Professional Documents
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Video Games
Video Games
378 Summary
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406 Asia Pacific
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418 Latin America
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Summary
Video games with compound annual increases of 21.3 percent and 12.3
percent, respectively. Online games will total $30.6 billion
The video game market consists of consumer spending in 2014, and wireless games, $13.1 billion. There is an
on console games (including handheld games), personal emerging video game advertising market that totaled $1.6
computer games, online games, and wireless games as billion in 2009, a figure that will increase to $2.8 billion in
well as video game advertising. The category excludes 2014, growing at a 12.9 percent compound annual rate.
spending on the hardware and accessories used for
playing the games. Retail purchases of games are included
in either the PC or console game categories. The online Principal drivers
games category includes microtransactions, which are
The console game market will continue to be driven over
players’ purchases of accessories and additional game
the next few years by new games being marketed for the
content that enhance the gaming experience. If these
current generation of consoles: the Wii, the Xbox 360, and
games are then played online for a subscription fee, the
PlayStation 3 (PS3). The latest handheld devices—the
subscription fee is counted in the online game category.
Nintendo DS (dual screen), the PlayStation Portable (PSP),
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and the PSP Go—also continue to support the market.
Market size and growth by region The online market continues to expand due to the increase
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in penetration of broadband households combined with
The video game market in North America, EMEA (Europe, the growing digital distribution of content. We expect that
Middle East, Africa), Asia Pacific, and Latin America
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will expand from $52.5 billion in 2009 to $86.8 billion in introduced, which will spur renewed growth in console
2014, growing at a 10.6 percent compound annual rate.
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games. The increasing popularity of massively multiplayer
Asia Pacific, with three of the top four countries in the online games (MMOGs), with their subscription fees and
world, is the largest region, at $19.4 billion in 2009, and
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markets—constitute in Asia Pacific a larger share of total The growth of smartphones with improved graphic
spending than in other regions, and consequently, they capabilities will drive demand for wireless games. At
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have a greater influence on growth. EMEA, the second- the same time, new application stores that make the
largest region in 2009, at $16.8 billion, is projected to grow purchasing of games more user-friendly will increase the
by 6.4 percent compounded annually to $23.0 billion. number of gamers willing to purchase games. The growth
North America is projected to increase from $15.1 billion of third-generation (3G) networks, with their faster speeds,
in 2009 to $20.7 billion in 2014, growing by 6.5 percent on will provide an environment enabling wireless games to
a compound annual basis. Latin America is projected to approach the quality of console games.
grow to $1.8 billion in 2014 from $1.1 billion in 2009, a 9.3 The market for PC games will continue to deteriorate as
percent compound annual gain. consumers turn their attention to newer technologies.
The growth of MMOGs, which usually require the retail
Market size and growth by component purchase of a PC game, will partially offset the continuing
decline of the retail PC game market.
Global console games, the largest category, at $28.2 billion
in 2009, will expand at a 5.5 percent compound annual rate Video game advertising is emerging as an additional
to $36.8 billion in 2014. PC games will continue to decline, revenue stream. The dynamic in-game advertising
falling at a 1.8 percent rate compounded annually to $3.5 segment is increasing in importance and is being fueled
billion from $3.8 billion in 2009. Online games and wireless by the growth of the online game market.
games will be the fastest-growing end-user categories,
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generation console, the Xbox 360, when it was launched million as of the end of 2009. As with the Xbox 360, Sony
prior to the holiday season in 2005 in North America, has introduced a number of different PS3 models since
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Europe, and Japan. its introduction. In September 2009, Sony introduced a
slimmer PS3 with a 120-GB hard drive at a reduced price
A total of 39 million units of the Microsoft Xbox 360 have
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of $299 in the US, £249 ($388) in the UK, €299 ($416)
been sold worldwide as of the end of 2009, around 5 in the rest of Europe, and ¥29,980 ($320) in Japan. The
million more than the PS3. In North America, the Xbox 360
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has a wide lead over the PS3, while in Europe, sales of the with games or other Sony electronics spurred demand
two consoles are very close. By contrast, in Japan, the
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worldwide during the holiday season. The PS3 is being
Xbox 360, which appeals primarily to Western gamers, has marketed as the most advanced home entertainment
not performed well.
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to download games, movies, and other entertainment that of the Xbox 360, is free to users and allows game
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content as well as play against other gamers around the developers to control their own environments. Additionally,
world. A subscription fee is required to take advantage of other online content such as movies can be downloaded.
the various online capabilities. Sony will also be introducing a Sixaxis motion controller in
Microsoft will be introducing a new motion control system 2010. It will combine with the PlayStation Eye camera to
called Project Natal, which is expected to be available in track a user’s face and body movements. It is similar to the
time for the holidays in 2010. With a specially designed Wii controller in that it is waved and can be used in lieu of
camera, games can detect a player’s motions and a sword, a baseball bat, or many other devices.
replicate them on-screen, thereby eliminating the need for
a controller. The new gaming experience is expected to Nintendo Wii
extend the life of the Xbox 360 by several years. Microsoft The Wii, which was launched in November 2006, is being
will also be introducing its retro-themed Game Room, marketed as a game machine, as opposed to the Sony
which will enable gamers to build a virtual arcade filled and Microsoft machines, which are being promoted as
with classic games. The service will launch initially with 30 media centers for home entertainment. Nintendo has
games and is expected to grow to over 1,000 games in expanded the universe of game players to include younger
three years. children, older adults, and women. The Wii is the top-
To keep demand strong, Microsoft has introduced new selling console worldwide, outselling the Xbox 360 despite
models with expanded capabilities and has lowered coming to market a year later than its competitor. The Wii
prices. High-definition/DVD capabilities are available as has sold 67 million units worldwide.
an optional device. Currently, the Xbox 360 comes in two
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would be hard to improve upon. Manufacturers will add
unique in that it does not have a UMD drive with content
enhancements to the current machines—such as the new
available only as a download from PlayStation Network.
motion controllers—to entice gamers for the near future
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The PSP Go launched with 225 games available for
rather than introduce entirely new machines. The next
download. In addition to being more streamlined than
generation is anticipated to start emerging at the end of
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the other PSP models, the PSG Go’s major change is
the forecast period.
that it lacks UMD capabilities. It is thus the first gaming
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Beginning in spring 2010, the Wii will join the Xbox 360 and device that relies entirely on digital content. Games are
the PS3 in enabling its users to get instant access to movies downloaded from the PlayStation Network online store
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and television shows from Netflix. Unlike its competitors, either directly to the PSP or first to the PS3 or PC and then
the Wii cannot display movies in high definition. transferred to the PSP. The Go is being marketed to people
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strength. The Nintendo DS is the leading portable device will enable users to download comics from its digital
on a worldwide basis because of its simplicity, which has comic-book store, which has the newest comics as well
broadened its appeal beyond hard-core gamers. The DS as hundreds of classic comics. The digital reader became
has two screens, providing players with two views of the available in the US, the UK, and Australia in December
action as well as touch-screen and stylus capabilities, 2009 and will be available in the other regions in 2010.
which are innovative features in video games.
