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Game
Changer:
AcceleratingThe
Media
Industry’s
MostDynamic
SectorJune2023By
Dr.
AlexanderSchudey,
Pavel
Kasperovich,AdeelIkramandDavidPanhansBoston
Consulting
Group
partnerswithleadersinbusinessandsociety
to
tackle
theirmostimportantchallenges
andcapture
theirgreatestopportunities.
BCGwas
thepioneerinbusinessstrategy
whenitwas
founded
in1963.
Today,weworkcloselywithclientsto
embrace
atransformational
approach
aimedatbene?ting
allstakeholders—empowering
organizations
to
grow,buildsustainable
competitiveadvantage,
anddrive
positive
societalimpact.Ourdiverse,
global
teams
bringdeepindustryandfunctionalexpertise
anda
range
ofperspectivesthatquestion
thestatus
quo
andsparkchange.BCG
delivers
solutionsthrough
leading-edgemanagement
consulting,technology
anddesign,andcorporate
anddigital
ventures.
We
workinauniquely
collaborative
model
across
the?rmandthroughout
alllevels
oftheclientorganization,fueledby
thegoal
ofhelpingourclientsthrive
andenablingthemto
make
theworlda
betterplace.The
gaming
sector
is
unique.
Originally
viewed
as
a
children’s
diver-sion,
attracting
limited
attention
compared
to
TV,
movies,
or
music,gaming
is
now
by
far
the
fastest
growing
sector
of
the
media
industry.With
the
average
player
age
recently
exceeding
30
years
old,
gamingis
now
the
second
largest
media
sector
that
is
aboutto
reach
$200billion1.
Gaming
IP
has
become
key
to
attracting
new
audiences,indicating
future
growth
potential.
As
part
of
BCG’s
series
of
gamingreports,
following
on
from
‘Gaming
&
Esports
Media’s
Next
ParadigmSHIFT’,
this
report
aims
to
map
gaming’s
current
spectacular
journey,highlighting
some
key
trends
and
opportunities
bothglobally
and
inthe
MiddleEast,
which
business
leaders
and
companies
can
leverageto
join
this
dynamic
sector.1.
Newzoo,
OvumBOSTONCONSULTINGGROUP1Key
insightsGamingisontherise?
Unprecedentedgovernmentinvestments:
SaudiArabia’sPublicInvestmentFund(PIF)allocated$38billiontoSavvyGamesGroupto
investingamingandesportsacrossthefullvaluechain(andpotentiallymorefundsfor
otherleversto
developthegamingecosystem)withmultipleacquisitionsingaming(EmbracerGroup,
Scopely)andesports(ESL,
FACEIT,
VSPO)havebeenalreadyexecuted;
AbuDhabiGamingcreatedadedicatedgamingandesportshubwith?
Gamingisthe#2mediasect2022witha
pathto
reach
>$210billioninthenext3
years.?
Mobileisthe#1gamingsegment(>50%inrevenues):drivenby
casualgamerswitheasyentry(smartphone)andfree-to-playmodel,
enjoyingmostly“time-killer”games.
e.g.,
smartphonepenetrationinIndonesiadrove
signi?cantMobileLegends:
BangBang(ML:BB)adoptionstrongincentives.?
Leaderingamestreaminggrowth:
whileChinawillbe
thelargestmarketfor
streaming,
reachinga~265millionaudiencein2025,
MiddleEast&NorthernAfricawillgrow3timesfaster(24.5%vs
7.6%CAGR)to
reach~200millionpeoplein20252.?
PC/Consoleare
stillstrong:
majorplatformsfor
coregamersthatdemandfullimmersionandadvancedgameplay.
Livegamestreamingsustainsinterestfromawideraudience.
e.g.,
EldenRingwas
#1instreamingThereare
manyopportunitiesto
enterthe?
MobileandPC/Consolehave
startedto
converge:maintrendisinIPasmanyPC/Consolegamesareadaptedto
Mobile(LeagueofLegends(LoL)–LoL
Wildplaying?eld?
Directinvestmentisastraight-forwardpathfollowedbymanyVCs
likeBitkrPlayerUnknown’sBattlegrounds(PUBG).
