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1、2020 Global Games Market Report Key Trends | Market Sizing more than a quarter of them intend to play games in the foreseeable future. Popcorn Gamer. Consumers who play a little but enjoy watching gaming content far more. The Subscriber. Consumers who enjoy high-quality game experiences, preferably
2、free-to-play or discounted titles, but only spend on hardware when necessary. Time Filler. Consumers who play games, typically on mobile, to pass the time but never watch video content of games. Nearly a third of all female game enthusiasts fall within this group. Ultimate Gamer. Consumers who love
3、all things gamingplaying, owning, and viewingand dedicate much of their free time and disposable income to the pastime. Newzoos Gamer Personas Methodology this has spilled over to 2020. In total, PC games will generate $36.9 billion in 2020, making it the third-largest segment. Growth in downloaded/
4、boxed PC games is partially offset by declining browser PC revenues, as browser gamers have mostly transitioned to mobile. 28% 2% 21% 40% 9% 2020 Total $159.3Bn +9.3% YoY Smartphone Games $63.6Bn +15.8% YoY Tablet Games $13.7Bn +2.7% YoY Browser PC Games $3.0Bn -13.4% YoY $45.2Bn +6.8% YoY Console G
5、ames Dowloaded/Boxed PC Games $33.9Bn +6.7% YoY 2020 Global Games Market Per Segment Get the full report: Find this data for 6 regions and 30 countries/markets in the full report. 2020 Newzoo15 j ContentsThe Global Games Market This year, Asia-Pacific will generate game revenues of $78.4 billion, ac
6、counting for 49% of the global games market. This represents a year-on-year growth of +9.9%. North America will again be the second-largest region by game revenues, making up a quarter of 2020s total global games market ($40.0 billion). This represents an +8.5% increase from last year, the second-sl
7、ow- est year-on-year growth rate of any region. With its year-on-year growth of +7.8%, Europe is the slowest-growing games market, producing revenues of $29.6 billion in 2020 and representing just under a fifth of the global games market. Both Europe and North America are very mature gaming markets,
8、 so their lower growth ratesrelative to more emerging marketsmakes sense. Meanwhile, Latin America will make up 4% of the games market this year, increasing +10.3% year on year to $6.0 billion. 2020 Global Games Market Per Region 4% 3% 49% 25% 19% 2020 Total $159.3Bn +9.3% YoY $6.0Bn +10.3% YoY Lati
9、n America North America $40.0Bn +8.5% YoY Asia-Pacific $78.4Bn +9.9% YoY Middle East the region accounted for 53% of global players in 2015, growing to 54% in 2017, and will increase even further to 55% by 2023. 1.99Bn 20002120222023 2.11Bn 2.26Bn 2.42Bn 2.55Bn 2.69Bn 2.81Bn 2.
10、95Bn 3.07Bn Get the full report: 2020 Newzoo19 j ContentsKey Global Trends 3. Key Global Trends 2020 Newzoo20 j ContentsKey Global Trends Gaming has always been an inherently social experience. Arcades and console couch co-op games are early prototypes that demonstrated this socialness in action, bu
11、t players have always congregated (physically and digitally) to discuss strategies and lore, get recommendations, and compete for high scores. At its core, gaming is a universal language connecting people through a shared passion, shared objectives, and shared experiences. As connectivity technology
12、 blossoms, gaming platforms such as Steam andmore recently Twitch have organically grown into fully fledged, fully functional social networks. Beyond the gaming platforms, dedicated gaming subcultures can be found across Reddit, Twitter, Weibo, WeChat, and Facebook. In the past, these corners of the
13、 gaming Internet mostly catered to niche audiences, but now they are broadly recognized as official discussion forums. The past decade has seen gaming truly entering the mainstream. Thanks in part to the emergence of mobile gaming, it is increasingly difficult to find someone between the ages of 12
14、and 30 who doesnt play gamesespecially in Western and Asian markets. For these younger generations, games are replacing social networks as the go-to digital destinations to meet and socialize with friends. This cultural shift, among other reasons, is driving Facebook, Google, Amazon, and the other t
15、ech giants to enter gaming in bigger ways than ever. Ten years ago, younger generations were leaving behind traditional media for social media; today, they are leaving behind social media for more interactive experiences. After all, many game worlds are more immersive than social media apps. Gamings
16、 feedback loop is often more instant, more satisfying, and in many respects, more social. The use of voice chat services in game and out of game (i.e., Discord) has never been more popular. For many, even the game itself becomes a second thought; the success of Fortnites Party Royale so far showcase