In December 2009, Sony launched its PSP digital comic-
The DS has broadened the market, attracting women and book store populated with content from several leading
older players with its Touch Generation brand of games, publishers, including Marvel, Disney, and IDW Publishing.
which includes a number of games in the Pokemon and Comics, which cost $1 to $3, are available at the
Brain Training franchise, both of which are exclusive PlayStation store and can be accessed either (1) directly
to the Nintendo DS. Nintendo introduced an improved on the PSP over Wi-Fi or (2) downloaded to a PC or PS3
version called the DSi in April 2009, with a larger screen, and then transferred to a phone.
built-in cameras, and a Secure Digital slot. The company
Apple is positioning the iPod Touch as a mobile-game
is introducing a new, larger version called the DSi XL,
platform. There are around 20,000 games available
which has two 4.2-inch screens, almost double the size
through app stores, although they’re not as sophisticated
of previous versions. The XL has a better viewing angle,
as handheld games.
making sharing content easier. The XL launched in Japan
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Facebook in June 2009, is the fastest-growing game Electronic Arts, THQ, and Ubisoft to reach people who do
of all time, with more than 75 million users. Zynga has not normally buy games. Other advantages of the service
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more than 125 million gamers playing its various games, are that (1) it will cut down on piracy because the games
including Mafia Wars and Cafe World, which garnered 10 are never actually downloaded and (2) developers can
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million players in its first week. In total, there were around update games easily. By contrast, download services
500 million social gamers in 2009. /o like Stream provide digital distribution but require users
to have powerful computers and lots of space to hold
Major game developers are taking interest in social games,
the games as well as the time to download them. Cloud
as evidenced by Electronic Arts’ purchasing Playfish, the
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computing models will contribute to overall growth in
second-leading developer in the market, for $275 million
online games.
in November 2009. Playfish has more than 60 million users
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playing its games, which include Pet Society, Restaurant Valve Corporation pioneered the concept of downloading
City, and Country Store. PC games in 2004 with its online service called Steam,
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Data for the global video game market by region and for the global video game market by component can be
found within the Industry Overview on page 47.
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• Attractive video game demographics, dynamic • Wireless games will increase by 7.1 percent on a
advertising, and video game viewer ratings will compound annual basis from $918 million to $1.3 billion
attract advertising. in 2014.
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• The PC game market will decrease to $514 million
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Overview in 2014 from $601 million in 2009, a 3.1 percent
compound annual decline.
• The overall video game market is projected to grow by
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6.5 percent compounded annually to $20.7 billion in
2014 from $15.1 billion in 2009.
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North America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014
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Console/handheld games 6,400 6,903 9,321 11,820 10,680 11,501 12,019 12,669 13,478 14,387
Online games 1,005 1,363 1,688 1,927 2,066 2,245 2,435 2,622 2,805 2,991
Wireless games 420 559 718 845 918 980 1,061 1,136 1,212 1,294
PC games 1,046 1,064 920 777 601 560 544 533 524 514
Total end-user spending 8,871 9,889 12,647 15,369 14,265 15,286 16,059 16,960 18,019 19,186
Advertising 115 346 580 758 877 1,031 1,172 1,289 1,396 1,524
Total 8,986 10,235 13,227 16,127 15,142 16,317 17,231 18,249 19,415 20,710
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Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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• The video game market in the United States is • The Canadian video game market will increase by
expected to grow from $13.7 billion in 2009 to $18.8 6.6 percent on a compound annual basis reaching
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billion in 2014, exhibiting a 6.4 percent compound $2 billion in 2014 from $1.4 billion in 2009.
annual growth rate. /o
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Video game market by country† (US$ millions)
2010–14
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North America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
United States 8,270 9,342 12,092 14,720 13,725 14,790 15,613 16,521 17,568 18,757 6.4
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Canada 716 893 1,135 1,407 1,417 1,527 1,618 1,728 1,847 1,953 6.6
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Total 8,986 10,235 13,227 16,127 15,142 16,317 17,231 18,249 19,415 20,710 6.5
Console/handheld market • Price reductions for all three of the major consoles in
the latter part of the year led to increased demand for
• After two very strong years in 2007 and 2008, the games, culminating in the best December on record for
console/handheld game market retrenched in 2009, the sale of games.
decreasing by 9.6 percent. The recession reduced
discretionary income that in turn led consumers to cut Hardware platforms
back on discretionary purchases, including console
games. Also, Call of Duty was such a big hit in 2009 Consoles
that developers delayed releasing other games. • In August 2009, Microsoft lowered the price of its Xbox
Consequently, there were fewer blockbuster games 360 120-GB Elite model—reducing the price to $299
in 2009. in the United States—while the Arcade model (without
a hard drive) remained at $199. Sales of the Xbox 360
increased dramatically after the reduction in price.
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$310 million and making it the biggest launch in
• In August 2009, Sony lowered the price of its 80-GB
entertainment history, surpassing Grand Theft Auto
hard drive model from $399 to $299 and reduced
IV, which sold 3.6 million copies on its first day. Call of
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its 160-GB model from $499 to $399. Both of these
Duty has since crossed the $1-billion mark worldwide
models are being phased out in favor of the new,
and has become the fourth-top-selling game in US
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slimmer PS3, which was introduced in September with
history. The Call of Duty franchise includes three of the
a 120-GB hard drive for $299.
top-selling games of all time in the US.
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• The introduction of the new model reinvigorated the
• The Xbox 360 version of the Call of Duty game was
market for the PS3, which sold 4.3 million units in 2009,
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the top-selling game of the year, with the PS3 version
a 23 percent increase from the prior year. Lifetime sales
ranking eighth. Six of the top-10-selling games in the
of the PS3 in the US totaled 11.1 million units as of the
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in 2009, bringing its total sales since its introduction nonconsole game to make the list of top 10 games in
to around 29 million. The Wii, which costs C$219 2009.
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departments and (2) government policies that support
States is expected to grow by 6.2 percent at a
the industry through tax credits and incentives.
compound annual rate from $9.9 billion in 2009 to
Provincial governments in Canada are revamping
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$13.3 billion in 2014.
their tax credit systems to attract game developers.
Ubisoft, for example, is making a significant investment • A similar pattern is expected for the Canadian console/
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in Ontario because of a more attractive tax package. handheld game market, with revenues increasing
Such incentives make it cheaper and easier to develop /o 5.7 percent on a compound annual basis from
games in Canada than in the United States and Europe. $799 million in 2009 to $1.1 billion in 2014.
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• New games tend to sell at higher prices than games • Overall spending in North America will increase from
that have been on the market for several years and $10.7 billion in 2009 to $14.4 billion in 2014, a
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that are generally discounted. In the absence of a 6.1 percent compound annual increase.
new generation of consoles entering the market, most
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2010–14
North America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
United States 6,017 6,462 8,714 10,997 9,881 10,643 11,122 11,718 12,470 13,332 6.2
Canada 383 441 607 823 799 858 897 951 1,008 1,055 5.7
Total 6,400 6,903 9,321 11,820 10,680 11,501 12,019 12,669 13,478 14,387 6.1
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built on social network platforms such as Facebook
7.2 percent in 2009, the first year that it failed to reach
or MySpace, will account for around half of all
double-digit gains. Growth has been driven by an
microtransaction spending. For example, gamers buy
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increase in broadband subscribers and the transition
virtual coins to acquire exotic items on FarmVille, the
to the current generation of consoles. Average monthly
leading Facebook social game.