Cross-playisa5+yeartrenddueto
vastdi?erencesingameplay.?
Mediacan
buildcontentongamingIP:
e.g.,
Net?ixcreatescontentaroundgamingIP(Arcane,
Cyberpunk2077,
Dotato
nameafew)andgamesonownIP(e.g.,StrangerThings).?
Gamepublishersadopta“l(fā)essismore”strategy:
mainfocusisongamesbasedonprovenI
P,thatcan
be
sustainedandevolvedfor
10-20years.
e.g.,Activision-Blizzardbuildsaroundcore
IPfor
25+years(Warcr?
IPownerscan
build?ywheels:
e.g.,
Tencent
promotesIPthroughmediacontent(gaming,
video,
books)andbeyond(e-commerce,
travel,
F&B).?
Micro?ering:
hardware(Xbox,
HoloLens),
content(publisher–Activision-Blizzard;
user-generated–Minecrinfrastructure(Azurecloud)thatcan
be
bundledintoasinglesubscription(Xbox
GamePass).?
Technology
companiescan
utilizemultiplesynergies:e.g.,
Applecreatedone-stop-shopfor
games,
video,music,
?tness,
andcloudstorage(AppleOne);
Metaexperimentedwithlivegamingstreamingintegratedinitssocialnetwork(Facebook)andwilllikelyleveragegamingtechnologyfor
itsMetaverseplay.TheMiddleEastisemergingasagamingpowerhouse?
Telecom
operators(telcos)can
leveragegamingtostrengthenbrandfor
itsaudience:
sometelcosintegrategamingintotheiro?ering(e.g.,
KPNo?ersitscustomersaccessto
in-gameitems;
DeutscheTelekom
andLGUpluso?ercloudgamingservicesto
theircustomers),whileothersfollowaudience’sattention(e.g.,
SKTelekom
andOoredooinvestedinesportsclubs).?
Highestgamingpenetration:
>60%ofthepopulationare
gameenthusiasts,
resultinginthehighestshareofgamingmobileappdownloads(50%vs
40%globallyoftotalappdownloadsare
gamingapps).?
Long-termcommitmentto
thesector:
SaudiArabiarecentlyannounceditsgamingandesportsstrategy,andUAE
hascreatedtwogamingcentersto
attractglobalcompanies.2.
Newzoo“Gaming’sLiveStreamingAudienceWillHit1.4Billionby2025”2GAME
CHANGER:
ACCELERATING
THE
MEDIA
INDUSTRY’S
MOST
DYNAMIC
SECTORTheDriversofGlobalGaming
GrowthTheCOVID-19pandemicspurredgrowthinvariousmediaandtechnologysectorsin2020.
Withinmedia,gamingoutpacedothersegmentswithan8%growthHowever,
theindustryisexpectedto
resolvethesechallengesandrecoverinmid-term,
asgamesbecomemoreembeddedineverydaylife[Exhibit1].
Gameshaveconsistentlyhelda40%shareofglobalmobileappdownloadsoverthepast5years.
ThenumberisevenhigherintheMiddleEast,
reaching45-50%in20205.rate
to
reach$198billion(versusTV’s1%declineto
$408billion3).
Thesector’sgrowthslowedin2022for
severalreasons,
includingtheendofpandemicshutdownsandApple’sprivacychangesa?ectingmobilegamingads.Themarketsizedroppedto
$184.4billion4,
withmobilegamingaccountingfor
50%ofrevenues.3.
Newzoo,
Ovum,
Omdia4.
Newzoo“TheGlobalGamingMarketPer
Segment2022”5.
AppAnnieBOSTONCONSULTINGGROUP3Exhibit1-Gamingisa~$185bmarketwithstrongmid-termgrowth+6%3.6+11%$300Bn3.23.03
Bn2
Bn1
Bn0
Bn2.72.52112.42.3198$200Bn$100Bn$0Bn2.118417814550%-55%13850%12248%50%10744%45%42%40%20%-25%24%23%22%29%29%24%29%29%29%30%30%29%26%28%25%-30%20162017201820192020202120222025EGamersMobilePCConsoleNote:ViewershipincludesesportsenthusiastsandCasualviewers;2022–2023expectedgrowthbasedonCAGRanalysisfrom2018-2020Source:NewZoo,OVUM,ConsortiumanalysisTheMiddleEastisauniquemarketfor
gaming.HowevermobilegamesabsorbtwiceasmanyhoursperweekasPC/console
games,
andthemobilegamingmarketismorediverse[Exhibit2].
