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1、In Opensignals unique new measure of multiplayer mobile Games Experience, Singapore took the gold medal with 85.5It was followed by the Netherlands in second with a score of 85.4 on a 100 point scale, and Japan in bronze position scoring 85.3. Mobile players enjoy an Excellent Games Experience in on
2、ly four countries. Besides Singapore, the Netherlands and Japan, the Czech Republic was the only other country where players enjoyed a premiere mobile gaming experience.28 out of 100 countries we analyzed achieved an Excellent or Good mobile Games ExperienceBut large esports markets, based on player
3、 earnings, underperformed. Of the countries we analyzed, the U.S. ranks top in esports earnings, but placed 35th in mobile Games Experience. Similarly, South Korea which is second in esports earnings placed 14th, far below the leading advanced markets.Players in Asian countries have a more varied Ga
4、mes Experience than in other regions31% of Asian countries rested in the Poor category, 27% ended up in Fair, 15% achieved Good status and 8% landed in the Excellent category. Key Asian game markets are just mid-table in Games Experience: In Hong Kong, Malaysia, Thailand and Vietnam players Games Ex
5、perience is Fair, while Indonesia slipped into the Poor category with a score of just 63.6.Europe dominated the top twenty countries Only Australia, South Korea, Singapore and Japan were included from other regions.However, large significant European markets slipped down the rankings with Germany at
6、 21st, the UK in 29th and Italy as low as 39th.Opensignal has tested a range of mobile game genres to quantify the impact of different network conditionsOur testing basket included sports, multiplayer online battle arena (MOBA), and battle royale genres. In our research, we found game designers try
7、to mitigate poor network connectivity issues through a number of techniques which often means the game AI (Artificial Intelligence) will take over from a player to keep the game flowing, sometimes without the player even realizing that this is happening. But the precise sensitivity of the user exper
8、ience to underlying mobile network conditions varies depending on the game genre.For battle royale games, the Netherlands takes first place, knocking Singapore into the silver positionIn this genre popularized by Fortnite, Garena Free Fire, and PUBG South Korea jumps four places to 10th compared wit
9、h its overall mobile Games Experience. This highlights that different game genres respond differently to tricky mobile network conditions. Players in a total of seven countries enjoyed an Excellent battle royale mobile Games Experience.Games Experience uses a scale of 0 to 100:85100Excellent - The v
10、ast majority of users deemed this network experience acceptable.7585Good - Most users deemed the experience acceptable.6575Fair - Users found the experience average.4065Poor - Most users found this level of experience unacceptable.040Very Poor - Nearly all users found this level of experience unacce
11、ptable.Across the world, mobile games generate vast amounts of revenue. Ovum estimates HYPERLINK /resources/product-content/video-games-revenue-forecast-report-201924-ces003-000605 mobile games represent the majority of total video game HYPERLINK /resources/product-content/video-games-revenue-foreca
12、st-report-201924-ces003-000605 revenue, this global trend is even greater in emerging mobile first markets.Apple App Store and Google Play store mobile game revenue amounted to $9.2 billion in the third quarter of 2019 according to HYPERLINK /mobile-games-market-q3-2019-review IHS Markit and HYPERLI
13、NK /mobile-games-market-q3-2019-review Priori Data. The U.S. generated the greatest share, with mobile game revenue of over $2.5 billion, followed by Japan with just over $2 billion. Despite having a population of just 51 million South Korea generated over $500 million in mobile game revenue in this
14、 one quarter alone. Including China, HYPERLINK /2020/01/15/app-annie-mobile-game-spending-is-expected-to-top-100-billion-in-2020/ App Annie forecasts the mobile games industry will HYPERLINK /2020/01/15/app-annie-mobile-game-spending-is-expected-to-top-100-billion-in-2020/ generate revenues of $100
15、billion in 2020.The mobile industry sees that 5Gs improved latencies, as well as higher speeds, will greatly increase the appeal of real-time multiplayer mobile gaming and perhaps eventually even lead to a shift to cloud gaming. Already, we have seen break-out smartphone multiplayer games become suc