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spending per user has been declining, a trend we expect
• In 2009, Playdom, one of the leading social game /o will continue. There are more subscription services
developers, along with Zynga and Playfish, issued entering the market as well as more companies providing
prepaid cards to be used for buying virtual goods on digital distribution. Nevertheless, as the economy
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such games as Mobsters 2: Vendetta and Sorority Life. improves, we look for somewhat faster growth during the
The cards can be purchased at retail outlets. next five years. The online game market will grow from
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learn or to play—have attracted a wider demographic • Rising broadband penetration and a 5.5 percent
audience, including women and older adults. In fact, increase in the number of 18- to 34-year-olds—the
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the majority of online gamers in the United States are principal demographic for online games—and an
women. There are a number of online sites such as expanding microtransaction market will fuel online
Yahoo! Games, MSN’s Zone, and Electronic Arts’ game spending in North America during the next five
Pogo.com that provide some free games, with most years. The online game market in the United States
of their revenues coming from advertising. is expected to increase from $1.7 billion in 2009 to
$2.5 billion in 2014, a 7.7 percent compound annual
• Massively multiplayer online games are played
growth rate, while the Canadian online game market
by thousands of people simultaneously around
will increase at a slightly slower, 7.5 percent compound
the world. MMOGs are virtual worlds inhabited by
annual rate to $493 million in 2014 from $344 million
supernatural beings such as aliens or wizards that
in 2009.
continue to evolve. Most MMOGs are played on PCs,
with additional content delivered over broadband
Wireless games social game developer for the iPhone, with such games
as iMafia and iFarm.
• Almost all new wireless phones are now Internet
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enabled, enhancing the potential for the downloading • In January 2010, Apple introduced the iPad, a new
of games. The increasing sophistication of the new tablet computer that runs all of the iPhone applications,
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handsets will make for a more enjoyable gaming including the games. With its enhanced graphic
experience. As individuals upgrade their existing capabilities and its large touch screen, the iPad is
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handsets for newer models, the number of game- expected to become the platform of choice for
capable handsets will increase dramatically. /o many gamers.
• Most mobile games are simple because the graphics • Electronic Arts Mobile, the world’s major mobile game
capabilities of the handsets are limited. As a result, the developer—headquartered in California with a major
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most popular mobile games are single-player board studio in Canada—is best known for turning big-name
titles like Monopoly, Scrabble, and Tetris into mobile
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who enjoy playing casual games such as Tetris and largest mobile game developer in the world. The other
Bejeweled, the two most-often-downloaded wireless major wireless game developers are Gameloft and
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North America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
United States 382 507 653 767 833 886 958 1,023 1,089 1,163 6.9
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Canada 38 52 65 78 85 94 103 113 123 131 9.0
Total 420 559 718 845 918 980 1,061 1,136 1,212 1,294 7.1
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†At average 2009 exchange rates.
Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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because the rise of the consoles has shifted the superior graphics. The most-advanced games are often
market away from the PC. It must be noted that this PC based because the open platform facilitates more-
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section deals only with retail sales of PC games and efficient development of games. Though many PC
includes neither digital distribution of PC games, nor games are also ported to consoles, some games, like
subscriptions to online games, nor microtransactions Crysis, are so advanced that they cannot be ported.
that take place in online games. Those revenue streams
are growing in importance and are included in the • Microsoft’s Windows 7, launched in October 2009,
online games category. provides users with an improved gaming experience. It
includes DirectX 11, which has superior graphics that
• Retail sales of PC games have been deteriorating for a provide a more realistic environment. Windows 7 Game
number of reasons: Developers are producing fewer PC Explorer provides descriptions of games and how well
games because of the fear of piracy. Consumers have they will play on an individual computer; and it notifies
been migrating from PC games to those played on the the user when updates are available.
current generation of consoles. Retailers do not make
the same effort to market PC games, often relegating • The growth of MMOGs is aiding the retail PC game
them to the backs of their stores. Last, the move to market, as most MMOGs require a retail purchase
digital distribution of games makes downloading them of the game, after which the gamer pays a monthly
directly to the PC an easier alternative to purchasing subscription fee to play the game online. Despite being
the games at retail. five years old, World of Warcraft continues to be the
most popular MMOG in the world. A new expansion
• Despite recent sales declines, PC games do have pack called Cataclysm is expected to be launched
solid fan bases. PCs give gamers a superior method this year.
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PC game market† (US$ millions)
2010–14
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North America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
United States 950 969 826 701
/o 539 502 488 480 472 464 –3.0
Canada 96 95 94 76 62 58 56 53 52 50 –4.2
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Total 1,046 1,064 920 777 601 560 544 533 524 514 –3.1
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overtake static ads.
• An important factor in the growth of game advertising
involves showing how often people see the ads and • Video game advertising is still only a small segment of
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how effective the ads are. Nielsen Media Research the video game market, with North American revenues
established its GamePlay Metrics system—similar to estimated at around $877 million in 2009. We expect
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its television ratings service—to measure what share this market to expand, fueled by growth in dynamic
of the audience plays each game. The game industry /o advertising as online gaming expands. By 2014, video
is developing standards in collaboration with the game advertising will total $1.5 billion, growing by
Interactive Advertising Bureau’s Games Committee and 11.7 percent at a compound annual rate.
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has released in-game measurement guidelines. Massive
• The United States is the largest market in the world
Inc. has established a measuring system to determine
for video game advertising, with revenues of $750
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the wireless game market.
compounded annually from $10 billion in 2009 to
• PC games continue to stagnate because of the $13 billion in 2014.
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increased attention paid to console games.
• Online games—driven by both casual games and
• Dynamic ads in online games will propel video MMOGs—will increase by 11.9 percent compounded
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game advertising. annually to $4.9 billion in 2014 from $2.8 billion in 2009.
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up from $1.5 billion in 2009, a 9.5 percent compound
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annual increase.