Itattractscasualplayerswhoenjoy“timekiller”gameslikeCandyCrushbutmay
notidentifythemselvesas“gamers.”
Nevertheless,
thesecasualplayerscontributesubstantiallyto
thegrowthofthemobilegamingmarket.GovernmentsintheGCC
regionhave
investedheavilyintheindustryandrecognizeditspotential,
implementingstrategiesto
attractgamingcompanies.
InSaudiArabia,aNationalGamingandEsportsStrategyplansto
create40,000jobsanddevelop30gamesby
2030,
whileintheUAE,
ADGamingandDMCCGamingCenteraimto
attractglobalbusinessesandsupportlocaltalent.TheMiddleEastisasigni?cantmarketfor
bothcore
andcasualgamers.
SaudiArabialeads,
withamarketof~$1.8billion[Exhibit3].
Itisaskewedtowardsmobilegamingwhichaccountsfor
>65%revenues,
thoughthisispartiallyexplainedby
astrongerpresenceofnon-casualmobilegameslikePUBG
Mobile,
FreeFireandFIFA
inthetop-10downloads(versusonlyFreeFireinthetop-10globally)6.GamersonPC/Consolevs.
MobileThegamingsectorisexpandingandchanging,
whichmakesthede?nitionofa“gamer”morenuanced.
Whilemobiledominatesthegamingmarket,
thesplitofrevenueacrossdi?erentplatformsdoesnotalways
matchthepreferencesofthecore
globalgamingcommunity.Accordingto
aBCG
surveyof10,000participantsfrom10countries,
mostcore
gamersprimarilyplay
onPC
andconsole.
ThisisbecauseonlyPC/console
gamesenablehigh-engagementAAAtitles,
demandingmoreplayer’sfocusanddedication.6.
AppAnnie4GAME
CHANGER:
ACCELERATING
THE
MEDIA
INDUSTRY’S
MOST
DYNAMIC
SECTORExhibit2-Mobilegamingisstilldominatedby“TimeKillers”ShareofGlobalDownloadsbyGamingGenresin2019ShareofGlobalTimeSpentGamingGenresin2019TraditionalCore-otherCasual-otherCasualHybrid/other1%Shooter6%5%5%3%ActionCasual8%18%CoreCore44%38%Mobilegamesshowreal15%47%34%mass-marketappealwithhighvarietyofcasualgames,withcoregamesbeing55%82%7%21%10%moreengagingCasual-otherPuzzleArcadePuzzleCore-otherRPGActionNote:
downloadbreakdownamongtop100Gamesbydownloads,CombinedIOSandGooglePlay,timespentbasedonAndroidMAUSource:
AppAnnie,BCGanalysisExhibit3-SaudiArabia,
aleadinggamingmarketintheMENAregionSaudiArabiaisa1.8$BgamingmarketSaudiArabiarepresents~45%oftheMENAgamingmarket0.4$B4$B0.3
$B0.4
$B38%62%0.4$B16%3.2$B84%55%62%1.2
$B45%PC38%ConsoleMobileOtherMiddleEastSaudiArabiaMobileConsolePCTotalSource:
Statista“DigitalMedia-SaudiArabia”andGlobalData“MarketSizeofConsoleGaminginMiddleEast&Africa(2017–2021,
$Million)”BOSTONCONSULTINGGROUP5ChangingGamerPreferencesAccessibil
ity?
Mobilegaminghasoutpacedotherplatformsoverthelasttwodecades,smartphones,
whichenabledmobilegaminggrowth.WhilePC/console
andmobileexperiencesare
di?erent,theyhave
startedslowlyconverging.
Mobiledevicescannowo?er
veryhigh-quality
graphics
andgaming
experiences,whilesmartphoneevolution
increasingly
re?ects
andenablesthesophisticatedgameplaythatwas
previouslyavailableonPC/console
only.
