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Lisa Galarneau预测2014年游戏行业十大趋势

发布时间:2014-03-25 15:00:49 Tags:,,,,,

作者:Lisa Galarneau

1.女性用户以及年长者体验游戏越来越多。

尽管增长相对较小,但女性如今在美国游戏玩家中已占比47%,超过了2012年时的42%。简而言之,游戏群体正日趋多样化,这是开发者需要注意的情况。年长游戏玩家也很狂热(超过50岁的游戏玩家占比29%),一个有趣的趋势就是出现了年长者专属的游戏社区。

2.游戏家庭和好友人脉开始成为普遍现象。

关于游戏玩家是孤独者的刻板印象得抛到一边去了。游戏玩家已经成长为拥有游戏子女的群体,家庭成员也开始一起玩游戏。这一群体仍然存在增长空间:超过三分之一的家庭经常(每周至少一次)与子女玩游戏,超过半数至少每个月一次。16%子女与家长共同玩游戏,40%与好友玩游戏,17%与伴侣或其他重要亲人玩游戏,34%与其他家庭成员玩游戏。

family-game(from bigfishgames)

family-game(from bigfishgames)

但是,89%的家长在子女游戏消费和体验中的投入程度超过以往。美国娱乐软件协会(ESA)指出,“在不到一年的时间,电子游戏就成小众市场转变成了大众媒体,帮助人们生活、学习和工作,当然还有玩乐。”

3.来自游戏和游戏内容的收益不断增长,甚至堪比电影行业。

现在的游戏销售额(240亿美元)已经超过了电影票房销售额(每年为100亿美元),游戏已经成为整个电视/电影行业的有力竞争者,人们玩游戏的时间甚至开始蚕食电视收视率。

4.游戏将越来越移动化。

美国手机普及率为101%,这意味着每个美国人至少有一部手机,部分原因是许多手机现在的功能甚至超越了我们在80和90年代所使用的电脑。现在有4800万人在智能手机和平板电脑上玩游戏。

5.休闲、博彩、手机和社交游戏日益盛行,流行程度堪比PC和主机游戏。

46%青少年在移动设备上玩游戏,71%使用专属游戏设备。预计未来手机游戏的增长将包含更多种多人游戏选项。《福布斯》杂志指出“游戏的未来并不在于硬件,而是用户选择和跨平台游戏能力。”

6.F2P商业模式重新定义了市场。

许多游戏是免费体验或试玩,这远远不同于之前需要付费购买或订阅才能体验的游戏商业模式。这一新模式也令玩家得以体验比以往更多种类和数量的游戏。

7.电子游戏暴力对媒体的影响甚于对玩家及其家庭的影响。

将游戏与暴力联系在一起,对大众认知产生了影响。由于91%游戏是面向青少年和儿童而设计,开发者们在成人游戏市场之外还有许多选择的空间。

8.多样化是生活的调味剂。

Big Fish在2013年发布了230款新游戏,并持续推出《FarmUp》、《WhoAmI》、《The Agency of Anomolies: Mind Invasion》以用《Rebuild the European Union》等新颖之作。该公司提供了14种不同的题才和极具易用性的游戏,积极向新用户扩张。

9.亚洲仍是游戏的温床。

gaming-in-asia(from bigfishgames)

gaming-in-asia(from bigfishgames)

中国在2012年游戏收益增长了34%,网络游戏占比高达94%。一个有趣的现象在于,亚洲市场上的主导力量是包含合作与从好友偷窃道具或资源类型的社交游戏。在日本仍然有许多街机玩法的游戏(例如《Pachinko》),手机游戏在漫长的通勤列车上也极为盛行。

10.变化才是唯一不变的真理。

现在全球人口已经超过70亿,仅有25亿左右的人使用互联网,但全球还有65亿移动用户。南亚、中美洲和中东、非洲的网络普及率最低(游戏邦注:很大程度上要归咎于宽带基础设施落后),但这一现状正迅速发生变化 。

相关数据

美国:

*58%美国人玩电子游戏

*玩家平均年龄为30岁

*62%玩家是成人群体

*68%玩家年龄超过18岁

*45%玩家是女性,并且年龄通常超过18岁

*平均每户家庭有2名游戏玩家

*51%家庭至少拥有一台主机

*游戏消费者平均年龄为35岁

*77%玩家至少每周玩一小时游戏

*36%用户在智能手机上玩游戏

*家长有89%的时候会介入子女的游戏消费行为

*79%家长会限制子女玩电子游戏的时间,78%会限制上网时间,72%限制看电视的时间。

英国:

*英国玩家平均年龄为35岁

*多数为男性

*平均每天游戏时长将近3小时

*一般玩家与伴侣平均每周因玩游戏的爱好而吵架2次,15%玩家声称因为自己玩游戏时间太长而与伴侣分手。

*英国iPad游戏消费仅次于美国。

其他国家

*2013年全球电子游戏行业增长9%,目前已超过760亿,预计2016年将超过860亿美元。

*欧洲游戏市场规模将近200亿美元。

*日本和中国在iPhone/iPad游戏处于领先地位,俄罗斯则位列世界第六名。

*2012年印度游戏行业增长16%,产值达2.27亿美元。

*91%的地球人口拥有一部手机。

*56%的人拥有一部智能手机。

*50%手机用户将手机作为主要的上网渠道。

*用户在手机上80%的时间投入了应用或游戏。

其他数据:

