of age of powerful data analytics solutions combined with the development of intelligent algorithms have created new opportunities for financial institutions. In his session at 20th Cloud Expo, Sebastien Meunier, Head of Digital for North America at Chappuis Halder & Co., will discuss how these tools can be leveraged to develop a lasting competitive advanta...
TechTarget storage websites are the best online information resource for news, tips and expert advice for the storage, backup and disaster recovery markets. By creating abundant, high-quality editorial content across more than 140 highly targeted technology-specific websites, TechTarget attracts and nurtures communities of technology buyers researching their companies' information technology needs. By understanding these buyers' content consumption behaviors, TechTarget creates the purchase inte...
With the introduction of IoT and Smart Living in every aspect of our lives, one question has become relevant: What are the security implications? To answer this, first we have to look and explore the security models of the technologies that IoT is founded upon. In his session at @ThingsExpo, Nevi Kaja, a Research Engineer at Ford Motor Company, will discuss some of the security challenges of the IoT infrastructure and relate how these aspects impact Smart Living. The material will be delivered i...
In his session at @ThingsExpo, Eric Lachapelle, CEO of the Professional Evaluation and Certification Board (PECB), will provide an overview of various initiatives to certifiy the security of connected devices and future trends in ensuring public trust of IoT. Eric Lachapelle is the Chief Executive Officer of the Professional Evaluation and Certification Board (PECB), an international certification body. His role is to help companies and individuals to achieve professional, accredited and worldw...
My team embarked on building a data lake for our sales and marketing data to better understand customer journeys. This required building a hybrid data pipeline to connect our cloud CRM with the new Hadoop Data Lake. One challenge is that IT was not in a position to provide support until we proved value and marketing did not have the experience, so we embarked on the journey ourselves within the product marketing team for our line of business within Progress. In his session at @BigDataExpo, Sum...