Also,
assmartphonesare
tailoredtocommunication,
mobilegamescan
integratesocialgamingfeaturesbetterthanPC/console.?
Oneexampleofthisisthemobilemultiplayeronlinebattlearena(MOBA)gamecalledML:BB-MobileLegends:
BangBang,
whichdominatesinIndonesiawith69.7%smartphonepenetrationand192.15millionusers.Itsreleasecoincidedwiththesmartphoneboom
inthecountry.Thishasledto
morepopularPC/console
(thoughmostlyPC)
titlesbeing
adapted
to
mobile,
includingleadinggameslikeLeagueofLegends(LoL
–mobileversionisLoL
WildCon
verg
en
ce?
Platformsservedi?erentpurposes.
For
example,
mobilegamingmay
be
usedduringcommutes,
whileconsolegamingisthepreferredplatformfor
AAAgameswithhigh-qualityvisualsandengagingstorylines.Someleadinggamesare
evengoingwithmobile?rst(e.g.,PUBG).
Andmanytitlesinitiallyreleased
onPC
orconsoles,suchasMinecrare
experiencingresoundingsuccessonmobile.
AnotherexampleisSquareEnix,
whichacquiredEidosandreimaginedpopulargameslikeHitman,
Tomb
Raider,andDeusExby
releasingIP-drivenmobilepuzzlegames.?
Platformsalreadyconvergeby
leveragingthesamegamingIP,whichwillacceleratewithcloudcomputinginthemid-to
long-term.Business
ModelHowever,
trueconvergenceresultingincross-playisstillfar
frombeingfullyimplemented.
Whileitcan
be
easilyrealizedinsomegamegenres(e.g.,
thecollectiblecardvideogame(CCG)
Hearthstone),
itisdi?cultto
ensurethesameexperiencefor
shootersorRPGswhosegameplayisheavilyoptimizedfor
PC.
Anadditionalchallengefor
cross-platformdevelopmentistheneedto
optimizeagameforanincreasingnumberofdevices7.
Whilepublisherstrytosolvebothchallenges,
itwilllikelytake
5yearsormoretoreachfullconvergence.?
Theriseofcasualgames,
whichare
designedto
beplayedinshortperiodsoftime,
hasdriveninnovationinthemonetizationofmobilegames,
makingthema?ordablefor
awideraudience.?
Mobilegamingismostlymonetizedthroughadvertising,whichistechnicallyfreefor
aplayer,
whilePC/consolegamesare
yetto
realizethepotentialofthismodel[Exhibit4].Uniquemarketconditionsare
acceleratingmobilesegmentgrowthintheMiddleEast.
WithhalfitsGrowthDriversinMobilepopulationunder25yearsoldandtech-savvy,
thesecountriesrequirelocalizedcontent.
For
example,
ChinesepublisherTencent
deployedanArabicversionoftheBattleRoyale
game(PUBGMobile)intheregion.
ItisnowoneofthemostpopulargamesintheMiddleEast8
(top-5inmobileappdownloadsinSaudiArabiaandtop-3inUAE9).Themobilegamingindustryhasexperiencedsigni?cantgrowthinrecentyears,
withthewidespreadadoptionofsmartphonesandtheincreasing
power
ofmobilecomputing.AndPC/console
gamepublishersare
activelyinvestinginthistrend.
Factors
contributingto
thisgrowthinclude:7.
Dirox“MobileGamesTrends
andBusinessOpportunities”8.
Entrepreneur“TheMiddleEastisKey
forGaming”9.
