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© 2012 Nikopartners Forecast of the Future of Games in China & Southeast Asia Kevin Hause Niko Partners November 5, 2013

Video gaming in China and South East Asia

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Overview of the video gaming market in China and Southeast Asia. Includes background, forecasts, and key trends for online PC and mobile games.

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Page 1: Video gaming in China and South East Asia

© 2012 Nikopartners

Forecast  of  the  Future  of  Games  in  China  &  Southeast  Asia  

Kevin  Hause  Niko  Partners  November  5,  2013  

Page 2: Video gaming in China and South East Asia

© 2012 Nikopartners

About  Niko  Partners  •  We  are  a  niche  market  intelligence  firm  with  a  strong  

reputaBon  for  our  experBse  on  the  games  markets  in  mainland  China  and  Southeast  Asia.    –  Syndicated  Research  –  Custom  Studies  –  Consumer  surveys  of  10,000+  per  year  in  China,  25,000+  in  Southeast  Asia  –  Tracking  data  of  15,000+  iCafe  systems  

•  Founded  in  2002,    –  SEA  coverage  began  in  2010  

•  Offices  in  Shanghai  and  Silicon  Valley.    

Page 3: Video gaming in China and South East Asia

© 2012 Nikopartners

Agenda  

•  Market  overview  •  Key  trends  in  China  

– Mobile  – Home  – PlaSorms  

•  Southeast  Asia  

Page 4: Video gaming in China and South East Asia

© 2012 Nikopartners

 -­‐        

 50.0    

 100.0    

 150.0    

 200.0    

 250.0    

 300.0    

 350.0    

$0  

$5,000  

$10,000  

$15,000  

$20,000  

$25,000  

2001   2002   2003   2004   2005   2006   2007   2008   2009   2010   2011   2012   2013   2014   2015   2016   2017  

Online  Revenues  

Online  Gamers  

Gaming  in  China  

Page 5: Video gaming in China and South East Asia

© 2012 Nikopartners

Gaming  in  China  

0   200   400   600   800   1000   1200  

Karaoke  

Go  shopping    

Watch  Movie  in  Cenima      

SporBng  and  Fitness    

Reading      

Play  with  children  or  parents        

Watch  TV      

Chat  with  friend  Online  

Online  shopping  

Online  Video  

Play  Games  

Top  Ranked  Leisure  Time  Ac;vity  

1st  

2nd  

N=2000,  Tiers  1-­‐4  

Page 6: Video gaming in China and South East Asia

© 2012 Nikopartners

Chinese  Gamers  •  Gaming  is  Pervasive  

–  215  m  Gamers  in  2013  –  16%  of  Total  PopulaBon  –  35%  of  All  Internet  Users  

•  64%  of  Chinese  Gamers  Play  at  least  7  Hours  per  Week  

Occasional  36%  

Semi-­‐AcBve  27%  

AcBve  22%  

Hardcore  8%  

Super  Hardcore  

7%  

China  Gamers  by  Type  

Page 7: Video gaming in China and South East Asia

© 2012 Nikopartners

Gaming  in  China  •  MMORPG  Rules  

–  Webgames  showing  growth  

–  Casual  games  had  big  growth  

MMOGs  74%  

webgames  16%  

sns  +  casual  +  weibo  10%  

Source:  Niko  Partners,  2013  

•  Mobile  Growing  Fast  –  Now  up  to  9%  of  all  game  

revenues  –  Not  enBrely  incremental,  

with  Casual  games  impact  

MMOGs  67%  

webgames  15%  

sns  +  casual  +  weibo  9%   Mobile  

9%  

2013  Gaming  Revenues  by  Category  

Page 8: Video gaming in China and South East Asia

© 2012 Nikopartners

Revenues  by  Game  Type  

 $15,146  18%    

 $5,417    33%  

 $1,105    -­‐  3%  

 $4,275    42%  

 $-­‐        

 $2,000    

 $4,000    

 $6,000    

 $8,000    

 $10,000    

 $12,000    

 $14,000    

 $16,000    

2011   2012   2013   2014   2015   2016   2017  

Millions  of  U

S$  

MMOGs  

webgames  

sns  +  casual  +  weibo  

Mobile  

Page 9: Video gaming in China and South East Asia

© 2012 Nikopartners

What  Makes  China  Different?  

•  Consoles  –  Banned  Since  2000  –  Grey  Market  Exists  

•  But,  only  27%  ownership  among  gamers  

•  Even  more  limited  game  revenue  

–  Recent  Changes  could  affect  market  

Page 10: Video gaming in China and South East Asia

© 2012 Nikopartners

What  Makes  China  Different?  

