Mobile Gaming Market Summary Page 8

Mobile Gaming Market Summary Page 8

The NPD Group, Inc. | Proprietary and confidential 2021 Deconstructing Mobile & Tablet Gaming EXCLUSIVE PREVIEW Copyright 2021. The NPD Group, Inc. All Rights Reserved. This document is proprietary and confidential and may not be disclosed in any manner, in whole or in part, to any third party without the express written consent of NPD. The NPD Group, Inc. | Proprietary and confidential 2 Table of Contents (Included in the full version of the report) Section 1: Mobile Gaming Market Summary Page 8 Section 2: Mobile Gamer Profiles Page 20 Children Page 40 Teens & Young Adults Page 52 Mid-adults Page 49 Later Adults Page 57 Section 3: Mobile Genre Profiles Page 64 Puzzle Page 74 Skill & Chance Page 79 Arcade Page 83 Simulation Page 86 Strategy Page 88 RPG & Narrative Page 93 Action & Other Page 95 Section 4: Appendices Page 101 The NPD Group, Inc. | Proprietary and confidential 3 Overview & Methodology 2021 Report Overview Data Sources & Methodology The NPD Group’s 2021 Deconstructing Mobile & Tablet Gaming The data reported in this analysis comes from four sources: report examines the current state of the U.S. and Canadian mobile Consumer Surveys: Unless otherwise noted, consumer data in this report gaming markets, including the gaming habits of current players comes from a survey of 5,000 active U.S. and Canadian mobile gamers (ages (ages 2+), market performance trends, and notable happenings of 2+) conducted in October 2020. Participants in this survey were recruited the past year. from two representative pools: Adults (respondents ages 18+) were recruited for participation This analysis is broken into three sections, including: directly and completed the survey based on their own habits. I. Market Summary Children/Teens (ages 2 – 17) were recruited via parent surrogates (with instructions to have the child/teen complete the survey II. Mobile Gamer Profiles themselves to the extent that they were able). Respondents qualified as active mobile gamers for the purpose of III. Mobile Genre Profiles this study if they owned/had access to a qualifying device (see list The first section provides an overarching view of the U.S. mobile below) and had used the device to play a game within 30 days of games market in terms of the number of active gamers (overall and the survey. Qualifying Devices: iPhone, iPad, Android smartphone, Android devices used) and revenue performance, and it explores key tablet, Kindle Fire/Kindle Fire HD, Windows Surface, or other stories/trends from the past year. smartphone or tablet. The second section focuses on active mobile gamers (ages 2+), Data on broader gaming habits of mobile gamers (see pages 32 – 33) comes profiling their habits, preferences, and motivations. Summaries from NPD’s 2020 Gamer Segmentation Report, which included 5,000 active include both total market views and profiles by demographic U.S. gamers (ages 2+) who play across mobile, PC, and/or console, and was audience. conducted in May 2020. See page 104 for more details on this report. The third section breaks down the mobile gaming market by genre Data on mobile gaming in the context of broader entertainment activities and subgenre, providing a view of relative performance of different (see pages 36 – 38) comes from NPD’s 2020 Evolution of Entertainment types of mobile games, as well as profiles of the players who are study which included 5,000 U.S. consumers (ages 2+) and was conducted in playing them. June 2020. See page 105 for more details on this report. Revenue & Performance Data: Mobile gaming revenue and other performance metrics were provided by Sensor Tower. The NPD Group, Inc. | Proprietary and confidential Analyst Summary Overview of the Findings 4 Analyst: Heather Nofziger, Ph.D. (The NPD Group’s Games practice, Director of Custom Solutions, Head of Consumer Research) Mobile gaming saw explosive growth this year as more U.S. and Canadian consumers than ever before turned to it as an accessible form of entertainment that could help to keep themselves (and their families) occupied during the upheaval around COVID-19. This increase in engagement was driven in large part by mobile’s unique alignment with several key consumer needs during this period: • Convenience/accessibility (not requiring hardware purchases and providing access to lots of free/cheap options) • Flexibility (allowing for personal entertainment in households that now had additional competition for entertainment resources such as TVs) • Social connection (giving friends/family members additional ways to stay in touch while physically distant, e.g., through shared play) While it remains to be seen exactly how habits will shift as consumers have more opportunities to return to their