Portable Gaming Spotlight, 3Q13 December 2013

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Portable Gaming Spotlight, 3Q13 December 2013

©  2014  App  Annie  &  IDC  |  Do  Not  Distribute  

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Installed Base Snapshot

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3Q13 Spending Patterns

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Additional U.S. Gaming Device Context

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Key Themes & Takeaways 2  

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Worldwide  Smartphone  Installed  Base  Shares,   2Q13  &  3Q13 75%  

+1.4  pts  

+0.1  pts  

-­‐1.8  pts  

+0.3  pts  

50%  

2Q13  

25%  

3Q13  

Source:  IDC  

0%   Android   •  •  •  • 

iOS  

Symbian  

All  Others  

Android’s combined market share topped 58% BlackBerry & Windows-based devices comprised most of “All Others” The smartphone installed base exceeded 1.3B in 3Q13 The consumer tablet installed base approached 200MM in 3Q13

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Worldwide  Gaming-­‐opAmized  Handheld  Game  Shipments:   Packaged  Goods  &  Digital  Full  Game  Downloads,  2Q13  &  3Q13*

Millions  (Units)  

20      2Q13  

15  

•  Hardware platforms span all SKUs

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* Represents combined packaged game shipments & digitallypurchased copies of these same games (excludes titles that received digital distribution only).

5   0  

   3Q13  

Nintendo  3DS  

Sony  PlayStaLon   Nintendo  DS/DSi   Portable  &  Vita  

Source:  IDC  

•  The total installed base for these devices remained ~200MM in 3Q13 •  Packaged & digital full game software shipments/sales volumes sharply rebounded in 3Q13, rising nearly 50% quarter over quarter

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1

Installed Base Snapshot

2

3Q13 Spending Patterns

3

Additional U.S. Gaming Device Context

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Key Themes & Takeaways 5  

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Worldwide  Share  of  iOS  &  Google  Play  Downloads  &   Consumer  Spending  AQributable  To  Games,  2Q13  &  3Q13

100%  

Games:  Share  of  App  Store   Downloads  

Games:  Share  of  App  Store   Consumer  Spending   100%  

75%  

75%  

2Q  2013  

50%  

50%  

3Q  2013  

25%  

25%  

0%  

0%  

iOS  App  Store   Google  Play  

Source:   App  Annie   iOS  App  Store   Google  Play  

•  Games represented ~40% of downloads in both app stores •  The share of consumer spending on games in Google Play grew incrementally from 2Q13 to 3Q13, but dipped for iOS •  Results span applicable smartphones & tablets, plus iPod touch

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Indexed  Consumer   Spending  on  Games    (iOS  2Q13  indexed  to  100)  

Worldwide  Mobile  &  Portable  Game  Consumer  Spending,   2Q13  &  3Q13 150      2Q13   100  

•  Gaming-optimized handheld revenue includes packaged & digital

50   0  

   3Q13  

•  All ad revenue excluded iOS  App  Store  

Google  Play  

Gaming-­‐OpLmized   Handhelds  

Source:   App  Annie  &  IDC  

•  Gaming-optimized handheld revenue recovered in 3Q13, rising nearly 50% compared to 2Q13 •  Seasonally, gaming-optimized handhelds typically pick up from 2Q to 3Q •  Hit games were released for Nintendo 3DS in 3Q13

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Worldwide  Mobile  &  Portable  Game  Consumer   Spending  Shares  by  Region,  2Q13  &  3Q13 100%  

+1.2  pts  

+4.6  pts  

75%  

Western  Europe  

50%   25%  

North  America  

Asia-­‐Pacific  

+2.5  pts  

Rest  of  World  

0%   2Q13   3Q13  

2Q13     3Q13    

iOS  App  Store   Games  

Google  Play   Games  

   

 2Q13      3Q13     Gaming-­‐opLmized   Handhelds  

Source:   App  Annie  &  IDC  

•  Asia-Pacific gained in share of consumer game spending on iOS App Store, while Western Europe outpaced the market on Google Play •  North America showed disproportionate growth in the gaming-optimized handheld category

