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US EU* UK GER FR IT ES BE NL RU BR PL TR AUS JP CN<br />

2012 Country<br />

Summary Report<br />

The Netherlands<br />

Featuring fresh research results on<br />

The Dutch Games Market<br />

Wybe Schutte | Manager New Business | wybe@newzoo.com<br />

Peter Warman | CEO <strong>Newzoo</strong> | peter@newzoo.com<br />

November 2012<br />

© 2012 <strong>Newzoo</strong> | www.newzoo.com


The Netherlands Summary Report<br />

Fresh data on the gaming market in the Netherlands<br />

About this Dutch Summary Report<br />

This <strong>report</strong> gives a high-level overview of the Dutch Games Market based on fresh<br />

research and analysis of <strong>Newzoo</strong> and partners. Find out where the growth will be in the<br />

Netherlands and how the games market develops.<br />

Most of the data is derived from our <strong>Newzoo</strong> Data Explorer that our clients use to crossanalyze<br />

over 200 topics across all business models and market segments. This document<br />

also includes data plotted on our new Screen Segmentation Model TM comparing the<br />

Netherlands with Europe across the typical screens that consumers use to play games.<br />

Content of the <strong>report</strong><br />

1. Overview of the market<br />

2. Key trends: EU vs The Netherlands<br />

3. Gamers vs Screens: EU vs The<br />

Netherlands<br />

4. Mobile gaming<br />

5. All research topics<br />

6. Subscription offer<br />

7. <strong>Newzoo</strong> & Contact<br />

<strong>Newzoo</strong><br />

We combines Consumer, Transactional &<br />

Financial data to provide our clients with<br />

The Total Picture and Client-Specific<br />

Business Insights required to make smart<br />

strategio, development and commercial<br />

decisions. Find more info and free stuff<br />

on www.newzoo.com.<br />

Peter Warman<br />

CEO <strong>Newzoo</strong>,<br />

peter@newzoo.com<br />

+31 (0)20 6635816<br />

linkedin.com/in/warman<br />

© 2012 <strong>Newzoo</strong> 2


1. Dutch Games Market | 2012<br />

High-level overview of players, time and money<br />

© 2012 <strong>Newzoo</strong> 3


Casual game websites very popular<br />

65% of 8M Dutch Gamers<br />

© 2012 <strong>Newzoo</strong> 4


Casual websites attract most game time<br />

37% of game time spent on casual & social websites<br />

© 2012 <strong>Newzoo</strong> 5


Mobile games spending continues to grow<br />

Consoles take 45% of money incl. second-hand, import, DLC<br />

© 2012 <strong>Newzoo</strong> 6


2. Key Trends<br />

Monitoring & Understanding Change<br />

© 2012 <strong>Newzoo</strong> 7


Monitoring Change | KPIs<br />

To size and seize future growth opportunities<br />

Most <strong>report</strong>s on the games market focus on number of players and/or<br />

money. To monitor and understand the changes in the games market this<br />

is not enough, especially now free-to-play business models are becoming<br />

so dominant. We always also <strong>report</strong> on Time and number of Paying<br />

Gamers (Payers) to provide more perspective.<br />

Games Market Growth


time<br />

Key Growth Indicators | With Key Trends In Between<br />

payers<br />

2011-2012<br />

+5%<br />

2011-2012<br />

+18%<br />

2011-2012<br />

+14%<br />

2011-2012<br />

+17%<br />

2011-2012<br />

-1%<br />

2011-2012<br />

+8%<br />

2011-2012<br />

+1%<br />

2011-2012<br />

+3%<br />

players<br />

money<br />

© 2012 <strong>Newzoo</strong> 9


free<br />

profit<br />

bizz models<br />

value<br />

The 4 Key Trends<br />

time<br />

Key Growth Indicators | With Key Trends In Between<br />

payers<br />

screens<br />

access<br />

services<br />

organisation<br />

players<br />

money<br />

© 2012 <strong>Newzoo</strong> 10


Luxembourg, here we are<br />

This place is about more than money….<br />

Consumers want continuous access games that are, in principle, free. Ideally,<br />

their game continuously improves and expands, as a service. If the game gives<br />

them value, they are more than willing to spend money.<br />

access<br />

free<br />

service<br />

value<br />

screens<br />

bizz models<br />

organisation<br />

profit<br />

Game companies need to make their games accessible via all screens as well as<br />

adapt their business models. The latter requires organisational change and a<br />

continuous balancing act between consumer value and company profit. Hard but<br />