•  Business  Models  – Time-­‐based  Play  – Free  to  Play    

•  Virtual  Items  •  In  Game  Purchases    

– Not…  •  $60  retail  •  Paid  Downloads  

0  25%  

1-­‐10  RMB  18%  11-­‐100  RMB  

36%  

101-­‐200  RMB  13%  

201+  RMB  8%  

Spending  per  Month  on  Virtual  Items  

in  Online  Games  

Source:  Niko  Partners,  2013  

Page 11: Video gaming in China and South East Asia

© 2012 Nikopartners

What  Makes  China  Different?  

•  Internet  Cafés  –  Once  “THE”  gaming  locaBon  

–  Declining  in  usage,  now  17%  of  total  gameplay  

–  SBll  important:  •  Social  aspects  (65%)*  •  Tournaments  (14%)*  •  Faster  Internet  (15%)*  

*  3Q  2013  Gamer  Survey;  n=2000  

Page 12: Video gaming in China and South East Asia

© 2012 Nikopartners

Genres  •  MMO  

–  MMORPG  sBll  the  king  –  MMO  non-­‐RPG  growing  fast  –  Key  Btles  are  played  for  years  

•  Webgames  –  Browser-­‐based  –  Not  necessarily  easy  –  Faster  development    

•  Casual/SNS/Weibo  –  Hot  category  in  recent  years  –  But  falling  off   0  

1  

2  

3  

4  

5  

6  

MMORPG  Casual  Browser-­‐based  Webgames  

MMO  Non-­‐RPG  

Hours  p

er  W

eek  

Hours  per  Week  Playing  Games  By  Game  Type  

Page 13: Video gaming in China and South East Asia

© 2012 Nikopartners

Key  Games  Top  20  MMORPG  by  Total  Number  of  Hours  Played  

Rank Game Name (CN) Game Name (English) Play time (Hours) Game Operator 1 梦幻西游2   Fantasy Westward journey2 4,467 Netease 2 问道 Asktao 2,550 Guangyu youxi 3 魔兽世界 World of Warcraft (CN) 2,426 Netease 4 天龙八部3   Dragon Oath III 2,202 Changyou 5 御龙在天 YuLongZaiTian 1,251 Tencent

Other 11,746 Total 24,642

Top  20  MMO-­‐Non  RPG  by  Total  Number  of  Hours  Played  

Rank Game Name (CN) Game Name (English) Play time (Hours) Game Operator 1 英雄联盟 League of Legends 41,467 Tencent 2 穿越火线 Cross Fire 29,290 Tencent 3 地下城与勇士 Dungeon-Fighter 16,878 Tencent 4 梦三国 Dream of the Three Kingdoms 9,241 Electric Soul 5 QQ飞车 QQ speed 6,069 Tencent

Other 15,599 Total 118,543

Source:  Niko  Partners  iCafe  Tracker,  Sept  2013  Sample:  400  iCafe  locaBons,  44,166  acBve  PCs,  305,033  Gamers      

Page 14: Video gaming in China and South East Asia

© 2012 Nikopartners

Trends:    Mobile  

•  42%  CAGR  through  2017  for  revenues  •  Significant  impact  on  casual  game  market  

 -­‐        

 100    

 200    

 300    

 400    

 500    

 600    

 700    

 800    

 $-­‐        

 $500    

 $1,000    

 $1,500    

 $2,000    

 $2,500    

 $3,000    

 $3,500    

 $4,000    

 $4,500    

2011   2012   2013   2014   2015   2016   2017  

Millions  of  M

obile  Gam

ers  

Millions  of  U

S$  

Mobile  Games  Revenues  (US$  m)  

Mobile  Gamers  (m)  

$4.3  B    680  M  

Page 15: Video gaming in China and South East Asia

© 2012 Nikopartners

Mobile  Gaming  in  China  

•  Fragmented  game  access  –  73%  of  games  downloaded  from  3rd  party  app  store  

•  Expensive  handsets  –  Not  subsidized  –  Creates  demand  for  lower  cost  devices,  local  players  