AppAnnie6GAME
CHANGER:
ACCELERATING
THE
MEDIA
INDUSTRY’S
MOST
DYNAMIC
SECTORExhibit4-In-gamepurchasesbecomeleadingrevenuestreamIn-gamepurchasesareattributedtoF2Pgamesthatiswhythisrevenuesourceis#1for
PC/mobilegamesOtherinsightsfromthevideogamesmarketresearchUSDatafor2022In-gamepurchasevolumesaremainlybuiltby“bigshots”ingaming:
50%ofpurchasesaremadeby0.2%ofbuyersMobile50%50%In-gametransactionsAdvertisinginappDigitalsalesmarginis1.2timesashighasphysicaldiscsmargin,
e.g.,
Ubishotsalesstructure:
digitalsalesmarginis92%whilephysicaldiskssalesmarginis71%35%65%PCIn-gametransactions/subscriptions
Sales(game+DLC)Console38%62%In-gametransactions/subscriptionsSales(game+DLC)Source:
Data.aiandNewzooreport“HowDLC
boostsengagementforPCandConsolegames”WhatAboutthePC/ConsoleMarket?growthfactorfor
PC/console
market–theriseofgamestreamingasseparatecontent,
runby
bothprofessionalplayersandcasualgamers.Despitemobilebeingthetop-linedriverofthegamingmarket,
itdoesnotmeanthatthePC/console
isindecline.Core
gamersstillpreferplayingonPC/console
asgamesare
moreimmersiveandcomplex.Thegrowthofgamingstreamsisaglobalphenomenon,whichincreasedmarkedlyduringthepandemic.Streaming’saudiencewillexceedonebillionpeoplein2023,
increasingwithaCAGRof+16.3%from2020toreach1.4billionin202510[Exhibit5].
Twitch,
theleadingplatform,
reached140millionmonthlyactiveusers(MAUs)and31milliondailyactiveusers(DAUs)
inJanuary2023.ConstantlyimprovingvisualandgamecontentandleveragingpopularIP(e.g.,
therecentHogwartsLegacy)have
traditionallyformedtheheartofgaming’sstrongappealto
ayoungaudience.
Today
thereisanadditional10.Newzoo“Gaming’sLive-StreamingAudienceWillHit1.4Billionby2025”BOSTONCONSULTINGGROUP7Exhibit5-Gameslivestreamingaudiencegrowth1412.6M+16.3%Global|For
2020,
2021,
2022and2025CARG2020-2025921.2M+13.8%809.6MYoY+22.2%YoY662.6M2020202120222025Source:
Newzoo“GlobalEsports&LiveStreamingMarketReport2022”Whilestreaminggrowthhasslowed,
viewershipisstillup6%fromitsCOVID-19pandemicpeakin2020,
and164%higherthan2018.
Livestreamingslightlydecreasedin2022,
butTwitch
was
theleasta?ected,
droppingonly6%YoY
andkeepingitsstrongleadershipposition.
FacebookGamingwas
hitthehardestin2022,
dropping56%YoYfrom2021.
WhileYouTub
eGaminghasalsoseenadecreaseinhourswatched,
ithassincepulledaway
fromFacebookasthede?nitivesecondmost-utilizedlivestreamingplatformintheWest11.Streamingplatformsalsoplay
asigni?cantroleindiscoveringandpromotingnewgames.
SinceEpicGames’successwithFortnite,
whenitcementeditsleadershippositionby
payingtopstreamersto
play,
moregamesfollowsameapproach(to
streamers).
Somenewertitlesstronglybene?tfromstreamingatthetimeofrelease,
likeEldenRingwhichbecamealeaderinstrresultedin12millionunitssoldin?rst2weeksandsigni?canttimespentwithingame12.GamestreamingiswhypopulartitleslikeLoL
orFortnitestay
relevantfor
thecommunityasitallowsinteractionwithtopstreamers.
Gamepublishersalsoreward
thosewhowatchstreamswith“drops”–giveaways
ofuniquedigitalitemsto
peoplewhowatchastreamfor
acertaintime.
Bothelementsincentivizepeopleto
watchtheirfavoritestreamsandstrengthenstheircommitmenttothegame.Theimportanceoftheseplatformsishardtooveremphasizeasviewerstendto
stay
onplatformratherthanfollowtopstreamers.
For
example,
apopularstrmilliondollars;
however,
mostviewersstayed
onTwitch,whichwas
oneofthereasonsfor
Mixer’sclosure13.
Thatiswhygamepublishersneedto
relyontheseplatformsandworkcloselywiththemratherthancreatetheirown.11.StreamHatchetVideoGameStreamingTrends
-2022Yearly
Report12.Ginx“EldenRingPlayer
BreaksGameClockWith1000HourPlay
Time”13.Distractify“Fortnite’
StreamerNinja
Returns
to
Twit8GAME
CHANGER:
ACCELERATING
THE
MEDIA
INDUSTRY’S
MOST
DYNAMIC
SECTORChinaisexpectedto
remainthelargestmarketfor
livestreamingaudiences(forecastCAGRof7.6%from2020to267.5millionpeopleby
202514).
