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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

December 15, 2015

Indonesia 's digital media powered by 56% growth in online video

In Indonesia  the user penetration in the "Digital Video" segment is at 9.92% in 2015. The country's average   average revenue per user (ARPU) in the "Digital Video" across Indonesia is currently at  USD 8.09 in 2015.

"In Indonesia  the user penetration in the "Digital Video" segment is at 9.92% in 2015."

The "Digital Video" growth in Indonesia  is currently led by online video which is  expected to show a revenue growth of 55.97% in 2016.
However digital music and e publishing will be the biggest digital media  growth stories .
By 2020 digital publishing will grow by a huge 26%, while, digital music revenues will grow by 9%

November 30, 2015

Gaming continue to be the biggest revenue generator across digital media

"Gaming continue to be the  biggest  revenue generator across digital media "
chart 1

US Digital media market generated  revenues of  $ 29 billion ( 29,953.2 million) in 2015.With a share of over 30%,online gaming continues to be the  biggest contributor to over online media revenues ." Online Gaming or  "Digital Games"generated over  $10billion or $10,734.4 million  in 2015. 

Digital Gaming is set to continue to be the largest contributor  to the over digital media market till 2018. In 2019 , digital video( see chart 2)  will be the  number one activity in terms of overall digital media revenue contributor, followed by  Gaming 
"2019 will see online video streaming  revenues emerge as the number one revenue contributor, replacing online gaming "

chart 2 :2019 will see online video streaming  revenues emerge as the number one revenue contributor, replacing online gaming&nbs
content here

November 17, 2015

July 16, 2015

video gaming consoles by unit sales : sony playstation vs nintendo DS

with 3 major manufacturers dominating  the gaming console market, the selection process can be quite difficult. The console you choose will determine which game titles are available for play and which online gaming options you can access. 
video gaming consoles by unit sales : sony playstation vs nintendo DS "

" sony playstation compared with Nintendo"

If you prefer an option that enables online gaming, in addition to console-based functionality, look into Sony or Microsoft options, for these are the two manufacturers that provided online gaming networks. On the other hand, if you find that you most enjoy classic game titles--like Zelda, Mario Kart, or Super Smash Bros--look into Nintendo options, such as the Nintendo Wii, for a console with the greatest selection of classic video games.

June 10, 2015

these 4 PC games make up 40% gaming time in 2015

top 15 PC games by time spent"

the list of top 20 PC gaming in 2015 by share of playing time 

The 1)league of Legends, 2)world of warcraft ,3)counter strike global offensive and 4)grand theft auto 5 made up  almost 40% of total PC gaming time  in the world ( source )

Globally Over half a billion people worldwide play video and computer games on a daily basis, cumulating some three billion hours of video games played per week around the world

June 2, 2015

Gamefly to launch online gaming platform on Amazon Fire TV

"Gamefly to launch online gaming platform  on Amazon Fire TV "
GameFly,  has acquired cloud-streaming  Israel based company Playcast. This will enable GameFly to build an online gaming platform similar to a  movie-streaming platform where people beam films and television shows from a centralized server right to their television sets

GameFly’s new tech will debut later this year exclusively on the Amazon Fire TV at launch by which it plans to later expand its digital-gaming solution on other devices as well as smart TVs.
The service, which should already be live in the Amazon Fire TV App Store, is made up entirely of PC ports of console games, meaning players will need a compatible Xbox-styled controller (such as the official Amazon Fire TV controller) to play them. To access the service's launch library of 35 games, users will have to try out an unorthodox subscription model: a series of game "packs" that users must subscribe to individually.

May 13, 2015

Sony's most profitable business segments

Statistic: Share of Sony's sales by segment in the 2014 fiscal year | Statista
via Statista

The top 3 most profitable business segment for Sony

Sony announced total revenue of 75.5 billion U.S. dollars in 2014, the highest the figure has been since 2008. Of this revenue in 2014, over 21 percent, equivalent to 15.83 billion U.S. dollars, was generated in mobile products and communicationsOther lucrative markets for Sony were the Home Entertainment & Sound and the Game sector, which were responsible for 15.3 percent and 12.82 percent respectively ./ The 3rd biggest product segment where sony is doing good is gaming.In 2014, Sony sold 17 million units of consumer entertainment systems (PS2, PS3, and PS4) worldwide, as well as 3.5 million units of portable entertainment systems (PS Vita and PSP)

May 8, 2015

chart of the day : disruption in US video gaming industry

Statistic: Computer and video game sales in the United States from 2009 to 2014, by category (in billion U.S. dollars) | Statista

The chart compares the rise of alternative formats of video gaming from 2009 

 Revenue generated from video games sales fell from 9.9 billion in 2009 to 5.3 billion in 2014. 'Other formats', like mobile, social and online gaming have grown tremendously over the past few years and set to distrupt the market in a big way.Already in 2013, the top ten public games companies accounted for almost 44% of the $75.5Bn global games revenues.

April 29, 2015

mobile data traffic to exceed 11,156 petabytes largely aided by video in 2017

mobile broadband data led  by explosive mobile video growth

Mobile data growth over the last few years have been powered by  the rapid rise in mobile video and this trend shows no signs of slowing down. As Cisco reported in their recent Visual Networking Index (VNI) study ,the volume of mobile broadband (MBB) traffic has been doubling every year, reaching 1,577 Petabytes per month in 2013 (the equivalent of 500 billion .mp3 files or 800 million hours of streaming HD video ) and is forecast to reach 11,156 Petabytes by 2017. This chart illustrates how mobile data has been increasing year on year.