it is the only way to remain profitable in this competitive market.<br />

© 2012 <strong>Newzoo</strong> 11


Key Take-Away<br />

Why big publishers struggle amidst all the change<br />

“free-to-play is not a<br />

business model but a way<br />

to run your business”<br />

- Peter Warman, CEO <strong>Newzoo</strong><br />

© 2012 <strong>Newzoo</strong> 12


3. Gamers and their Screens<br />

The Netherlands versus Europe<br />

© 2012 <strong>Newzoo</strong> 13


Consumers vs Screens<br />

<strong>Newzoo</strong> Screen Segmentation Model TM 22%<br />

21%<br />

of EU gamers (2012)<br />

play on all four screens<br />

of US gamers (2012)<br />

play on all four screens<br />

All Screens Connected By:<br />

• Social Networks<br />

• The Cloud<br />

• The Real World<br />

market growth<br />

14%<br />

of Dutch gamers (2012)<br />

play on all four screens<br />

© 2012 <strong>Newzoo</strong> 14


The Computer Screen | 2012<br />

<strong>Newzoo</strong> Screen Segmentation Model TM<br />

262M<br />

euro<br />

46%<br />

7.20M<br />

players<br />

91%<br />

64%<br />

payers<br />

2.28M<br />

64%<br />

hrs/week<br />

42.8M


The Entertainment Screen | 2012<br />

<strong>Newzoo</strong> Screen Segmentation Model TM<br />

178M<br />

euro<br />

31%<br />

4.09M<br />

players<br />

51%<br />

37%<br />

payers<br />

1.32M<br />

12%<br />

hrs/week<br />

8.22M


The Personal Screen | 2012<br />

<strong>Newzoo</strong> Screen Segmentation Model TM<br />

38.6M<br />

euro<br />

7%<br />

3.97M<br />

players<br />

50%<br />

22%<br />

payers<br />

0.78M<br />

13%<br />

hrs/week<br />

8.80M


The Floating Screen | 2012<br />

<strong>Newzoo</strong> Screen Segmentation Model TM<br />

94.0M<br />

euro<br />

16%<br />

2.64M<br />

players<br />

33%<br />

37%<br />

payers<br />

1.31M<br />

10%<br />

hrs/week<br />

6.65M


4. Mobile Gaming<br />

Smartphones, Tablets & Handheld Consoles<br />

© 2012 <strong>Newzoo</strong> 19


Mobile Gaming | EU vs the Netherlands 2012<br />

Smartphones vs Tablets vs Handhelds<br />

62.4M European* Gamers (47% of all gamers) | 4.01M Dutch Gamers (51%)<br />

Smartphone, Tablet or Handheld Console Gamers<br />

* Aggregate of UK, GER, FR, NL, BE, IT<br />

Smartphones<br />

Smartphones<br />

Tablets<br />

Tablets<br />

42%<br />

26.4M<br />

7%<br />

4.1M<br />

4%<br />

2.4M<br />

43%<br />

1.74M<br />

8%<br />

0.31M<br />

7%<br />

0.30M<br />

20%<br />

12.3M<br />

5%<br />

3.2M<br />

3%<br />

1.9M<br />

15%<br />

0.61M<br />

6%<br />

0.24M<br />

3%<br />

0.13M<br />

19%<br />

12.1M<br />

Handheld consoles<br />

17%<br />

0.68M<br />

Handheld consoles<br />

Source: <strong>Newzoo</strong> Mobile Trend Report, October 2012


Top 5 Games The Netherlands September 2012<br />

Based on total iPad, iPhone and Google Play store revenues<br />

Rank Game Last Month Publisher<br />

1 Clash of Clans 2 Supercell<br />

2 Ruzzle 4 MAG Interactive<br />

3<br />

Rage of Bahamut 3 Mobage, Inc.<br />

4 Kingdoms of Camelot: Battle for the North 8 Kabam<br />

5 Smurfs' Village 1 Beeline Interactive, Inc.<br />

Rank Game Last Month Publisher<br />

1 Clash of Clans 2 Supercell<br />

2 Smurfs' Village 1 Beeline Interactive, Inc.<br />

3 Hay Day 10 Supercell<br />

4 Kingdoms of Camelot: Battle for the North 5 Kabam<br />

5 Tap Paradise Cove 4 Pocket Gems, Inc.<br />

Rank Game Last Month Publisher<br />

1 Rage of Bahamut 1 Mobage<br />

2 Airport City 3 Game Insight International<br />

3 Smurfs' Village 2 Beeline Interactive, Inc.<br />

4 Blood Brothers (RPG) 45 Mobage<br />

5 Ruzzle 4 MAG Interactive<br />

© 2012 <strong>Newzoo</strong> 21


5. All Research Topics<br />

Available on the Dutch games market<br />

© 2012 <strong>Newzoo</strong> 22


<strong>Newzoo</strong> Data Explorer Topics<br />

Consumer Insights across all game business models<br />

Demographics<br />

Base: Total online population aged 10-65<br />

Gender<br />

Age<br />

Education*<br />

Income<br />