• PC game sales will dip from $2.2 billion to $2.0 billion,
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EMEA 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014
Console/handheld games 6,418 6,854 8,814 10,648 9,953 10,646 11,123 11,647 12,226 12,976
Online games 1,035 1,398 1,839 2,371 2,776 3,163 3,499 3,954 4,440 4,862
Wireless games 597 833 1,051 1,313 1,484 1,654 1,819 1,983 2,166 2,331
PC games 2,345 2,416 2,433 2,311 2,188 2,151 2,112 2,064 2,021 1,982
Total end-user spending 10,395 11,501 14,137 16,643 16,401 17,614 18,553 19,648 20,853 22,151
Advertising 38 195 286 370 426 509 598 679 737 802
Total 10,433 11,696 14,423 17,013 16,827 18,123 19,151 20,327 21,590 22,953
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Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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• At $3.9 billion in 2009, the United Kingdom has the console market because console game spending is
largest video game market in EMEA. The United limited by the relatively low penetration of console
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Kingdom is an important game-developing center, hardware. Germany has strict laws regarding violence
including major games such as Grand Theft Auto IV. /o in video games. In fact, Germany has its own voluntary
The industry is concerned that other countries, espe- industry rating board called the USK, which reviews
cially France and Canada, will lure game developers and rates games, while most of the other European
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away by providing tax incentives and has asked the UK countries follow the Pan European Game Information
government for similar incentives. The UK game market rating system. The German government is discussing
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decreased 7.7 percent in 2009 because of severe a ban on the production and distribution of all violent
economic conditions. The UK is expected to maintain games. The Sims 3, Anno 1404, and a German version
its dominance, growing 6.7 percent on a compound of Call of Duty: Modern Warfare 2 were the leading
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annual basis to $5.3 billion in 2014. sellers in 2009. The US version of Modern Warfare
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Ireland 272 306 387 470 462 504 535 569 609 647 7.0
Italy 942 998 1,196 1,425 1,407 1,516 1,610 1,715 1,821 1,943 6.7
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Netherlands 439 543 671 813 876 949 999 1,065 1,136 1,222 6.9
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Norway 127 130 162 192 170 186 196 209 223 237 6.9
Portugal 28 34 39 49
/o 47 53 60 63 69 73 9.2
Spain 901 1,030 1,303 1,424 1,387 1,493 1,578 1,682 1,800 1,935 6.9
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Sweden 213 239 276 326 299 320 340 362 385 412 6.6
Switzerland 216 250 296 360 388 417 440 470 504 538 6.8
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United Kingdom 2,437 2,721 3,482 4,185 3,863 4,173 4,409 4,695 5,021 5,346 6.7
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Western Europe total 9,672 10,780 13,324 15,730 15,420 16,535 17,418 18,451 19,576 20,805 6.2
Central and Eastern Europe
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and some, such as Nedgame, the largest game retailer
with the Blu-ray high-definition disc player delayed in the Netherlands, refused to carry the device because
the launch of Sony’s PlayStation 3 in EMEA until of its high price of €250 ($348). PSP Go also competes
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March 2007. with wireless devices like the iPhone, although it uses
• In September 2009, Sony introduced its newest model, Wi-Fi rather than a wireless network for connectivity.
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the PS3 Slim. The new model, with a 120-GB drive, is • In November 2009, Sony introduced the Digital Comics
smaller and lighter than previous models. It also has the
/o reader for the PSP, which enables users to download
same price points of the 80-GB model, which is being comics from its Digital Comics store. The service,
discontinued. The PS3 has an installed base of over
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which initially launched in the UK and Ireland, will enter
10 million units in Europe. the rest of Europe in 2010. In December 2009, Sony
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• The Wii continues to outsell its competitors in both the introduced its PlayStation Network Video Delivery
UK and the rest of Europe. The Wii is the fastest-selling service to the UK, Spain, France, and Germany,
console in European history, surpassing 20 million units allowing PSP owners to purchase or rent movies.
c.
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Auto IV, the previous record holder. FIFA 2010, released
whether to ban the production and distribution of all
in October 2009, was the biggest-selling sports game
violent games. The market is expected to grow to
throughout Europe and the second-best-selling game
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$2.1 billion in 2014, a 5.3 percent compound annual
in the UK. Wii Sports Resort, Wii Fit, and Wii Fit Plus,
increase from 2009.
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Ireland 171 179 227 278 250 272 284 295 310 328 5.6
Italy 567 562 687 856 786 834 873 919 963 1,027 5.5
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Netherlands 178 238 316 409 427 460 477 501 528 573 6.1
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Norway 92 86 106 127 105 114 120 126 133 142 6.2
Portugal 17 18 21 25 22 24 25 26 28 31 7.1
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Spain 621 676 884 937 853 912 954 1,003 1,055 1,130 5.8
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Sweden 144 154 184 214 204 214 224 234 244 259 4.9
Switzerland 125 136 158 193 205 213 222 233 245 262 5.0
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United Kingdom 1,780 1,883 2,455 2,971 2,528 2,729 2,854 2,999 3,174 3,364 5.9
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Western Europe total 6,174 6,584 8,481 10,226 9,527 10,188 10,640 11,138 11,690 12,404 5.4
Central and Eastern Europe
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providing a strong impetus for the online market.
• The online game market is composed of several
segments. Massively multiplayer online games are • Online game revenues rose by 17.1 percent in 2009 to
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usually role-playing games that take place in fantasy $2.8 billion. We expect online games during the next
worlds or medieval worlds and can be played over long five years to increase by 11.9 percent compounded
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periods of time. After purchasing copies of the game at annually to $4.9 billion in 2014.
retail stores, players pay monthly fees to participate and
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often make additional purchases of online equipment with revenues of $655 million in 2009, which will
and accessories. Microtransactions associated with
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increase by a compound annual rate of 10.4 percent to
MMOGs are major drivers of online gaming revenue $1.1 billion in 2014.
growth. Currently, these games are played primarily on
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PCs. World of Warcraft is the leading MMOG in EMEA. • France is second, with revenues of $462 million, which
will grow by 10.5 percent compounded annually to
• Another segment of the online market consists of the
c.
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Ireland 29 40 54 71 81 89 97 108 121 129 9.8
Italy 132 177 220 259 282 311 339 373 414 449 9.7
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Netherlands 150 181 217 264 302 331 356 388 427 459 8.7
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Norway 10 13 17 23 26 30 32 36 40 43 10.6
Portugal 3 4 4 7 7 8 10 11 11 11 9.5
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Spain 76 111 146 186 214 235 254 285 320 355 10.7
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Sweden 15 21 27 39 45 48 54 60 66 72 9.9
Switzerland 42 54 71 92 105 119 128 143 161 175 10.8
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United Kingdom 225 317 434 565 655 721 780 873 979 1,073 10.4
c.
Western Europe total 970 1,304 1,711 2,188 2,483 2,733 2,969 3,320 3,711 4,047 10.3
Central and Eastern Europe
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the speed of the advanced wireless networks. expand the market by introducing more people to the
concept of downloading games. Those people could
• Although more-advanced games are being developed then be converted to purchasers of games in the future.
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for wireless, casual games still dominate the market.
Tetris continues to be the most popular game in many • Wireless games in Europe are distributed by such
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of the countries. Games are being developed to take carriers as Orange and Vodafone and by off-deck
advantage of the unique benefits of cell phones, such/o (game lists from multiple developers) third-party
as location awareness and social interaction. stores such as Jamba, Jamster, and Gameloft as well
as the new application stores from major handset
• Initially, the only games that people could play were
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manufacturers like Apple and Research in Motion
those embedded in their phones. More recently, with (BlackBerry).
the introduction of Internet-connected phones, it
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became possible to download additional games for a • The majority of people play the games that are
fee. New platforms such as the iPhone, which allows embedded in phones rather than paying to download
c.
users to download games from Apple’s App Store, are games. As the percentage of gamers who download
propelling the market. The App Store, which has more games increases, the wireless market will continue to
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than 20,000 games available for download, improves grow. We project wireless game revenues to expand at
the buying experience dramatically over the carriers’ a 9.5 percent compound annual rate to $2.3 billion by
decks, with better descriptions as well as free trials. 2014 from $1.5 billion in 2009.