•  Mostly  casual  gmes  –  42%  casual  –  22%  acBon/arcade  

Page 16: Video gaming in China and South East Asia

© 2012 Nikopartners

Trends:  Home  Play  

•  Ship  from  i-­‐Café  to  Home  –  From  ~80%  to  17%  of  gaming  

hours  –  Due  to  berer  broadband,  

greater  income/  lower  PC  costs  

•  OpportuniBes:  –  Ship  in  game  choices  –  Hardware  growth  

Friends  are  playing  it  13%  

Doesn’t  require  high  spending  

6%  

Best  game  of  its  genre  52%  

I  will  be  able  to  spend  lots  of  Bme  on  it  

14%  

It  only  will  take  a  few  minutes  per  

day  to  play  8%  

It  plays  well  on  the  PC  or  device  

I  use  7%  

Primary  Reason  in  Picking  New  Game  to  Play  

Page 17: Video gaming in China and South East Asia

© 2012 Nikopartners

Trends:  Wechat  •  Tencent  CommunicaBons  

PlaSorm  –  Messaging,  Plus  –  Username  based  

•  Games  Introduced  –  Controlled  by  Tencent  –  Example:  Rhythm  Master  –  4th  WeChat  game  

•  OpportuniBes  –  Seeing  separaBon  from  QQ  

Chat  

Page 18: Video gaming in China and South East Asia

© 2012 Nikopartners

Trends:  Consoles  and  OTT  •  Ban  Liped  in  September  2013  

–  14  year  old  ban  liped  –  Shanghai  FTZ  

•  Immediate  AcBon  –  BesTV  and  MSFT  JV  

•  Internet-­‐ready  TVs  –  BesTV,  LeTV,  Xiaomi,  iQiyi,  Hisense,  

Lenovo  

•  OpportuniBes  –  Limited  for  now  –  Business  model  challenges  

Page 19: Video gaming in China and South East Asia

© 2012 Nikopartners

Trends:  Tablets  •  Growing  PenetraBon  

–  54%  of  Gamers  own  a  Tablet  –  33%  Own  2  or  More  –  Dominant  Brands:    

•  Apple  and  Samsung  =  90%  

•  Tablet  Usage  –  Mostly  Not  Shared  –  80%  

claim  personal  use  only  –  Same  Game  Choices  as  

Mobile,  for  now  

0  

200  

400  

600  

800  

1000  

1200  

None  PSP  DS  GBA  Tablet  Other  

Num

ber  o

f  Respo

nden

ts  

Handheld  Gaming  Device  Ownership  

Page 20: Video gaming in China and South East Asia

© 2012 Nikopartners

Southeast  Asia  

•  Niko  acBvely  tracks:  –  Thailand  –  Philippines  –  Vietnam  –  Singapore  – Malaysia  –  Indonesia  

Page 21: Video gaming in China and South East Asia

© 2012 Nikopartners

SEA  compared  to  China  

•  China:  –  Total  PopulaBon:    1.3  billion  –  2001  Total  Games  Market:  $10  

million  –  2013  Total  Games  Market:  $11.9  

billion  (plus  $1.2  billion  mobile)  

•  Southeast  Asia:  –  Total  PopulaBon  (6  countries):  545  

million  –  2013  Total  Games  Market:  $662  

million  –  Projected  5  year  CAGR:  17.4%  

Page 22: Video gaming in China and South East Asia

© 2012 Nikopartners

SEA  Gamers  •  Mobile  games  are  hot  •  PC  online  games  are  sBll  

important  •  Only  Singapore  has  a  true  

console  market  •  Vietnam,  Indonesia  and  

Thailand  have  very  intriguing  games  markets  

•  Vietnam  games  market  most  similar    

–  Regulatory  –  Game  Type  –  Café  usage  

 $-­‐        

 $200.0    

 $400.0    

 $600.0    

 $800.0    

 $1,000.0    

 $1,200.0    

2011   2012   2013   2014   2015   2016  

Vietnam  Thailand  Singapore  Philippines  Malaysia  Indonesia  

Page 23: Video gaming in China and South East Asia

© 2012 Nikopartners

PC  Online  Games  Revenue  by  Country  

Country   2012   2013e   2014e  

Indonesia   $88.1  million   $110.1  million   $136.5  million  

Malaysia   $44.1  million   $54.1  million     $66.5  million  

The  Philippines   $43.9  million   $53.3  million   $64.0  million  

Singapore   $31.0  million   $34.0  million   $37.0  million  

Thailand   $133.0  million   $158.1  million   $183.0  million  

Vietnam   $219.6  million   $253.0  million   $291.0  million  

TOTAL   $559.6  million   $662.5  million   $778.0  million  

Source:  Niko  Partners,  November  2012  

Page 24: Video gaming in China and South East Asia

© 2012 Nikopartners

PC  online  gamers  per  country    Country   2012   2013e   2014e  

Indonesia   19.63  million   22.75  million   26.00  million  

Malaysia   7.62  million   8.70  million   9.90  million  

The  Philippines   21.00  million   24.96  million   28.72  million  

Singapore   1.53  million   1.66  million   1.80  million  

Thailand     8.12  million   9.04  million   9.97  million  

Vietnam   15.65  million   17.25  million   19.00  million  

TOTAL   73.7  million   84.4  million   95.4  million  

Source:  Niko  Partners,  November  2012  

Page 25: Video gaming in China and South East Asia

© 2012 Nikopartners

Country  informaBon:  special  notes  •  Ranking  of  leading  online  game  operators  changes  annually  because  more  