17、s that using the game as a backdrop to simply “hang out” is enough to drive engagement. In addition, the richness of gaming worldsas well as their highly engaged digital inhabitantspresents The following section provides an overview of trends that will shape or continue to shape the games market in
18、the coming years. We revisit trends explored in previous years if there has been a significant shift in the driving forces or market impact of the trend. Other topics, such as the use of nostalgic content in gaming, we will not reexamine. However, they remain relevant to the direction in which the m
19、arket is growing. Global Games Market Trends Introduction 1. Ready Player One: Is Gaming the New Breed of Social Media? Get the full report: 2020 Newzoo21 j ContentsKey Global Trends an unmissable opportunity for brands and marketers hoping to target younger, hard-to-reach groups, as long as the pro
20、motion is fitting for the audience in question. The COVID-19 lockdown measures led most consumers to seek alternative ways to socialize. Many of these consumers landed on gaming, with groups of friends across all ages now using games as social hubs during the pandemic. Simple online gaming platforms
21、 are seeing unprecedented levels of engagement, while the sharing- and social-focused Animal Crossing: New Horizons broke sales records (largely due to its social nature). Simply put, it may be challenging for big social media platforms to retain younger users if they do not provide a pathway to dee
22、per engagement. To that end, social networks are now investing in games and exploring the opportunities they unlock. Metaverse: From Science Fiction to Reality Gaming worlds are not just replacing social media: they are also proving to be a viable alternative to real-life events, especially during t
23、he COVID-19 period. In the first six months of 2020 alone, we have seen global entertainers host concerts in Fortnite in front of millions of consumers, a late-night talk show host an episode via Animal Crossing, people celebrating weddings and graduations in game worlds, and more. While many of the
24、se activities are temporary shifts while real-life alternatives are unavailable, it undeniably showcases the potential of gaming to bring people together. COVID-19 amplified peoples adoption of gaming as a medium to simulate shared life experiences. Improvements to technology are also pushing virtua
25、l experiences forward, as we are fast approaching a point at which almost any activity, world, or event can be simulated. Whats more, modern servers can provide this content to thousands of people simultaneously, and eventually, VR and AR will truly blur the lines between reality and the virtual wor
26、ld. 2020 has been a big year for VR, mostly catalyzed by the announcement and release of VR-only Half-Life: Alyx. The anticipation for the first Half-Life game in more than a decade contributed heavily to Oculuss sales spike, but theres more proof of peoples renewed interest in VR gaming. The Oculus
27、 Questwhich does not natively support Alyxbriefly sold out globally in May 2020, and content sales for the device passed $100 million the same month. Thanks to gaming, the once- impossible concept of a metaversea virtual space that is persistently online and active, and unlimited in scope with its o
28、wn economyis edging closer to reality. Get the full report: 2020 Newzoo22 j Contents The Xbox Series X and PlayStation 5 console generation is on track to significantly change the landscape of the games business. Microsoftand to a lesser extent, Sonyalready began doubling down on service revenues th
29、is generation. Thanks in part to cloud gaming, the coming generation looks to evolve things even further, catalyzing new business models and new ways for consumers to engage with the market. In particular, the new generation will be a true testbed for cloud gaming, making steps toward a platform-agn
30、ostic games business. Microsoft has already announced it will include its cloud gaming service, xCloud, in a special bundle with Xbox Game Pass. Meanwhile, Sony continues to experiment with new content offerings on its own subscription/cloud gaming service, PlayStation Now. If these cloud gaming ser
31、vices can replicate the experience of playing on a next-generation console, a monthly fee is a great alternative to a consoles upfront cost. There is a whole subsection of gamers, The Subscriber persona, that enjoys playing games but is less willing to purchase hardware. Naturally, this presents an
32、unmissable opportunity for xCloud, PlayStation Now, Googles Stadia service, and the whole host of new cloud gaming platforms appearing in the market. Microsoft: Risks Losing Market Share Now to Reclaim It Later? At the start of the generation, Microsofts Xbox One had a rocky launch, and it has since
33、 been playing catch up with Sony. Now, Microsofts innovations in the cloud and subscriptions spaces have put the company on a somewhat different path to its once-rival. Xbox head Phil Spencer admitted he doesnt class PlayStation as a direct competitor anymore. Sony even partnered with Microsofts Azu