• In late 2009, Apple relaxed some of its restrictions that • The UK has the highest penetration of mobile game
had previously prohibited microtransactions. Under the players in Europe, with around 20 percent of its wireless
new rules, developers of games can sell virtual goods. subscribers playing games. Additionally, almost half
That change will allow free social games that rely on of the UK’s 8 million mobile gamers paid for games in
microtransactions for revenues to be distributed on 2009. O2 has around 2.4 million mobile game players—
iPhones and the iPod Touch. more than any other operator—and about two-thirds
of them pay for content. The iPhone has the highest
• In January 2010, Apple introduced the iPad, a new percentage of gamers who pay for content, with
tablet computer that runs all of the iPhone applications, 85 percent of its 700,000 gamers paying for content
including the games. With its enhanced graphic in 2009. By contrast, Vodafone, the second-leading
capabilities and its large touch screen, the iPad is operator, with 1.4 million gamers, had only 38 percent
expected to be a popular platform. who paid for content. As in most other countries,
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• Italy has one of the highest numbers of wireless sub- percent compound annual rate.
scribers of any country in Europe. Its wireless game
• In Switzerland, wireless game revenues are expected
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market was $243 million in 2009 and will increase by
to grow substantially due to high penetration of mobile
7.9 percent compounded annually to $356 million
devices; Switzerland has the highest number of iPhones
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in 2014.
per capita.
/o
m
co
c.
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Ireland 29 40 58 74 83 93 103 113 124 135 10.2
Italy 122 150 185 215 243 272 295 317 336 356 7.9
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Netherlands 29 35 44 54 61 67 72 78 83 89 7.8
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Norway 6 9 12 16 18 20 22 24 26 28 9.2
Portugal 3 4 6 7
/o 8 10 11 11 13 13 10.2
Spain 78 114 154 197 221 245 270 293 323 349 9.6
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Sweden 12 17 22 27 32 37 39 44 49 54 11.0
Switzerland 11 14 20 27 29 32 35 37 40 42 7.7
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United Kingdom 95 133 186 237 265 293 321 351 384 416 9.4
c.
Western Europe total 547 757 947 1,181 1,332 1,486 1,630 1,775 1,936 2,092 9.4
Central and Eastern Europe
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PC game titles. The most popular PC games in 2009 expected to decline further to $282 million by 2014, a
include World of Warcraft and WoW: Wrath of the Lich 1.5 percent annual decline. Sims 3 was the top-selling
King, the second expansion pack of the original WoW.
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PC game in the UK in 2009, followed by Football
In order to play many of the MMOGs, gamers must Manager 2010 and Football Manager 2009. Unlike the
first buy a retail copy of the game. Additionally, casual
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situation in many of the other countries, WoW was not
players who do not want to spend money to buy a among the top five games in 2009 because MMOGs are
console can still play games on a PC. At the other end
/o not that popular in the UK.
of the spectrum, the PC represents a better platform for
hard-core gamers to play complicated games because • In Italy, the PC game market is relatively small, both
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the mouse and keyboard provide a better interface for because PC penetration in Italy lags behind that in
complex commands than console controllers do. many of the other European countries and because
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console game market. In fact, unlike most of the other term trend of declining PC game sales.
countries, in Germany more people play games on PCs
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Ireland 42 43 42 40 40 40 40 40 40 40 0.0
Italy 120 99 89 76 74 71 71 70 68 67 –2.0
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Netherlands 81 79 79 67 64 63 61 60 58 57 –2.3
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Norway 18 19 22 20 14 14 13 13 13 12 –3.0
Portugal 4 4 4 4
/o 4 4 4 4 4 4 0.0
Spain 125 125 115 97 92 91 89 88 88 86 –1.3
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Sweden 41 41 35 35 6 6 6 6 6 6 0.0
Switzerland 36 39 37 34 33 33 32 31 30 29 –2.6
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United Kingdom 328 338 335 320 304 301 298 293 289 282 –1.5
c.
Western Europe total 1,946 1,955 1,919 1,789 1,681 1,652 1,620 1,584 1,550 1,514 –2.1
Central and Eastern Europe
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For example, a billboard advertising a movie could Channel 4 in the UK introduced a program called 1066—
be updated every few weeks when new titles hit the about the Norman Conquest—through the use of a game
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box office. Similarly, different ads can be displayed by the same name.
for different regions such as an English version for • Currently display ads and advergames are the most
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the UK and a French version for France. A number of prevalent. We expect in-game advertising and, more
companies—including Massive, which was acquired /o specifically, dynamic in-game advertising to gain in
by Microsoft; IGA International; and Double Fusion— importance over time as more games are played online.
have all developed the technology to dynamically place
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ads in video games. IGA signed exclusive deals with • Growth in online gaming will expand the potential
Activision and Electronic Arts to deliver in-game ads market for dynamic in-game advertising and will drive
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for the PS3. Double Fusion signed an exclusive deal for overall spending. We project video game advertising
dynamic in-game advertising for Pro Evolution Soccer, revenues to almost double during the next five years to
a major sports game in Europe. The placement of these $802 million in 2014, a 13.5 percent compound annual
c.
ads takes place while the games are developed, but the increase from $426 million in 2009.
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actual ads can be changed via the Internet. • The UK accounts for more than a quarter of the EMEA
• Advertisers that can get their products to be integral market, with revenues of $111 million in 2009, followed
parts of games reap additional benefits. For example, by France with $82 million and Germany with $67 million.
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Ireland 1 4 6 7 8 10 11 13 14 15 13.4
Italy 1 10 15 19 22 28 32 36 40 44 14.9
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Netherlands 1 10 15 19 22 28 33 38 40 44 14.9
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Norway 1 3 5 6 7 8 9 10 11 12 11.4
Portugal 1 4 4 6
/o 6 7 10 11 13 14 18.5
Spain 1 4 4 7 7 10 11 13 14 15 16.5
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Sweden 1 6 8 11 12 15 17 18 20 21 11.8
Switzerland 2 7 10 14 16 20 23 26 28 30 13.4
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Western Europe total 35 180 266 346 397 476 559 634 689 748 13.5
Central and Eastern Europe
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The outlook in brief • End-user spending on video games will total $40.9
billion in 2014, growing 16.3 percent on a compound
• Falling console prices and new titles will sustain growth annual basis from $19.2 billion in 2009.
in the console/handheld game market.
• Advertising will increase from $227 million in 2009
• Rising broadband penetration will propel online gaming. to $472 million in 2014, growing by 15.8 percent
• High-speed wireless networks and sophisticated compounded annually.
handsets will drive spending on wireless games. • Console/handheld games will grow to $8.5 billion in
• The PC game market will continue to deteriorate due to 2014, increasing by 4.3 percent on a compound annual
competition from the other sectors. basis from $6.9 billion in 2009.
• Dynamic in-game advertising and the expansion • Online games will become the largest category in
of online gaming will propel the video game 2010, reaching $22.6 billion by 2014, a 27.3 percent
advertising market. compound annual increase from $6.8 billion in 2009.
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• Wireless games will surpass console games in 2014
Overview to become the second-largest category. Spending will
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grow at a 14.1 percent compound annual rate to $8.9
• The video game market will expand from $19.4 billion billion in 2014 from $4.6 billion in 2009.
in 2009 to $41.3 billion in 2014, increasing at a 16.3
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percent compound annual rate. • PC games will fall by 1.4 percent compounded annually
to $852 million in 2014 from $912 million in 2009.