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Top  5  Grossing  Portable  Games  Worldwide  by   PlaXorm,  3Q13   Rank  

iOS  App  Store  

Google  Play  

Gaming-­‐OpAmized   Handhelds  

1

Clash of Clans Supercell, Finland

Puzzle & Dragons GungHo Online, Japan

Monster Hunter 4 N3DS; Capcom, Japan

2

Candy Crush Saga King, United Kingdom

Candy Crush Saga King, United Kingdom

Mario & Luigi: Dream Team N3DS; Nintendo, Japan

3

Puzzle & Dragons GungHo Online, Japan

모두의마블 (Everybody's Marble) for Kakao CJ E&M, South Korea

Animal Crossing: New Leaf N3DS; Nintendo, Japan

4

Hay Day Supercell, Finland

LINE Pokopang LINE, Japan

5

• 

The SimpsonsTM: 몬스터 길들이기 (Monster Taming) Tapped Out for Kakao Electronic Arts, United States CJ E&M, South Korea

= New entrant to Top 5 in 3Q13 (not in Top 5 for 2Q13)

Luigi's Mansion: Dark Moon N3DS; Nintendo, Japan Phoenix Wright: Ace Attorney Dual Destinies N3DS; Capcom, Japan

Source:   App  Annie  &  IDC  

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1

Installed Base Snapshot

2

3Q13 Spending Patterns

3

Additional U.S. Gaming Device Context

4

Key Themes & Takeaways 10  

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U.S. Mobile/Handheld Gamers' Favorite Portable Gaming Device, June 2013 40%   30%   20%  

Source:  IDC  

iPod   Touch   iPhone  

Smart-­‐   phone  

10%   0%  

3DS  

Apple  iOS  

Android  with   Google  Play  

Amazon  

Nintendo  

Sony  

•  Nearly 50% of gamers’ favorite iOS devices were iPads •  Kindle Fire ranked behind iPad & ahead of Android tablets •  Based on a June 2013 survey of U.S. gamers (mobile n = 1,117)

Other  

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U.S.  Indexed  Mobile  Game   Consumer  Spending  3Q13  

U.S. Mobile Gamers’ Favorite Portable Gaming Device vs. Indexed U.S. Consumer Game Spending, 3Q13

100  

Apple  iOS  

75   Source:   App  Annie  &  IDC  

50   25  

Android  with   Google  Play    

0   0%   10%   20%   30%   40%   U.S.  Mobile/Handheld  Gamers’  Favorite  Portable  Gaming  Device  

•  Android was not too far behind Apple in U.S. gaming consumer preference, but iOS generated 3x the U.S. gaming revenue that Google Play did in 3Q13 •  Partly based on a June 2013 survey of U.S. gamers (mobile n = 1,117)

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Share of U.S. Android Smartphone Gamers That Also Regularly Gamed On… 20%  

Source:  IDC  

15%   10%   5%   0%   Android   Amazon   Apple  iPad   tablet  (with   Kindle  Fire   Google  Play)   •  •  •  • 

Nintendo   Apple  iPhone   Sony   3DS   PlayStaLon   Vita  

The average Android smartphone gamer was 41 years old in June 2013 53% of the Android smartphone gamer base was female Kindle Fire had an impressive penetration rate Based on a June 2013 survey of U.S. gamers (mobile n = 1,117)

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Share of U.S. iPad Gamers That Also Regularly Gamed On… 40%  

Source:  IDC  

30%   20%   10%   0%  

Apple  iPhone   Amazon   Android   Nintendo   Android   Sony   Kindle  Fire   smartphone   3DS   tablet  (with   PlayStaLon   Google  Play)   Vita   •  The average iPad gamer was 42 years old in June 2013 •  54% of the iPad gamer base was female – remarkably similar to Android smartphone gamer demographics •  Based on a June 2013 survey of U.S. gamers (mobile n = 1,117)

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1

Installed Base Snapshot

2

3Q13 Spending Patterns

3

Additional U.S. Gaming Device Context

4

Key Themes & Takeaways 15  

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Key  Themes  &  Takeaways,  3Q13   •  App  categories  other  than  games  outpaced  games  in  worldwide   revenue  growth  from  2Q13  to  3Q13  on  iOS   •  Gaming-­‐opLmized  game  sales  rebounded  appreciably  in  North   America;  revenues  &  volumes  recovered  from  2Q,  but  not  quite   enough  to  overtake  Google  Play   •  Android  was  not  too  far  behind  Apple  in  terms  of  U.S.  gamers’   favorite  mobile/handheld  gaming  device,  but  iOS  games  generated   3x  the  revenue  that  Google  Play  games  did  in  the  U.S.   •  Amazon’s  Kindle  Fire  beat  out  Android  tablets  with  Google  Play  in   terms  of  U.S.  mobile/handheld  gaming  device  popularity   •  A  surprisingly  high  share  of  U.S.  mobile/handheld  gamers  play  on   more  than  one  portable  device  

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