16、cessful for example Fortnite, Garena Free Fire, Pokemon Go, PUBGon todays 4G networks as well as efforts to take multiplayer hits from consoles or PC and translate those titles to mobile with games like Minecraft, FIFA, Hearthstone, or Pro Evolution Soccer (PES). The deployment of 5G will improve th
17、e responsiveness and reliability of mobile networks which will make the experience of playing mobile multiplayer games even more enjoyable.When 4G launched, mobile operators routinely bundled video streaming services such as Hulu and Netflix with mobile tariff plans to highlight the advantages of 4G
18、 technology. Now, we are already seeing operators look to mobile game services to fulfill the same role for 5G. Hatch a spin-off of Angry Birds maker Rovio HYPERLINK /news/ has signed mobile game deals with HYPERLINK /news/ numerous operators including, docomo (Japan); Deutsche Telekom(Germany); Eli
19、sa (Finland); LG Uplus (Korea); SK Telecom (Korea); Sprint (U.S.); Vodafone (Italy & others). HYPERLINK /en/games Indonesias Telkomsel promotes multiplayer mobile games like Arena of Valor and Free Fire as a core part of its offering. Its not alone, across Asia operators are targeting the fast growi
20、ng mobile game audience. A group of HYPERLINK /about-Us/news-releases/singtel-group-pushes-ahead-on-gaming-and-esports- six operators is working on the mobile game opportunity together, including Airtel (India); AIS (Thailand); Globe (Philippines); Optus (Australia); and Singtel (Singapore) and HYPE
21、RLINK /about-Us/news-releases/singtel-partners-with-sk-telecom-to-grow-gaming-and-esports-in-asia Singtel also has a separate bilateral HYPERLINK /about-Us/news-releases/singtel-partners-with-sk-telecom-to-grow-gaming-and-esports-in-asia link-up with SK Telecom.In 2019, HYPERLINK /uk/newsroom/2019/0
22、9/apple-arcade-invites-you-to-play-something-extraordinary/ Apple launched Apple Arcade, its own subscription mobile game service. Google countered with the launch of its own mobile game and app subscription service, HYPERLINK /2019/9/23/20880062/google-play-pass-subscription-android-apple-arcade-co
23、mpetitor Google Play Pass, while continuing to work on the HYPERLINK /2019/12/18/21025576/google-stadia-editorial-assassins-creed-beta-game-library troubled Google Stadia cloud gaming service.Device makers have had success with game-specific smartphone models. While most have been offered by smaller
24、 makers such as HYPERLINK /reviews/razer-phone-2-2018-review/ Razer, HYPERLINK /ROG-Republic-Of-Gamers/ROG-Phone-II/ Asus (ROG) or Xiaomi subsidiary HYPERLINK / Black Shark, the arrival of high refresh rate displays means we will see mainstream makers follow 2019s Oneplus 7 Pro and Google Pixel 4 an
25、d also adopt gaming-friendly high refresh rate technology in order to differentiate.Opensignals unique new mobile HYPERLINK /2019/01/03/understanding-mobile-network-experience-what-do-opensignals-metrics-mean Games Experience analyzes multiplayer gaming across different game genres based on our test
26、ing of a range of mobile games, including battle royale game Fortnite, Pro Evolution Soccer (PES) and multiplayer online battle arena (MOBA) game Arena of Valor.We conducted laboratory testing of popular mobile game titles. We asked individuals to play each game under different mobile network condit
27、ions and then score the experience on each occasion. From this primary research, Opensignal created a mean opinion score (MOS) model which characterizes the exact relationship between real-world technical measurements and the real gaming experience. This is the first time that an MOS model has been
28、developed specifically to analyze multiplayer mobile games at a global scale.Our approach to multiplayer mobile games is similar to the ITU-based MOS methodology Opensignal has previously developed to assess the experience of mobile video and voice apps. It enables Opensignal to quantify how the com
29、plicated interaction of different individual measures of network conditions affects users overall mobile Games Experience.Opensignal uses measurements of real-world mobile network conditions to assess the Games Experience felt by users on different networks and across countries. We quantify the real
30、-world mobile Games Experience users have on mobile networks around the world on a 0 to 100 point scale, based on Opensignals real-world measurements of mobile network conditions.Opensignal mobile Games Experience has the following categories:85100 Excellent The vast majority of users deemed this ne