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Video game market by component† (US$ millions)
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Asia Pacific 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014
Console/handheld games 5,146 5,592 6,688 6,836 6,929 7,189 7,478 7,793 8,155 8,548
c.
Online games 1,844 2,509 3,720 5,269 6,752 8,638 11,029 14,079 17,874 22,590
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Wireless games 1,448 2,042 2,802 3,745 4,591 5,472 6,359 7,393 8,139 8,875
PC games 980 1,000 981 923 912 900 890 881 862 852
Total end-user spending 9,418 11,143 14,191 16,773 19,184 22,199 25,756 30,146 35,030 40,865
Advertising 18 102 141 188 227 275 331 382 422 472
Total 9,436 11,245 14,332 16,961 19,411 22,474 26,087 30,528 35,452 41,337
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Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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• Japan, at $7.4 billion, is the largest video game market compound annual rate to $19.1 billion in 2014. The
in Asia Pacific and the second-largest video game PRC will account for two-thirds of total growth in Asia
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market in the world, after the United States. It is the Pacific during the next five years.
home of two of the three major console manufacturers— /o • South Korea is the third-largest market in Asia Pacific
Sony and Nintendo—making the console/handheld
and the fourth largest in the world, at $4.1 billion in
game segment more important than in other countries
2009. Wireless games represent the dominant category
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in the region. Japan accounted for 38 percent of total
in South Korea, with online games close behind,
video game spending in Asia Pacific in 2009 but 50
reflecting both a high rate of mobile phone Internet
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Pakistan 50 61 73 84 92 100 108 115 123 131 7.3
Philippines 80 93 106 125 137 149 162 175 187 200 7.9
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Singapore 110 123 143 165 182 198 214 232 248 264 7.7
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South Korea 1,947 2,388 3,029 3,667 4,106 4,568 5,038 5,538 6,002 6,469 9.5
Taiwan 299 338 412 487 536 583 632 684 729 776 7.7
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Thailand 188 222 277 330 366 403 441 483 519 557 8.8
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Vietnam 32 37 47 57 64 72 81 89 96 104 10.2
Total 9,436 11,245 14,332 16,961 19,411 22,474 26,087 30,528 35,452 41,337 16.3
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Console/handheld market • Among consoles, the Wii had the highest installed
base in Japan in 2009, at 9.5 million, compared with
Consoles/handheld devices 4.4 million for the PS3 and only 1.2 million for the Xbox
360. Among handheld devices, there were 29.2 million
• Price cuts helped sustain console sales in 2009. In Nintendo DS users in Japan in 2009 and 13.4 million
Australia, the price of the Xbox 360 was reduced to PSP users.
A$299 (US$233), and the PlayStation 3 was lowered
to A$499 (US$389). In Japan, a slimmer version of the • In Vietnam, the PS3 was introduced in early 2010—
PS3 was introduced in September 2009 at a reduced much later than in other countries in Asia Pacific.
price of ¥29,980 ($320). Nintendo also cut the price for • In India, a console market is emerging, propelled by
the Wii to ¥20,000 ($214) in Japan. introduction of the Wii, aggressive promotions of the
• In Japan, the DSi XL, a handheld device, was launched Xbox 360, and efforts to reduce taxes and tariffs on
in November 2009 and sold more than 100,000 units in consoles to bring prices down. We expect sales of
just its first two days. The device features a screen that console games to nearly double during the next five
is 93 percent larger than the DS Lite and that allows years, growing at a 12.3 percent compound annual
Internet access and music downloads. rate, by far the fastest increase in Asia Pacific, albeit
from a small base.
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Japan’s decline offset double-digit gains in most other
in 2009 from double-digit increases during the two
countries, resulting in a 2.2 percent overall increase.
prior years. Lower console prices and the growing
In 2009, most countries recorded slower growth, and
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appeal of family titles are expanding the user base.
overall spending rose by 1.4 percent.
The Classification Board in 2009 did not award a rating
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• One of the stronger components of the market is to Aliens vs. Predators, effectively banning the title,
exergaming, which comprises video games that are /o because Australia currently does not have an 18+
used for exercise and fitness. Exergames are crucial classification rating for interactive entertainment. As
elements in the success of the Wii because many of the the market evolves to a more mainstream audience,
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most popular games, such as Wii Fit, are designed for we expect somewhat faster growth during the next
that platform. Exergames also expand the demographic two years. Console spending will rise to an estimated
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profile of video games by appealing to women and girls. $866 million by 2014, a 5.8 percent compound annual
increase from $653 million in 2009.
• There were signs in late 2009 that the Japanese market
c.
is rebounding. Console sales increased in December, • In general, we expect falling console prices to expand
helped by the price cuts. Final Fantasy XIII, a role- the household base, and new titles to reinvigorate the
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playing game on the PS3 platform from Square Enix, market. We expect spending to expand at a 4.3 percent
sold more than 1 million copies on its first day in compound annual rate during the next five years from
December. That title and New Super Mario Bros. from $6.9 billion in 2009 to $8.5 billion in 2014.
Nintendo for the Wii are expected to be big sellers in
2010. Dragon Quest IX from Square Enix was the top
seller in 2009.
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Pakistan 29 32 37 42 43 45 46 48 50 52 3.9
Philippines 45 48 55 62 63 65 67 70 73 76 3.8
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Singapore 56 58 66 73 75 77 79 82 85 88 3.2
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South Korea 991 1,120 1,378 1,599 1,671 1,758 1,856 1,954 2,063 2,168 5.3
Taiwan 167 177 215 247 257 265 271 279 288 298 3.0
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Thailand 98 105 125 142 147 152 157 163 170 177 3.8
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Vietnam 18 19 23 26 27 29 31 33 35 37 6.5
Total 5,146 5,592 6,688 6,836 6,929 7,189 7,478 7,793 8,155 8,548 4.3
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levels of play, virtual weapons, or special avatar features.
annual increase from 2009.
Nexon Corporation was one of the first companies to
develop this business model in South Korea. • More than 90 percent of households in South Korea
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have broadband connections, and online games
• Massively multiplayer online games, played by thousands
are very popular, fueled in part by high rates of
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of people simultaneously around the world, are very
microtransaction purchases. Online games, particularly
popular in Asia Pacific, particularly in the PRC. Unlike
/o real-time-strategy games, are considered on a par with
most video games—which have plots and endings—
professional sports. Games are often televised, and
MMOGs are virtual worlds, inhabited by supernatural
professional real-time-strategy players are celebrities.
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beings such as aliens or wizards that continue to evolve.
Spending rose by 14 percent in 2009, and we project a
Most MMOGs are played on PCs, with additional content
10.7 percent compound annual increase during the next
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Australia 80 103 123 146 165 187 214 242 273 312 13.6
China 509 763 1,545 2,687 3,801 5,321 7,338 9,984 13,375 17,658 36.0
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Hong Kong 30 37 44 51 58 65 72 79 86 93 9.9
India 3 4 5 8 21 24 29 33 37 40 13.8
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Indonesia 36 44 52 60 /o 68 76 84 91 99 107 9.5
Japan 442 608 774 918 1,045 1,174 1,302 1,442 1,586 1,745 10.8
Malaysia 20 25 29 34 38 42 45 49 53 57 8.4
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New Zealand 15 19 24 29 32 36 41 46 51 56 11.8
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Pakistan 10 14 17 20 23 25 28 30 33 36 9.4
Philippines 16 21 24 28 32 35 39 43 47 51 9.8
c.
