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Newzoo:2019年全球游戏收入有望达1480亿美元,手游占比50%

Newzoo: Global game revenue is expected to reach 148 billion US dollars in 2019, with mobile games accounting for 50%

手游那点事 ·  Mar 7, 2019 10:59  · 行业

Source: mobile games.

Recently, well-known game manufacturer Activision Blizzard and market research agency Newzoo jointly released a new report. According to the report, more than 2.4 billion people will play games around the world in 2019, and the revenue of the game industry is expected to reach $148 billion. Among them, mobile games account for nearly half of the total revenue.

It is worth mentioning that for brands and advertisers, mobile game players still have many untouched opportunities to be tapped. "for many brands, this is a huge opportunity. Thanks to innovative monetization strategies and highly interactive players, the game market is constantly challenging the way traditional entertainment has operated for decades. This is one of the reasons why media giants such as Netflix continue to experiment with interactive experiences. " Newzoo marketing director Emma McDonald said in the report.

Specifically, in the field of mobile applications, the report surveyed more than 12000 mobile app users in four countries: the United States, the United Kingdom, Germany and France. The research results show that mobile game is one of the most commonly used mobile application experiences at present. In terms of player portraits, mobile game players account for half of the gender ratio of men and women, with an average age of about 30.

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Games have become the third most popular application.

Newzoo points out that 50 per cent of mobile app users have opened a game app in the past seven days, making it the third most popular app after social media and shopping.

Games are the second most popular app among 18-to 20-year-olds. The most popular time to play is between 6pm and 10:00.

In terms of specific game categories, young male players prefer shooting games, while puzzle games attract older female players. Newzoo pointed out that the diversity of game categories is undoubtedly good news for brands: in this popular application category, brands have more intuitive positioning and more opportunities to attract different types of players and meet their different motivations and needs.

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The mobile game players of 2P3 have an influence on the purchase decisions of the people around them.

Mobile gamers are a very influential group, and 2/3 of mobile gamers have influence on the purchase decisions of their families, friends or colleagues. In terms of purchasing influence, mobile gamers are 23% higher than non-gamers.

Newzoo points out that players who have played Candy Crush and Angry Birds are most likely to be the main decision makers at home-mainly because of their older age.

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Mobile game players are more likely to accept advertisements.

Mobile gamers are more likely to accept advertisements than non-gamers. More importantly, mobile gamers are also more likely to have a positive attitude towards global brands.

Data show that 43% of mobile gamers are more likely to buy from advertising brands they like, and 53% of mobile gamers say brand advertising can help them keep up with the latest developments in products and services. in addition, 29% of mobile gamers think brands with advertising are of higher quality.

The translation is provided by third-party software.


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