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2010年亚太地区虚拟商品营收占全球总营收的2/3

发布时间:2011-01-29 09:52:52 Tags:,,

据In-Stats最新报告显示,2010年亚太地区的虚拟商品营收占全球虚拟商品总营收的70%。这一数据貌似惊人,但事实上已经比2009年的市场占有率有所下降。据游戏邦了解,2009年亚太地区的虚拟商品营收占全球的81%。另外,美国市场占2010年虚拟商品市场营收的20%,其余10%则来自于EMEA地区,即欧洲,中东和非洲。

virtual goods

virtual goods

对此,业内分析师Vahid Dejwakh预计未来亚太地区的虚拟商品市场份额将不断减少。但即便如此,该地区在2014年仍将占全球虚拟商品总营收的61%。

“亚太地区在Nexon,腾讯, NHN Corp和盛大网络这四大巨头公司的带领下,将继续占有虚拟商品市场的主要份额。预计2014年该地区的虚拟商品营收将占全球虚拟商品总营收的61%。”

随着谷歌,微软等美国公司加快入进驻亚洲地区的步伐,游戏邦预测这一地区虚拟商品交易市场的企业并购行为会更加频繁。

此外,In-Stats报告还包含了以下发现:

* 现在,73%的全球虚拟商品营收来自于前10大虚拟商品公司。

* 2010年虚拟商品营收超过70亿美元。

* 社交和手机平台上的社交休闲游戏打造了一个价值20亿美元的2D虚拟商品市场。

* 虚拟商品总营收预计在2014年实现翻倍增长。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Asia/Pacific region accounted for more than 70% of the worldwide revenue generated from virtual goods in 2010, according to a new report by In-Stats. Astounding as it may sound, the revenue share of Asia/Pacific region has actually gone down during 2010 from being 81% of world virtual goods revenue in 2009. Americas accounted for 20% of the virtual goods revenue in 2010, with the remaining 10% grabbed by EMEA (Europe, Middle East, and Africa) region.

Vahid Dejwakh, an industrial analyst at In-Stats expects the share of Asia/Pacific to continue to decline for the foreseeable future, however, even with the decline the region is expected to generate 61% of global virtual goods revenues in 2014. According to Vahid Dejwakh:

The lucrative Asia/Pacific region is led by the big four Asian giants: Nexon, Tencent, NHN Corp, and Shanda Interactive. The Asia/Pacific region will continue to maintain the majority of the virtual goods market, though this will gradually decrease to about 61% by 2014 with the most growth occurring in the 2D World category as more of Asia/Pacific’s population (currently above 3.5 billion) acquire smart phones and gaming apps.

We expect to see a lot of M&A activity in virtual goods sector specially in the Asia/Pacific region, as gaming giants from US try to quickly gain foothold in Asia or players like Google/Microsoft try to enter the space.

Additional findings of the research include:

* 73% of current worldwide revenues was earned by top 10 virtual goods companies.

* Virtual goods revenues to be over $7 Billion in 2010.

* Social and casual gaming on social media and mobile phones has created a 2D virtual goods market worth $2 billion.

* Total virtual goods revenues to double by 2014. (Source:socialtimes)


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