Singapore 24 29 35 41 47 52 57 62 67 72 8.9
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South Korea 538 689 861 1,025 1,169 1,318 1,464 1,628 1,784 1,946 10.7
Taiwan 63 76 91 107 121 135 150 165 180 195 10.0
Thailand 52 69 86 103 118 133 149 166 183 200 11.1
Vietnam 6 8 10 12 14 15 17 19 20 22 9.5
Total 1,844 2,509 3,720 5,269 6,752 8,638 11,029 14,079 17,874 22,590 27.3
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• At the other end of the spectrum is a small but growing
the lead markets, together generating 70 percent of the
segment of the market that is interested in advanced
total wireless game market in Asia Pacific.
3-D and multiplayer games. These games will become
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more prevalent as the number of technically advanced • The dominance of Japan and South Korea in wireless
handsets proliferates. The new handsets have bigger video games mirrors their dominance in all aspects
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screens, faster processors, 3-D graphics, advanced of wireless use. More than 80 percent of wireless
sound capabilities, and more storage for memory- /o subscribers in both countries access the Internet
intensive games. through their wireless devices, and both countries
have large mobile music markets and mobile e-book
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• The original business model entailed downloading
markets. Japan and South Korea also have gaming-
games from carriers’ Web sites either (1) directly to a
centric societies where people play games on their
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directly download games. drive the wireless game market because they can
accommodate sophisticated games that incorporate
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Wireless game market† (US$ millions)
2010–14
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Asia Pacific 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
Australia 66 89 119 153 186 222 257 292 320 343 13.0
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China 181 254 347 466 /o573 687 804 936 1,067 1,199 15.9
Hong Kong 26 33 42 53 64 75 86 98 106 115 12.4
India 13 21 30 51 61 92 123 204 246 282 35.8
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Indonesia 29 40 52 67 82 96 111 127 138 149 12.7
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Japan 608 884 1,216 1,629 2,004 2,382 2,763 3,204 3,471 3,738 13.3
Malaysia 16 22 28 36 42 47 54 61 67 73 11.7
c.
Pakistan 8 11 15 18 22 25 29 32 35 38 11.6
Philippines 13 17 21 29 35 42 49 54 59 64 12.8
Singapore 16 21 29 38 47 56 64 74 82 90 13.9
South Korea 375 525 732 978 1,200 1,422 1,641 1,875 2,071 2,266 13.6
Taiwan 51 66 87 114 138 163 189 218 239 260 13.5
Thailand 28 35 51 69 84 100 116 134 146 158 13.5
Vietnam 6 8 12 17 21 26 31 35 39 43 15.4
Total 1,448 2,042 2,802 3,745 4,591 5,472 6,359 7,393 8,139 8,875 14.1
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of a problem in those countries. Japan at $704 million • Most of the attention has been devoted to new console
represented 77 percent of the market. When we include titles and the growing online and wireless markets.
Australia at $67 million, the combined share rises to PC game sales have been declining during the past
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84.5 percent. three years. We expect continued decreases during the
next five years, with spending falling to $852 million in
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• The long-term retail market for PC games will continue 2014 from $912 million in 2009, a 1.4 percent decrease
to deteriorate as console games attract more attention /o compounded annually.
from gamers and developers. Increased digital
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2010–14
Asia Pacific 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
c.
Australia 71 70 71 68 67 66 66 65 64 63 –1.2
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China 6 6 6 5 5 5 5 5 5 5 0.0
Hong Kong 21 23 22 20 20 20 20 19 19 19 –1.0
India 2 5 6 8 12 14 17 19 21 23 13.9
Indonesia 13 13 12 11 11 11 11 11 10 10 –1.9
Japan 757 779 764 715 704 694 685 678 663 652 –1.5
Malaysia 8 7 7 6 6 6 5 5 5 5 –3.6
New Zealand 10 7 7 7 6 6 5 5 4 4 –7.8
Pakistan 3 3 3 3 3 3 3 3 3 3 0.0
Philippines 6 6 5 5 5 5 5 5 5 5 0.0
Singapore 14 14 12 12 12 12 12 12 11 11 –1.7
South Korea 40 38 36 34 31 28 26 24 22 21 –7.5
Taiwan 17 16 15 14 14 13 13 12 12 12 –3.0
Thailand 10 11 13 13 14 15 15 16 16 17 4.0
Vietnam 2 2 2 2 2 2 2 2 2 2 0.0
Total 980 1,000 981 923 912 900 890 881 862 852 –1.4
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game advertising also includes product placements • In Australia, a number of major advertisers—including
such as a character drinking a brand of soda or driving Telstra, Nokia, Mitsubishi, 20th Century Fox, 7-Eleven,
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an identifiable automobile. These static ads had to be Coca-Cola, and Wrigley—are placing ads through
inserted when the games were developed, and they online games on the Xbox 360 and PS3. The Victorian
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could not be changed, therefore requiring months Transport Accident Commission is a major buyer of
of planning. /o video game advertising, placing in automotive and
• Sports games and games set in contemporary times other games its ads promoting road safety.
benefit from ads, because the ads give the games a
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• Video game ads are now being sold in a manner com-
more-realistic feeling. Ads would not be appropriate parable to TV ads, with buyers purchasing impressions.
in games set in historical times or fantasy worlds.
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aftermarket add-ons when they first watch ads before expect video game advertising in Australia to increase
the games begin. to $23 million in 2014 from $8 million in 2009, a 23.5
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• With the advent of online gaming, a more advanced percent compound annual increase.
type of advertising became possible. Advertisers • The surging online game market in the PRC is
can now place ads that can be changed dynamically propelling video game advertising. Video game
through the Internet. For example, a billboard promo- advertising rose by 38 percent in 2009. Focus Media
ting a movie can be updated as new films are being and Bihu Technology dominate the in-game advertising
released. In this way, the advertising will always be market. As the online game market continues to
fresh. Additionally, advertising can be geographically expand, the market for video game advertising will
targeted, with specific messages hitting different areas. expand in tandem. We project video game advertising
Messages can also be programmed for delivery at to increase to $91 million in 2014, a 25.7 percent
specific times of day. Since online games are attached compound annual increase from $29 million in 2009.
to the Internet, it is also possible to track the number of
times a gamer is exposed to the ads and the amount of • Japan has the largest video game advertising market
time that the ads appear on the screen. in Asia Pacific, at $129 million in 2009. We expect that
growth in the online game market will boost advertising,
• Game publishers are actively pursuing advertising as and we project spending to rise to $239 million in 2014,
an additional stream of revenues. Dynamic in-game a 13.1 percent increase compounded annually.
advertising also provides a continuing source of
revenue compared with the onetime purchase of the
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India ‡ ‡ 1 1 3 3 4 5 5 5 10.8
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Indonesia ‡ 2 3 4 5 5 6 6 7 8 9.9
Japan 11 57 81 109 129 155 182 206 221 239 13.1
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Malaysia ‡ 1 1 1 1 1 1 2 2 2 14.9
New Zealand ‡ 1 1
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1 1 1 1 2 2 3 24.6
Pakistan ‡ 1 1 1 1 2 2 2 2 2 14.9
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Philippines ‡ 1 1 1 2 2 2 3 3 4 14.9
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Singapore ‡ 1 1 1 1 1 2 2 3 3 24.6
South Korea 3 16 22 31 35 42 51 57 62 68 14.2
c.