However,
theoverall
growthcomes
from
MiddleEast&
NorthAfrica.
Theaudience
forlive-streaming
games
inthesemarkets
isexpected
toincrease
with24.5%CAGR
reaching
202.3millionby2025.millionsofdollarsininvestment.
For
example,
RockstarGames’GTA
Vhadabudgetof$260millionandCDProjekt’sCyberpunk2077hadabudgetofover$300million16.Considering
thevariety
demandedby
core
players,
itisnotrealisticfor
publisherstcycles
innearfuture.
Instead,
hundreds
ofhigh-pro?le
AAAgames
are
released
eachyear,
thoughonlyahandfulofthose
have
budgets
at
the
level
of
GTA
Vor
Cyberpunk
2077.PublishersAdaptto
NewTrendsWithsuchdynamicchangesintheindustry,
gamepublishersanddevelopersare
adjustingtheirstrategies.Whilethismodelexpandsopportunitiesto
generate
areturn
oninvestment
over
alonger
shelflife,
majorgamesstill
require
large
upfront
investment
and
long
developmentperiods,
whichcan
delay
cash
in?owsfor
several
years.New
Business
Model
sInnovationinthemobilemarketincentivizedpublisherstoexplorenewmonetizationmethods,
inparticular“free-to-play”within-gamemonetizationinsteadofupfrontpurchase.
ElectronicArtsreleasedits?agshipshooterfranchiseBattle?eldwithafree-to-playversioncalled204215.Competition
for
Popul
ar
IPFocusonprovenIPisastrongmediaindustrytrend,extendingwellbeyondgaming.
Consideringthesigni?cantinvestmentsrequiredto
createblockbustersandhighaudienceexpectations,
recognizedIPreducescommercialrisks.
In?lmandvideo,
franchiseslikeFast
&FuriousandMarvelhave
gainedsubstantialinvestmentsandextensions.
Gamingfollowsthesamepath,
withpublisherssuchasActivision-Blizzard,
NaughtyDog,
andTencentaggressivelybuildingontheirexistingIP.
For
example,Activision-BlizzardhasfocusedonitsCallofDuty,
Diablo,WarcrThepotentialto
extendthelifecycleoftheirtitlesthroughnewcontentandin-gamepurchasesmakattractivecomparedto
developingcompletelynewgameseveryfew
years.
However,
publishersmustcarefullydesignmonetizationto
ensureitsupportsthegameanditscommunity,
notharmitwith:?
“Pay
to
win”
mechanicsthatimpactgamerexperienceandbecomesimilarto
gambling.OverlastdecadesmajorIPfranchiseshave
createdactive,loyal
communities.
Aswithcomicstwodecadesago,
themovieindustrynoticedthistrendandhasturnedtogamingIPasasourcefor
newcontent[Exhibit6].
Inreturn,
thisprovidesanopportunityfor
gamepublisherstoextendthecommunityfor
theirgamesandattractnewaudiences.
Beyondmovies,
publishersare
alsoleveraginggamingIPinothersegmentslikeamusementparks,
toys,andretail.
ThesefurtherstrengthentheconnectionwithIPfansandbene?tthegames.?
“Playto
earn”,
whichhaspotential,
butsuccessdependsontheecosystemandcan
be
risky.
EarningcryptocurrencythroughblockchainbasedgaminghasattractedcompanieslikeGalagames,
whichwillbe
releasingmultipletitlesinthenearfuture.
AxieIn?nityisgamethathadplayersearningcryptocurrencyandsaw
aspectacularrise,
particularlyinthePhilippines,
buthasalsosu?eredasigni?cantdropinfortunesduringtherecenttechnologyrecession.
Likeanynewtechnology,
itneedsto
be
testedovertimeto
knowwhatwillwork.Growth
in
Gamin
g
Bud
g
etsExtensionofagame’slifecycleaswellasthedemandformoreimmersiveandhigh-qualityexperiencesdrivepublishersto
investmoretimeandresourcesindevelopingtheirgames.