Work situation<br />

Home situation<br />

Hobbies and general interests<br />

Media, Retail & Technology<br />

Base: Total online population<br />

Media usage (print, radio, TV, social networks, internet)<br />

Social network preference*<br />

Mobile phone brand & provider<br />

Tablet brands: e.g. iPad, Kindle Fire, Galaxy Tab<br />

Use of tablet<br />

TV connectivity<br />

Preferred TV channels*<br />

Preferred generic websites*<br />

Preferred retail chains*<br />

General use of prepaid cards / gift vouchers / promotional codes<br />

Game behaviour<br />

Base: Total online population / gamers<br />

Total number of (non-)gamers<br />

Players per market segment:<br />

Casual game websites: e.g. Pogo, MiniClip, King.com, Yahoo<br />

Social networks: global and local<br />

Mobile devices: smartphones and tablets<br />

MMO games: F2P/P2P, Browser/Client<br />

Consoles: including Vita and DS<br />

PC/Mac: <strong>download</strong>ed or boxed<br />

*Country-specific topics<br />

Play frequency per marketsegment<br />

Time spent playing per market segment<br />

Genre preferences per market segment<br />

Players of key franchises, including Minecraft, World of Warcraft, Assassins Creed, FarmVille, FIFA,<br />

Sims, Bejeweled, GTA, Call of Duty, BattleField, League of Legends, World of Tanks, Zynga Poker,<br />

Bubble Shotter, Tetris.<br />

Game spending<br />

Base: All gamers<br />

Total number of (non-)paying gamers<br />

Paying players per market segment<br />

Average money spent per market segment<br />

Business model preference per market segment<br />

Preferred payment method per market segment<br />

MMO-specific<br />

Base: MMO gamers<br />

Free-to-play (F2P) versus Pay-to-Play (P2P)<br />

In-game spending in F2P / P2P<br />

Browser versus Client<br />

Number of MMO games played<br />

Preferred MMO type: e.g. RTS, RPG, Shooter, Sports, Battle Arena, Resource/Casual<br />

Preferred MMO genre: e.g. Fantasy, Sci-Fi, Realism, Anime, History<br />

Preferred MMO graphic style: e.g.2D, 3D, Side-scrolling.<br />

Social/Casual-specific<br />

Base: All online casual or social gamers<br />

Preferred online game destinations*<br />

Choice of social networks*<br />

Social networks as game destination<br />

Share of time on socialnetworks spent on games<br />

Social franchises: e.g. Ravenwood, Words with Friends<br />

Brand awareness of social publishers: e.g. Zynga, Wooga<br />

Number of social games played/ tried<br />

© 2012 <strong>Newzoo</strong> 23


<strong>Newzoo</strong> Data Explorer Topics<br />

Consumer Insights across all game business models<br />

Mobile-specific<br />

Base: All tablet and (smart)phone gamers<br />

Mobile device used to play: e.g. tablet, smartphone, iPod<br />

Share of spending on multiple devices<br />

Popularity of mobile browser games<br />

Popularity of pre-installed games<br />

Popularity of <strong>download</strong> / app store games<br />

Download source for smartphones and tablets<br />

App stores used<br />

Share of up-front payment versus in-game spending<br />

Reasons for chosing a mobile game<br />

Cross-screen gaming: role of mobile device<br />

Number of mobile games played<br />

PC/Mac and Console-specific<br />

Base: All PC/Mac and/or Console gamers<br />

Boxed vs. Downloaded PC/Mac games<br />

Share of Boxed games in total PC/Mac spend<br />

Console used & owned<br />

Own or play for key franchises: e.g. Skyrim, GTA, CoD<br />

Download source PC/Mac games: e.g. Steam, Origin, Filesharing<br />

Buying games abroad/ import<br />

Share of pre-owned in total spending<br />

Share of digital <strong>download</strong>s in total spending<br />

Importance of game extensions as buying reason<br />

*Country-specific topics<br />

Fresh topics available from October 2012:<br />

Time spent on the internet divided over locations<br />

Time spent on the internet divided over screens<br />

Using/Subscription: Netflix/Digital TV/ Satellite TV/Pay TV/Spotify/Amazon Account<br />