and  more  hit  licensed  games  enter  the  market,  and  some  mergers  have  occurred  too.  –  NOTE:  Niko’s  2012  data  is  disclosed  here  but  the  market  share  and  rankings  

will  likely  change  in  our  2013  report  

•  Niko’s  2013  report  includes  more  info  on  mobile  games,  but  our  2012  report  focused  on  PC  online  games  so  our  data  in  this  presentaBon  reflects  that.    

Page 26: Video gaming in China and South East Asia

© 2012 Nikopartners

Indonesia  •  Largest  economy  in  SEA  and  

largest  archipelago  with  6,000+  islands  

•  70%  of  gamers  live  on  Java  island  

•  Mobile  very  important  •  10,000+  I-­‐cafés  for  gaming  •  6%  paying  gamers,  ARPPU  

$6-­‐8/month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

Lyto  (Cross  Fire)   25-­‐30%  

Megaxus  (CS  Online)   20-­‐25%  

Kreon  (Point  Blank)   20-­‐25%  

Source:  Niko  Partners,  November  2012  

Page 27: Video gaming in China and South East Asia

© 2012 Nikopartners

Indonesia  

•  19.6  million  gamers  in  2012    •  $88.1  million  in  2012  online  games  revenues  

– 25.8%  growth  over  2011    

0%

5%

10%

15%

20%

25%

30%

35%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Hours  per  Week  Playing  Games,  excluding  Mobile    

Survey  Sample  Size  for  Indonesia:    

447  Gamers  

Page 28: Video gaming in China and South East Asia

© 2012 Nikopartners

Malaysia  •  Strong  Chinese  populaBon,  

especially  among  gaming  populaBon  

•  Malaysia  &  Singapore  open  lumped  together,  share  servers  

•  MOL  is  regional  online  payments  plaSorm  leader  and  HQ  in  Malaysia  

•  800  I-­‐cafés  for  gaming  •  10%  paying  gamers,  ARPPU  $4-­‐5/

month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

AsiaSop  (Sudden  Arack)  

30-­‐35%  

Garena  (LOL,  HON)   25-­‐30%  

Cubinet  (Perf.  World)   25-­‐30%  

Source:  Niko  Partners,  November  2012  

Page 29: Video gaming in China and South East Asia

© 2012 Nikopartners

Malaysia  

•  7.6  million  gamers  in  2012  •  $44.1  million  in  2012  online  games  revenues  

– 22.5%  growth  over  2011  Hours  per  Week  Playing  Games,  excluding  Mobile    

0%

5%

10%

15%

20%

25%

30%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Survey  Sample  Size  for  Malaysia:    

2,708  Gamers  

Page 30: Video gaming in China and South East Asia

© 2012 Nikopartners

The  Philippines  •  Mostly  English  speaking  •  Gaming  is  very  popular,  but  very  

low  spending  •  20,000+  I-­‐cafés  for  gaming  and  

home  PC  and  BB  penetraBon  is  very  weak  

•  Facebook  gaming  very  popular  •  4%  paying  gamers  (lowest  in  the  

region),  ARPPU  $4-­‐5/month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

Level  Up!  (RO,  Crazy  Kart  

40-­‐50%  

Garena  (LOL,  HON)   20-­‐25%  

Cubinet  (Special  Force,  CF,  DOTA)  

20-­‐25%  

Source:  Niko  Partners,  November  2012  

Page 31: Video gaming in China and South East Asia

© 2012 Nikopartners

Philippines  

•  21.0  million  gamers  in  2012  •  $43.9  million  in  2012  online  games  revenues  

– 21.8%  growth  over  2011  Hours  per  Week  Playing  Games,  excluding  Mobile    

0%

5%

10%

15%

20%

25%

30%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Survey  Sample  Size  for  Philippines:    878  Gamers  

Page 32: Video gaming in China and South East Asia

© 2012 Nikopartners

Singapore  •  CommunicaBons  hub  of  SEA  •  Vibrant  and  legiBmate  market  for  

consoles  and  PC  offline  games,  plus  online  games  and  mobile  

•  Regional  HQ  for  many  game  companies  

•  Internet  penetraBon  high  at  75%+  •  Smallest  market  in  absolute  value  and  

growth  potenBal  •  17%  paying  gamers  (highest  in  the  

region),  ARPPU  $8-­‐10/month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