34、re to power PlayStation Now, which speaks volumes. Microsoft now finds itself potentially sacrificing short-term revenues to put itself in a stronger position for the coming generation. The company is also risking its console hardware market share by putting all its first-party content on PC as well
35、via Game Pass for PC and Steam. As things stand, there is no unique value proposition for the Series X if consumers already own a high-end gaming PC. In the coming five years, it is unlikely that Sony will bring its content to PC on day one. Nonetheless, former PlayStation exclusives like Horizon Ze
36、ro Dawn and MLB: The Show are now coming to non-PlayStation platforms, so this strategy could change in the far future. 2. New Horizons: Next-Generation Consoles Will Bring New Business Models Key Global Trends Get the full report: 2020 Newzoo23 j Contents The Chinese games market is the largest gam
37、es market in the world, both by revenues and by number of players. It is also one of the most competitive markets in the world, particularly for mobile developers. For a long time, the market operated almost in a vacuum. It wasand isdifficult for foreign developers to enter the market, and developer
38、s with local success did not find the same response to their games internationally. Prior to 2018, Chinese mobile game studios were already eyeing the international market as the next growth opportunity. Some had occasional international success through smart investments, for example, Alibabas inves
39、tment in development studio ONEMT. Other ventures failed to make the impact they did domestically, for example, Tencents international launch of Arena of Valor. Throughout most of 2018, those international ambitions were put in a new light when the Chinese games market was disrupted by a nine-month-
40、long freeze in the licensing of new games. Game revenue growth was the lowest in four years, spurring studios to do everything in their power to offset the fallout and regain the revenue growth lost throughout 2018. The Licensing Freeze Was a Catalyst for the Globalization of Chinas Games Market Whi
41、le the freeze has now thawed, the approval process remains slow, and a backlog of games has built up. As we reported at the time, these regulations led many Chinese game companies to shift their focus from their home market to overseas markets. Moonton found early succes in Southeast Asia, while Net
42、Ease focused on Japan for expansion. Other studios such as Lilith Games and Funplus prioritized Western markets firstwhere average spend is usually higherbefore turning to their domestic market for expansion. Chinese studios are now recognized worldwide for their prowess in mobile game development.
43、Western AAA publishers are enlisting their help to adapt their biggest franchises to mobile. Games under the umbrella of Chinese companiesincluding PUBG Mobile and Call of Duty Mobilenow dominate the international games charts, and Chinese tech giants like Tencent and NetEase are continuing to inves
44、t in Western and overseas studios that cater to markets outside of China. The recent international success is not limited to dominant names. Looking at the top-grossing games worldwide today, the results speak for themselves. With renewed belief in their capabilities to provide global gaming experie
45、nces, Chinese companies are now establishing development studios for all platforms around the globe. 3. Chinese Games Companies Successfully Land Abroad Key Global Trends Get the full report: 2020 Newzoo24 j ContentsKey Global Trends 4. Lockdown: A Double-Edged Sword for Engagement and Revenues in t
46、he Games Business 5. Live-Service Games: Revenues Are King, but Engagement Is the Kingdom 6. Hypercasual Games Are a Gateway for New Players 7. Time Is Money: Casual and Core Monetization Convergence Is a Lesson for the Industry 8. Consumers Become Creators: The Democratization of Game Creation 9. V
47、R Finally Found Its AAA Killer App, but Whats Next? Find all 9 trends in the full report. Get the full report: Foreword 2020 Newzoo25 j Contents 4. Rankings 2020 Newzoo26 j Contents Top 50 Public Companies 2019 The top 50 public game companies generated revenues of $124.5 billion in 2019, an increas
48、e of +5.3% from 2018s $118.2 billion. In 2019, the 50 companies alone accounted for 85% of the entire global games market. Tencent again held on to the coveted #1 spot. In 2019, Tencent doubled down on targeting overseas markets while it monetized Chinese users via PUBG Mobile (called Game for Peace
49、 in China). Tencents strategy paid off, its year-on-year growth rate increasing to +10% in 2019. Across the ranking, other Chinese companiesincluding NetEase and Perfect Worldenjoyed similar returns to form after 2018s nine-month-long licensing freeze. Rankings Top 50 Public Companies 2019 Find the complete text and ranking in the full report. RankCompanyHQQ1 ($M)Q2 ($M)Q3 ($M)Q4($M)2019 ($M)YoY Growth 1TencentCN5,0964,9365,