AAAgamesrequiretensorevenhundredsof14.Newzoo“Gaming’sLive-StreamingAudienceWillHit1.4Billionby2025”15.Gamesradar16.Screenrant“HowMuchCyberpunk2077CostTo
Make”BOSTONCONSULTINGGROUP9Exhibit6-HollywoodhascapturedtheriseofgamingIP–translatingthemintoblockbustersRecentvideogame-basedmovieshave
beenasuccess…WarcraftCastlevaniaResidentEvil:ExtinctionRampagePokémon:DetectivePikachuSonic
TheHedgehogBlizzardActivation.BlizzardNintendoSEGAEntertainmentKonamiNetflixCapcomUniversalSonyPicturesWarner
Bros.Warner
Bros.Paramount2016$439M201794%2017$312M2018$428M2019$433M2020$320MArcane:League
ofLegendsUnchartedSonic
TheHedgehog
2HaloThe
Lastof
UsMario
BrosMovieActivation.BlizzardNaughtyDogNintendoUniversalRiotGamesNetflixNaughtyDogSonyPicturesSEGAHBO
|
SonyPicturesParamountParamount2021100%2022$401M2022202270%202396%2023$1.3B$72M+openwkd.(121rank
alltime)1SplinterCellMinecraftAssassin’sCreedFalloutBethesda
GameStudiosUbisoftNetflixMojangUbisoftNetflixWarner
Bros.AmazonStudiosTBDTBDTBDTBD1Referstodomesticboxo?ceopeningweekend.Note:For
alreadyreleasedcontent,
moviesquali?edbyglobalboxo?cereturnsandshowsbyrottentomatoesscoresSource:IMDb,
boxo?cemojoandRottenTomatoesforreviews10GAME
CHANGER:
ACCELERATING
THE
MEDIA
INDUSTRY’S
MOST
DYNAMIC
SECTORFuture
oftheGaming
MarketHOnonehand,
gamingindustrygrowthcontinueswithwiderdemographicappeal.
Mobilegamingisnowattractingallages,
particularlyinWesternmarkets.
IntheUS,
gamesappealingto
GenXandBabyBoomers(45+),
makeupnearly25%oftopgrossinggamesin2021,
a6%increasefrom201917.
GenYwhogrewupwithcomputergamesareenteringtheir30s,
changingtheperceptionofgamingasjustfor
kids.
Theaverage
gamerage
isnow31yearsold18.owwillthegamingsectorchangemovingforward?Thereare
multipletechnological,
demographic,
andmediaindustrytrends,
manymentionedabove,
thatAudience
g
row
th
anddemogrwillcontinueto
play
majorroles.
Amongthose,
fourwilllikelyhave
thelargestimpact:?
Audience
growth
anddemogr?
Innovation
from
players?
M&AactivityOntheotherhand,children
andyouth
stillaccount
for
mostofthesector’s
audience
growth.
GenZ
isthe?rstdemographiccohort
thatspends
asmuchtimegaming
aswatching
videocontent
[Exhibit7].As
eachchildaddsto
thegaming
market,theaudience
willcontinue
to
grow.
There
willbe
a
“tippingpoint”
where
gamingbecomes
thedominantform
of?
Newusecasesentertainment
interms
ofabsolute
numbers
andtimespent.17.Data.ai“2022GamingSpotlight:
MobileExtendsLeadOverPCandConsoleasGamingMarketHits$222Billion”18.NielsenGames
-U.S.
Report;
2021EssentialFacts
-ESABOSTONCONSULTINGGROUP11Exhibit7-Young
consumersnowplay
gamesnearlyasmuchastheywatchTVandmoviesGaming:
from
clearly
secondaryin2015…Minutesspentperday
onaverage18-12yearolds13-17yearolds150Far
behind150-36%-36%12712310050100508179352500TV
andGamingOnlineVideosTV
andmoviesGamingOnlineVideosmovies22…tofundamental
for
8-18yearoldsin201918-12yearolds13-17yearolds150Nearparity150-15%113-7%95961005088100505956-23%+11%+124%-11%+19%+69%00TV
andGamingOnlineVideosTV
andGamingOnlineVideosmovies2movies2
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