31、twork experience acceptable. Nearly all respondents felt like they had control over the game, and they received immediate feedback on their actions. There was not a noticeable delay in almost all cases.7585 Good Most users deemed the experience acceptable. Gameplay experience is generally controllab
32、le, and the user receives immediate feedback between their actions and the outcomes in the game. Most users did not experience a delay between their actions and the game.6575 FairUsers found the experience average. In most cases the game is responsive to the actions of the player with most users rep
33、orting that they felt like they had control over the game. The majority of players reported that they noticed a delay between their actions and the outcomes in the game.4065 Poor Most users found this level of experience unacceptable. The majority of users reported seeing a delay in the gameplay exp
34、erience and they did not receive immediate feedback on their actions. Many users felt a lack of controllability in the Games Experience.040 Very Poor Nearly all users found this level of experience unacceptable. Almost all users experienced a noticeable delay within the game, with most of them not f
35、eeling like they had control of the the gameplay. The vast majority of players didnt receive immediate feedback on their actions.The mobile Games Experience score focuses on the multiplayer Games Experience. But no single measure is sufficient to record all the parts of users mobile network experien
36、ce. For example, Opensignal already has two measures that are relevant for other aspects of mobile games:Video Experience quantifies game video streaming services like Twitch or YouTube Gaming. When consumers wish to watch recorded highlight streams of games our existing direct measurement of mobile
37、 video quality is relevant. In a recent survey, Opensignal found HYPERLINK /2019/11/27/us-video-consumer-survey 18.7% of U.S. consumers watched HYPERLINK /2019/11/27/us-video-consumer-survey video streams of games. For more, see Opensignals recent HYPERLINK /reports/2019/11/state-of-mobile-video-201
38、9 State of Mobile Video Experience report.Download Speed Experience helps to understand how quickly game updates can be ready. Multiplayer games often require every player to have the most recent version of the game. Often with games like Call of Duty or Fortnite these updates can be hundreds of meg
39、abytes in size, sometimes even gigabytes.While Singapore and Japan occupy first and third place offering users an Excellent Games Experience their East Asian peers dont make their presence felt until much further down the rankings, with esports leader South Korea ranked just 14th and Taiwan ranked 2
40、4th and each being in the Good category.This first look across 100 countries for mobile Games Experience gives a sense of the extent to which mobile gamers and developers need to focus on compensating for latency, jitter and packet loss and other issues which affect players experience when playing m
41、ultiplayer games or developing new games for each market. The lower the Games Experience score, the harder it will be to win in challenging multiplayer titles.Eight out of the top 10 countries hail from Europe. This trend continues as we move down the table with 19 out of the top 25 hailing from Eur
42、ope. The Baltic States are all within the top 25, with Estonia and Latvia within two places of each other (15th and 17th, respectively) and Lithuania bringing up the rear in 23rd place. Central and Eastern Europe is also well represented, with Bulgaria, the Czech Republic, Hungary and the Slovak Rep
43、ublic all in the top 20.These countries appear to have squeezed out some of Europes largest economies, with France, Italy, Germany and the UK all absent from the top 20.Similarly, North America is conspicuous by its absence from the top quarter of the rankings, with Canada 0.3 points short of tying
44、with Taiwan for 24th place. The U.S. and Mexico fall short in comparison, coming 35th and 61th, respectively.Mobile Games ExperienceExcellentSingapore 1Netherlands 2Japan 3Czech Republic 4Austria 5Belgium 6Finland 7Denmark 8Switzerland 9Hungary 10Ireland 11Australia 12Croatia 13 South Korea 14Estoni
45、a 15G oodSlovak Republic 16Latvia 17Sweden 18Slovenia 19Bulgaria 20Germany 21Norway 22Lithuania 23Taiwan 24Canada 25North Macedonia 26New Zealand 27France 28UK 29Kosovo 30Poland 31Lebanon 32Spain 33Portugal 34USA 35Serbia 36Romania 37Uruguay 38Italy 39FairVietnam 40Cyprus 41Thailand 42 Hong Kong SAR