*2012年用户在电子游戏、硬件和配件上的投入达207.7亿美元。预计2014年这一数据将增长至240亿美元。

*40%游戏销量包括数字内容、订阅、应用和手机游戏。

*34个国家/地区的电子游戏行业就业人员达12万。

*43%平板电脑用户在平板电脑上的投入时间超过了电视或PC,84%平板电脑用户多数时间在玩游戏。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

2014 Global Gaming Stats: Who’s Playing What, and Why?

by Lisa Galarneau

The Top 10 Gaming Trends

1. Women are playing more and more games, and so is the older generation
It’s a relatively small increase but women now account for 47% of U.S. gamers, up from 42% in 2012.  In short, the gaming population is becoming more and more diverse, and developers have taken notice.  Older gamers are also fanatical (29% of gamers are over the age of 50), though one interesting trend is the creation of game communities specific to older gamers.

2. Gaming families and friend networks are the norm

Out with the lonely, solo gamer stereotypes!  Gamers have grown up to have gamer kids and families are gaming together, though there is still room for growth: over one-third of parents play games with their kids regularly (at least once a week) and over one half play at least once a month. 16% of kids play with parents, 40% play with friends, 17% play with their spouse or significant other and 34% play with other family members.

However, 89% of parents are more involved than ever in their kids’ purchases and play.  The Entertainment Software Association notes: ‘In barely more than a generation, video games transformed from a diversion for the few into a mass medium, helping people live, learn, work, and of course, play.’

3. Revenue from games and game content is up and on par with the movie industry

It’s been a few years now that game sales ($24 billion) have outpaced movie box office sales (just $10 billion per year), but now games are a serious competitor to the entire tv/film industry with game play now eating into even mainstays like television viewing.

4. Games are going more and more mobile

In the U.S. mobile penetration is 101%, meaning there is at least one phone for every American, partly due to the fact that many mobile phones are now more powerful than even the PCs we used in the 1980s and 1990s.  A total of 48 million people play games on smart phones and tablets.

5. Casual, casino, mobile and social games are becoming as popular as other PC and console games

46% of teens play games on mobile devices, and 71% use dedicated gaming devices.  It is anticipated that future growth in mobile games will involve more multiplayer gaming options.  Forbes Magazine notes that ‘The future of gaming isn’t proprietary hardware, it’s in user-choice and cross-platform playability’.

6. Free to play business models have redefined the marketplace

Many games are free to play or try, which has been a big shift away from games that were only available for purchase or by subscription.  This makes a variety of games available so players are now trying more and more games rather than sticking to one or two.

7. Video game violence is more of a problem for the media than for gamers or their families

A lack of causal data linking games and violence is having an effect on public perception.  And with 91% of games developed geared towards teens and kids, there are many options available outside of mature games.

8. Variety is the spice of life

Big Fish distributed 250 new games in 2013 and continues to expand their offering with novel titles like FarmUp, WhoAmI, The Agency of Anomolies: Mind Invasion, and Rebuild the European Union.  With over fourteen different genres to choose from, and readily accessible games, Big Fish is at the forefront of expanding gaming to new audiences.

9. Asia is still the hotbed for gaming

China saw a 34% increase in games revenue in 2012, and online gaming made up a whopping 94% of the pie.  One interesting difference is that the landscape is dominated by social games that involve both cooperation and stealing items or resources from friends.  In Japan there is still quite a lot of arcade play of titles like Pachinko and mobile is extremely popular due to long commutes by train.

10. The only thing that is ever guaranteed is more change

In our global population of over 7 billion, only about two and a half billion people use the Internet.  However there are over 6.5 billion mobile subscribers world-wide.  South Asia, Central America, the Middle East and Africa are the most under-represented regions in terms of online access (largely due to a lack of broadband infrastructure), but that is changing quickly.

The Data

U.S.

58% of Americans play video games

Average age of players: 30

62% of all gamers are adults

68% are above 18 and older

45% are female (up from 42% in 2012) and are usually over 18

Average of 2 gamers per household

51% of households own at least one console

Average age of purchaser: 35

77% of gamers play at least one hour a week

36% play games on their smart phone

Parents are involved in their kids’ game purchases 89% of the time

79 percent of parents place time limits on video game playing, compared with 78 percent who limit Internet usage and 72 percent who limit TV viewing

UK:

The average UK gamer is 35

Most are male

Plays for almost 3 hours a day

The average gamer fights with their partner over their gaming hobby twice a week, with some 15% of people saying they’ve broken up over the amount of time spent gaming.

The UK is just behind the U.S. in terms of iPad game purchases.

Other Countries

The world-wide video game industry grew 9% in 2013 and now exceeds $76 billion with projections it will reach over $86 billion by 2016.

The European market for games is almost $20 billion.

Japan and China lead the pack when it comes to iPhone/iPad games.  Russia is also a major user, ranking #6 in the world.

The games industry in India grew 16% in 2012, to $227 million.

91% of all people on earth have a mobile phone

56% of people own a smart phone

50% of mobile phone users use mobile as their primary Internet source

80% of time on mobile is spent inside apps or games

Other Stats

Consumers spent 20.77 billion dollars on video games, hardware and accessories in 2012.  In 2014, this number is predicted to be $24 billion.

40% of game sales included digital content, subscriptions, apps and mobile games

120,000 people are employed in the video game industry across 34 states

43% of tablet owners spend more time with their tablets than their TVs or PCs, and 84% of tablet owners spend most of their time playing games on it.(source:bigfishgames


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