Frequency watching TV and: read news paper or magazines, surf the web while TV is on,<br />

communicate online or via phone with friends, playing games<br />

Awareness new products: iPhone5, Windows 8 operating system, Small screen iPad, Google<br />

Nexus 7, Apple TV, Wii U, PlayStation 4, Microsoft Smart Glass, The new Microsoft Xbox, Ouya’s<br />

Video Game Console<br />

Buying intention: iPhone5, Windows 8 operating system, Small screen iPad, Google Nexus 7,<br />

Apple TV, Wii U, PlayStation 4, Microsoft Smart Glass, The new Microsoft Xbox, Ouya’s Video<br />

Game Console<br />

MMO portals visited past 6 months<br />

Populair MMO franchises played (e.g. WoW, LoL, Runescape, World of Tanks, Lineage)<br />

Statements about: Engagement Casual games versus TV<br />

Reasons to try a new social network game<br />

Social franchises played (e.g. FarmVille, CityVille, Words with Friends, MafiaWars, Ravenwood<br />

Fair)<br />

Brand awareness social game developers (e.g. Zynga, PopCap, Playfish, Wooga)<br />

Awareness brand or franchise (e.g. Chillingo, GREE, Mobage, Crime City, Rage of Bahamut,<br />

Where’s My Water?)<br />

General attitude towards brand or franchises (e.g. Chillingo, GREE, Mobage, Crime City, Rage of<br />

Bahamut, Where’s My Water?)<br />

Mobile franchises played (e.g. Angry Birds, Ice Age, Draw Something, Kingdoms of Camelot)<br />

Statements about: Opinion push notifications mobile games<br />

Statements about: Spending, timing and budget for mobile games<br />

Statements about: Preference of boxed vs. <strong>download</strong>ed PC/Console games<br />

Endless cross-analysis of all<br />

topics across 12+ countries in<br />

our <strong>Newzoo</strong> DataExplorer<br />

US EU* UK GER FR IT ES BE NL RU BR PL TR AUS JP CN<br />

© 2012 <strong>Newzoo</strong> 24


6. Subscription offers<br />

Consumer Insights & Monthly Mobile Data<br />

© 2012 <strong>Newzoo</strong> 25


Consumer Research Data | Total Picture<br />

Analyze, create/export graphs online, based on >200 topics<br />

Select topics & variables Select or compare countries Filters to cross analyze<br />

Export to powerpoint or excel<br />

relative and absolute numbers<br />

© 2012 <strong>Newzoo</strong><br />

One year subscription | Free analysis support<br />

All Dutch Data<br />

€4,000<br />

© 2012 <strong>Newzoo</strong> 26


Transactional Mobile Games Data<br />

Top 200 grossing and top 300 <strong>download</strong>ed games<br />

iPhone iPad PlayStore Amazon Windows 8<br />

Stores:<br />

End 2012:<br />

Over 30 datapoints per<br />

game.<br />

Easily select the publisher<br />

and see their games in the<br />

top 200 gross ranking and<br />

top 300 free and paid<br />

ranking across all app stores.<br />

Game by game revenues<br />

and <strong>download</strong>s. Per country<br />

and per App store.<br />

© 2012 <strong>Newzoo</strong>/Distimo<br />

12 monthly datasets | Free analysis support<br />

All Dutch Data<br />

€7,000<br />

© 2012 <strong>Newzoo</strong> 27


7. <strong>Newzoo</strong> & Contact<br />

Research, Client Portfolio & Contact Details<br />

© 2012 <strong>Newzoo</strong> 28


<strong>Newzoo</strong> | The Total Picture<br />

Consumer, Transactional & Financial Data<br />

<strong>Newzoo</strong> research portfolio<br />

US EU* UK GER FR IT ES BE NL RU BR PL TR AUS JP CN<br />

Several US<br />

clients cannot be<br />

disclosed.<br />

© 2012 <strong>Newzoo</strong> 29


Contact us<br />

Or buy directly online<br />

Order subscriptions online on newzoo.com<br />

Or contact us<br />

<strong>Newzoo</strong><br />

Wybe Schutte<br />

wybe@newzoo.com<br />

+31 20 6635816<br />

© 2012 <strong>Newzoo</strong> 30

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