Taiwan 1 3 4 5 6 7 9 10 10 11 12.9
Thailand ‡ 2 2 3 3 3 4 4 4 5 10.8
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Vietnam ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡
Total 18 102 141 188 227 275 331 382 422 472 15.8
The outlook in brief • End-user spending will rise to $1.7 billion in 2014,
growing at a 9.2 percent compound annual rate.
• New consoles will lead to a rebound in the console
game market. • Console/handheld games will grow by 7.3 percent
compounded annually from $607 million in 2009 to
• Increased competition from consoles will limit PC $863 million in 2014.
game growth.
• The PC game market is expected to reach
• Wireless network upgrades will expand the wireless $135 million in 2014 from $115 million in 2009,
game market. a 3.3 percent compound annual increase.
• Broadband growth will fuel an emerging online • The wireless game market will increase from
game market. $320 million in 2009 to $561 million in 2014, growing
• Growth in online gaming will boost video at 11.9 percent on a compound annual basis.
game advertising. • The online game market will reach $150 million in 2014
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from $61 million in 2009, growing by 19.7 percent on a
Overview compound annual basis.
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• The overall video game market in Latin America is • Advertising is expected to grow at a 14.4 percent
projected to grow by 9.3 percent compounded annually compound annual rate from $24 million to $47 million
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from $1.1 billion in 2009 to $1.8 billion in 2014. in 2014.
/o
Video game market by component† (US$ millions)
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Latin America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014
Console/handheld games 360 402 521 647 607 664 714 764 815 863
c.
PC games 89 100 104 108 115 120 126 130 133 135
Total end-user spending 545 675 876 1,081 1,103 1,226 1,348 1,465 1,591 1,709
Advertising 2 12 14 21 24 28 34 38 43 47
Total 547 687 890 1,102 1,127 1,254 1,382 1,503 1,634 1,756
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Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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• Mexico has the largest video game market of the • Sony introduced its consoles in Mexico before it did
region, at $540 million in 2009, 48 percent of the total, in other countries, in part accounting for Mexico’s
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with Brazil next, at $309 million, 27 percent of the total. dominant position.
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Video game market by country† (US$ millions)
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2010–14
Latin America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
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Colombia 33 41 50 60 60 66 72 77 84 88 8.0
Mexico 239 307 422 526 540 601 660 713 776 835 9.1
Venezuela 31 40 46 54 53 59 65 71 76 81 8.9
Total 547 687 890 1,102 1,127 1,254 1,382 1,503 1,634 1,756 9.3
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Console/handheld game market
Sony family of consoles to reinvigorate the market
• The recession led to a decrease in legitimate spending beginning in 2010 as economic conditions stabilize. We
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on console games in 2009. After growing at double- project spending to increase by 9.4 percent in 2010 and
digit rates during the prior three years, spending on by mid- to high-single-digit rates during the subsequent
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console games fell by 6.2 percent in 2009. four years.
• We expect that the new consoles introduced in Latin • For the forecast period as a whole, we expect spending
/o
America in 2009 combined with a more favorable grow at a 7.3 percent compound annual rate to $863
economic environment will lead to a rebound in the million in 2014 from $607 million in 2009.
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console game market in 2010.
• Brazil at 7.8 percent compounded annually and Mexico
co
• In Brazil, the Zeebo came preloaded with FIFA 09, Brain at 7.6 percent will be the fastest-growing countries
Age, and Action Hero 3-D, and free downloads were during the next five years, reflecting the added boost
also available for Need for Speed: Carbon, Quake, from the Zeebo in those countries.
c.
and Prey.
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PC game market† (US$ millions)
2010–14
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Latin America 2005 2006 2007 2008 2009p 2010 2011 2012 2013 2014 CAGR
Argentina 7 8 9 9 9 9 10 10 10 10 2.1
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Brazil 25 27 27 28 30 32 33 34 35 36 3.7
Chile 7 7 7
/o
7 7 8 8 8 8 8 2.7
Colombia 5 5 5 5 6 6 6 7 7 7 3.1
m
Mexico 40 47 51 54 58 60 63 65 67 68 3.2
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Venezuela 5 6 5 5 5 5 6 6 6 6 3.7
Total 89 100 104 108 115 120 126 130 133 135 3.3
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†At average 2009 exchange rates.
Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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Online games • With the current generation of Sony consoles that
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feature online access being introduced in Latin America
• The online game market has been hampered by in 2009, the potential market for online games will
low broadband penetration and fewer consoles that
/o increase. Sony also established local PlayStation
connected to the Internet. Online spending totaled Networks in Latin America.
only $61 million in 2009, just 5.5 percent of end-user
m
spending on video games. In North America and • The broadband household universe in Latin America
EMEA, online games constituted 14.5 percent and 16.5 also is expanding. During the past two years, the
co
percent, respectively, of total end-user spending on number of broadband households nearly doubled, and
video games. In Asia Pacific, the online share was during the next five years, we expect it will more than
c.
Online share of end-user spending on video games (%) with 26 percent in 2009 and less than 10 percent as
recently as 2006.
50
• These developments will support substantial growth in
40 35 online gaming. We project the online game market to
rise to $150 million by 2014, growing at a 19.7 percent
30 compound annual rate.
20 16.5
14.5
10 5.5
0
Latin America North America EMEA Asia Pacific
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†At average 2009 exchange rates.
‡Less than US$500,000.
Sources: PricewaterhouseCoopers LLP, Wilkofsky Gruen Associates
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Advertising • The new consoles and growth in the online game
ut
market will expand the potential for video game
• Video game advertising has been limited in Latin advertising.
America because of the late introduction of some of the /o
consoles in the current generation of consoles, which • We project video game advertising to increase from
in turn limited spending on console games made for $24 million in 2009 to $47 million in 2014, a
m
those platforms. 14.4 percent compound annual increase.
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Video game market by component . . . . . . . . . . . . . . . . . . 391 Video game market by country . . . . . . . . . . . . . . . . . . . . 419
Video game market growth by component (%) . . . . . . . . . . . . 392 Console/handheld game market . . . . . . . . . . . . . . . . . . . . 420
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Video game market by country . . . . . . . . . . . . . . . . . . . . 393 PC game market . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Console/handheld game market . . . . . . . . . . . . . . . . . . . . 396 Wireless game market . . . . . . . . . . . . . . . . . . . . . . . . . 422
ut
Online game market . . . . . . . . . . . . . . . . . . . . . . . . . . 398 Online share of end-user spending on video games (%) . . . . . . . 422
Wireless game market . . . . . . . . . . . . . . . . . . . . . . . . . 401 Online game market . . . . . . . . . . . . . . . . . . . . . . . . . . 423
/o
PC game market . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403 Video game advertising market . . . . . . . . . . . . . . . . . . . . 423
m
Video game advertising market . . . . . . . . . . . . . . . . . . . . 405
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c.
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Totals in tables and charts may not total arithmetically due to rounding.