April 14, 2015

most downloaded gaming apps vs most expensive cost per installs (CPI)

most downloaded  gaming apps vs    most expensive cost per installs (CPI)

The above chart shows    the share of global gaming app markets in term of downloads, and the CPI ( cost per index)

Gaming apps are led by 1)Strategy games.2) Simulations 3) role play 4) Puzzle and Cards respectively.Strategy gaming apps have the highest marketshare among gaming apps 

The Y axis shows he cost per installs of the same gaming apps. As with everything Its the logic of economic demand and supply that comes into place  here . Publishers/developers  would want their apps be present across " high volume and high engagement categories like  " Strategy" which has the highest category marketshare.". Naturally this will have the highest CPI ( cost per installs 
 research data powered by Inmobi

March 18, 2015

US Mobile Gaming revenue set to grow at 50%, to $3.31billion

Mobile Gaming in US

The chart shows the revenue of Mobile Gaming in the US from 2013 to 2016 in billion USD

Revenues from Mobile Gaming is expected to grow to 3.31billion USD by 2016, a growth of almost 50%In 2010, ad-supported mobile games revenue amounted to 41 million dollars. In 2017, this revenue is expected to grow to a staggering 655 million dollars in the United States alone.

March 13, 2015

November 10, 2014

Crossfire, League of nations among the top 2 online video games with highest revenue

Crossfire, league of nations among top 2 video games

This data compares the most revenue making online video gaming  worldwide  In 2013, the online shooter game 'CrossFire' by the South Korean developer SmileGate was the leading online video game worldwide with a revenue of 957 million U.S. dollars.

# online video gaming.# gaming, #crossfire

September 8, 2014

Sony's edges out Nintendo with 18.7million units ,Microsoft with 11.4million is number 3

Infographic: Sony Is King of the Videogame Mountain Again | Statista
view :Statista

After being narrowly edged out by Nintendo in 2013, Sony is king of the video game mountain once again.The corporation's combined world-wide sales of consoles and hand-helds amounted to 18.7 million units year ending March 2014.

In comparison, Nintendo shipped 16.3 million units in total. Microsoft came in third with 11.5 million units shipped. Last year, the gap between Nintendo and Sony was much closer. Nintendo's combined world-wide sales amounted to 23.7 million units with Sony very close behind, having shipped 23.5 million.

September 5, 2014

5 Most Popular Video Streaming Devices :

most popular top 5 streaming devices for video

While the laptop computer is the most common device used by US streaming households, streamers are also using game consoles (21%), Blu-ray or DVD players (12%), Roku boxes (11%) and smart TVs (10%) to stream video, suggesting that TVs remain a popular form factor for video, no matter the content source. While more streaming households use smartphones (34%) than tablets (29%) as a streaming device, it’s likely that tablets are the choice for long-form content.

June 10, 2014

Video gaming in UK to overtake desktop and and mobile gaming

For brands who are yet to get their digital strategy in place... you may loose out on the digital revolution that is in the making unless you reinvent, redraw and redefine the digital marketing mix  .
Media and Entertainment industry in UK
 PwC   latest  research paper  "Global Entertainment and Media (E&M) Outlook survey predicted the UK video games sector alone would be worth £4.1 billion by 2018, and the entire E&M market — including film, music and publishing — would grow to in excess of £64bn from its current level of £58.6bn.   is of the view that  implementing  the same digital strategy may not cut it as the digital revolution continues to gather pace.

PwC expects digital console games to overtake the online  gaming market this year and eclipse mobile gaming uptake by 2017.

Why Content Consumption across desktop and mobile are Inversely proportional

Content Adoption rates by devices
Data from the Millennial Media platforms " Mobile Mix " insights reveals something very interesting.. insights.
Apparently .. marketers have figured out why " Mobile Medium " is going to last a long long time
Consider this .. did you know  that the most watched  content category across  mobile is  the least watched in desktops ?The data in the above chart ..( see the bottom 3 and the top 3 categories ) and the time a desktop user spends on each as compared with the mobile use

While Photos,maps and gaming  stands lowest  in terms  of " engagement time" across desktop, the same 3 categories tops  across " mobile devices, so as  92% Mobile users spent highest time browsing photos, desktop users  spends a   mere 8% of their time on the same activity

Mapping and Gaming category" interaction time among desktop users are  14 and 22% respectively, while mobile users  spent a whopping  86 and 78% on the same activity
Health and News consumption was highest in Desktop, which explains that "Mobile are devices used for casual purposes, and most often than not "a non serious activity", considering its ubiquitous  nature, which is  used on the go.. (where  users can multi task ).

May 28, 2014

Mobile Content Market set to zoom 19% CAGR,led by Mobile Gaming

source :statistica/ Transparency Research

According to the latest Transparency Market Research published new "Mobile Content Market - Global And U.S. Industry Analysis, Size, Share, Trends And Forecasts 2011 - 2017" market research report show the overall value of the mobile content market as well as the value of the mobile games market in 2011.

The Mobile global content market is currently worth 6.5 billion U.S. dollars which  is expected to reach USD 18.6 billion in 2017, growing at a CAGR of 19.0% from 2011 to 2017. Mobile games are expected to be the largest market segment at USD 11.4 billion in 2017. In the overall global market, the U.S. mobile content market was the largest regional market with a revenue share of 30.3% in 2011. Moreover, faster adoption of mobile content in the region will significantly increase the market share of the U.S. to 41.0% in 2017.

March 25, 2014

The Cost of Gaming Devices : PS 4 Costs in Latin America vs US

Infographic: A PS4 Costs 4x as Much in Brazil as in the U.S.  | Statista
PS 4 prices Across Nations :
High import fees have resulted in Brazil having the most expensive PlayStation 4 prices anywhere in the world. In fact, the Sonyconsole actually costs four times as much as in the United States. The PlayStation 4 also has a high price tag in another South American nation, Argentina, while Sony’s native Japan has remains the cheapest place to purchase one.