AsiaSop  (Sudden  Arack,  AudiBon,  WoW)  

30-­‐35%  

Garena  (LOL,  HON)   20-­‐25%  

Cubinet  (SUN,  CubiGames)  

20-­‐25%  

Source:  Niko  Partners,  November  2012  

Page 33: Video gaming in China and South East Asia

© 2012 Nikopartners

Singapore  

•  1.53  million  gamers  in  2012  •  $31.0  million  in  2012  online  games  revenues  

– 14.0%  growth  over  2011  Hours  per  Week  Playing  Games,  excluding  Mobile    

0%

5%

10%

15%

20%

25%

30%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Survey  Sample  Size  for  Singapore:    

1,197  Gamers  

Page 34: Video gaming in China and South East Asia

© 2012 Nikopartners

Thailand  •  MMORPGs  very  popular  •  Infrastructure  beyond  major  

ciBes  is  weak,  so  I-­‐cafés  are  popular  (20,000  esBmated).  

•  High  piracy  for  packaged  games  •  Local  companies  are  strong  •  15%  paying  gamers,  ARPPU  

$8-­‐10/month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

AsiaSop  (Point  Blank,  Dragon  Nest)  

35-­‐40%  

TRUE  (Special  Force,  FIFA  Online  2)  

25-­‐30%  

Ini3  (FlyFF,  BOOMz)   5-­‐10%  

Source:  Niko  Partners,  November  2012  

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Thailand  

•  8.1  million  gamers  in  2012  •  $133.0  million  in  2012  online  games  revenues  

– 15.7%  growth  over  2011  Hours  per  Week  Playing  Games,  excluding  Mobile    

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Survey  Sample  Size  for  Thailand:    

4,054  Gamers  

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Vietnam  •  Vibrant  gaming  culture  •  3-­‐year  ban  on  new  game  licenses  

was  overturned  in  September  2013  

•  Facebook  parBally  blocked  but  sBll  popular  

•  Web-­‐browser  games  are  popular  •  15%  paying  gamers,  ARPPU  $7-­‐9/

month  

Key  online  operators  and  top  game  in  2012  

Est.  2012  market  share  

VNG  (Swordsman  2,  ZT  Online,  BOOMz)  

50-­‐55%  

VTC  (CF,  AudiBon,  FIFA  Online  2)  

20-­‐25%  

FPT  Online  (Special  Force,  Dragon  Oath,  TLBB)    

10-­‐15%  

Garena  (via  partner)  (LOL,  HON)  

10-­‐15%  

Source:  Niko  Partners,  November  2012  

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Vietnam  

•  15.7  million  gamers  in  2012  •  $219.6  million  in  2012  online  games  revenues  

– 15.6%  growth  over  2011  Hours  per  Week  Playing  Games,  excluding  Mobile    

0%

5%

10%

15%

20%

25%

30%

0/mobile  only 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 22  -­‐ 29 Over  30

Percen

t  of  G

amers

Hours  per  WeekSource:  Niko  Partners,  2012

Survey  Sample  Size  for  Vietnam:    

3,848  Gamers  

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Key  Trends  in  SEA  

•  Most  InteresBng  Markets:  –  Growth:  Indonesia,  Thailand,  Vietnam  –  Gaming  Interest:  Philippines  –  Strategic:  Malaysia,  Singapore  

•  Mobile  is  taking  share  from  PC  casual  games  and  will  also  command  share  from  hard-­‐core  gamers,  so  we  will  watch  this  and  compare  to  the  trends  in  China.    

•  Chinese  games  are  very  popular  in  SEA  –  Niko  started  coverage  of  the  region  specifically  because  of  the  similariBes  in  trends  and  growth  potenBal  –  there  are  many  similariBes  to  be  found.    

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Final  Thoughts  •  China  is  huge  and  conBnues  to  grow  

–  $21  Billion  by  2017  •  But  shiping  market  

–  Mobile  driving  market,  with  42%  growth  forward  •  Taking  share  from  Casual,  Weibo  •  Tablets  will  be  interesBng  watch  

–  Ship  from  iCafe  to  home  –  But  MMO  sBll  rules  

•  Southeast  Asia  is  very  interesBng  for  future  –  Large,  growing  market  –  Similar  in  key  ways  to  China  –  But  will  develop  quickly  –  Must  be  approached  on  market-­‐by-­‐market  basis  

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Thank  you!  

•  Contact:  – [email protected]  

•  Shameless  Plug:  – Updated  Southeast  Asia  Report  available  Dec  1  

•  Forecasts,  25k  user  survey,  interviews,  and  more