46、, China 43Albania 44Oman 45Israel 46Greece 47Belarus 48Armenia 49Malaysia 50Laos 51Myanmar 52Brazil 53Honduras 54Indonesia 55Georgia 56Qatar 57Dominican Republic 58Tunisia 59Turkey 60Mexico 61Ukraine 62 Russian Federation 63India 64 Guatemala 65 Sri Lanka 66Argentina 67Costa Rica 68Chile 69Morocco 7
47、0Egypt 71PoorJordan 72Senegal 73El Salvador 74Azerbaijan 75Colombia 76Kuwait 77Panama 78Saudi Arabia 79Nepal 80Libya 81Bolivia 82Nigeria 83Bangladesh 84Paraguay 85Kyrgyzstan 86Ecuador 87Algeria 88Bahrain 89South Africa 90Peru 91Kenya 92Philippines 93Very PoorCambodia 94Cte dIvoire 95Ghana 96UAE 97Ka
48、zakhstan 98Pakistan 99Uzbekistan 10085.585.485.385.283.983.683.382.982.981.880.880.780.679.979.979.879.678.678.177.877.176.976.776.175.875.675.675.274.974.774.474.473.973.673.373.273.272.572.472.271.871.771.571.270.469.068.868.467.666.265.665.465.463.863.663.663.363.363.061.460.259.859.058.457.957.8
49、57.456.954.954.954.854.754.754.353.052.950.149.345.345.044.544.442.640.740.239.939.739.538.938.637.60204060801004G /5G U sers G am es ExperienceData collection period: Oct 10, 2019 Jan 10, 2020 | Opensignal LimitedHowever, unlike our HYPERLINK /reports/2019/11/sta
50、te-of-mobile-video-2019 State of Mobile Video Experience report, the U.S. escaped falling into last place when compared to its G7 peers. Italy won that dubious distinction for mobile Games Experience, ranking 39th and placed in the Fair category.Turning to emerging markets, where smartphone penetrat
51、ion and mobile gaming is rapidly rising, its interesting to see that some of the most promising countries in this regard, such as Malaysia (50th, 66.2) and Brazil (53rd, 65.4) narrowly make it into the Fair category. This indicates most users thought the gaming experience was average and the majorit
52、y of users noticed a delay between their actions and the outcomes in the game hurting their enjoyment and the prospects of winning. Indonesia narrowly falls short of holding the same category with a score of 63.6, but it has less work to do to earn a Fair category rating than India, given the latter
53、s score of 58.4.Thailand and the Philippines are both outliers, with Thailand surpassing its immediate neighbors and 3.3 points away from securing a Good category position while the Philippines ranks 93th with a score of 39.7 and a Very Poor category rating. With a low mobile Games Experience score,
54、 mobile gamers are likely to either play solo games or seek out a good quality Wifi network to play mobile games which defeats the point of a mobile experience.Esports have become a large spectator sport. We compared the countries whose players have the HYPERLINK /countries largest esports winnings
55、in U.S. dollars with the mobile Games Experience of users. Perhaps surprisingly there is very little correlation, because historically esports have been mostly played on fixed networks. This is changing as HYPERLINK /esports/mobile-esports-games mobile esports HYPERLINK /mobile-esports-picks-2020/ c
56、ompetitions are HYPERLINK /mobile-esports-picks-2020/ becoming more popular. But for now, mobile players in many of these countries lack the conditions to win in multiplayer mobile games unless they travel abroad.Among the top 30 countries by esports winnings, players in Philippines, Pakistan, Russi
57、a and the Ukraine have a mobile Games Experience where most users will find the service provided by the mobile network unacceptable. While in both Brazil and Malaysia, most users will find the experience only average.Despite having gold, silver and bronze medal positions in terms of esports winnings
58、, users in the U.S., South Korea and Sweden all had a mobile Games Experience below 80. Mobile gamers in many of these top 40 countries would be better placed to win games on mobile networks if there was a better mobile Games Experience available. Its especially striking that South Korea, a country
59、known for its HYPERLINK /starcraft-ii-esports-essentials/ Starcraft obsession and for providing numerous esports players for teams based in the U.S. and across Europe, does not enjoy a stronger mobile Games Experience.Looking at how the different regions break down by category, it is interesting to
60、note that countries in the Excellent category are only present in Asia Pacific and Europe, while these two regions combined with North America account for all those in the Good category. No European countries fell into the lowest category, Very Poor. The Asia Pacific region is the most diverse of th
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