pre-COVID-19 habits, the strong and consistent performance during this year hints at the likelihood that mobile gaming has shifted from a novel time-waster for many to a notable component of their daily entertainment experience. Mobile Gaming During COVID-19 – What you should know Participation is 238.7M up 12% active mobile gamers [ages 2+, U.S. and Canada] (From 215.2M 12 mos. ago) 01 Players are more deeply engaged than ever before … Spending an average of 02 8 HOURS per week playing games on a smartphone or tablet (up from 6 hours/week 12 mos. ago) 03 Driving significantly more revenue for mobile games Mobile game purchases and IAPs generated 04 $16.2B In net revenue on iOS App Store and Google Play (up from $11.9B 12 mos. ago) 05 Source: The NPD Group, Sensor Tower The NPD Group, Inc. | Proprietary and confidential Demographic Audiences Overview of the Findings 5 Avg. Weekly Play Time: 8 hours Children Avg. 6-month Spend: $19 • Growth in this audience reflects both increases in total [ages 2 to 12] players and deeper engagement among existing players 17% of mobile gamers (41.5M) • They continue to be among the biggest tablet users (77% overall), though smartphone use common (72% use one) Up 9% (from 38.2M 12 mos. ago) • Their most played experiences continue to be kid-friendly genres (puzzle, arcade, action builder, simulation), but interests notably expand as they grow older (esp. boys) Avg. Weekly Play Time: 8 hours Avg. 6-month Spend: $18 Teens & Young Adults • Growth in this audience is primarily driven by increased 65% of consumers in [ages 13 to 24] engagement among existing players 21% of mobile gamers (50.6M) • They are most likely to be smartphone gamers (92% use one) the U.S. and Canada • Online presence (esp. video) is extremely important for Up 3% (from 49.2M 12 mos. ago) discovery for this group ― and they are among the most likely to play/try games that are generating buzz with play mobile games streamers (e.g., Among Us) Mobile gaming has seen significant growth in terms of Avg. Weekly Play Time: 8 hours Avg. 6-month Spend: $22 overall participation and Mid-adults • Growth in this audience reflects both increases in total engagement across all [ages 25 to 44] players and deeper engagement among existing players 30% of mobile gamers (70.7M) • They are most likely to be smartphone gamers (93% use one) demographic groups. • This audience is among the most likely to spend money on Up 13% (from 62.0M 12 mos. ago) the games they play Mobile’s accessibility as a platform has created a • Mobile’s appeal is driven by convenience and flexibility, go-to option for consumers looking for new or allowing them to more easily fit it into their daily life expanded entertainment options while under COVID-19 restrictions/lockdowns. For newer mobile gamers, the ability to play cheap/free Avg. Weekly Play Time: 8 hours games without needing a designated device Avg. 6-month Spend: $14 • This audience saw the greatest overall growth in terms of reduced the barrier to entry for gaming. For Later Adults [ages 45+] new players and engagement among existing players more established mobile gamers, the flexibility • Device preferences are mixed ― smartphones are most to play on a personal device (instead of on a 32% of mobile gamers (75.9M) common (90% use), but tablet use is also high (51% use) shared one) continues to allow for a broader Up 17% (from 64.6M 12 mos. ago) • Gaming preferences continue to be more casual (they are range of opportunities for play while at home. the top players of casino titles) that emphasize completion and progression Source: The NPD Group / 2020 Mobile Survey The NPD Group, Inc. | Proprietary and confidential Mobile Revenue Overview of the Findings 6 Mobile Gaming Revenue % of Revenue Contributed by Genre [2020] [U.S. & Canada] [iOS & Android] $16.2B [2020][U.S.& Canada][iOS & Google Play] 9% of revenue comes from apps identified as games which are not presently classified into NPD’s genres due to low performance. 100% Racing & Driving 1% 90% Arcade 2% 55% of revenue is generated by Sports 3% the top three genres: Shooter 5% 80% Action & Fighting • Skill & chance 5% • Puzzle 70% Simulation 7% • Strategy RPG & Narrative 60% 13% 50% Strategy 14% 40% 30% Puzzle 19% 20% 10% Skill & Chance 22% 0% *Collectible Battle RPG (CBRPG) Source: The NPD Group, Sensor Tower The NPD Group, Inc. | Proprietary and confidential Mobile Stories Overview of the Findings 7 Mobile Stories 2020 COVID-19 BOOSTS FORTNITE’S POKÉMON GO MOBILE’S ALREADY REMOVAL IS A NET ADAPTS TO DRIVE 01 STRONG GROWTH 02 LOSS FOR SHOOTERS 03 CONTINUED SUCCESS HYBRIDIZATION HELPS DOWNLOAD LEADERS WHAT IS GENSHIN’S EXPAND ESTABLISHED HINT AT ADDITIONAL IMPACT? 04 GENRES 05 06 TRENDS Source: The NPD Group, Sensor Tower The NPD Group, Inc. | Proprietary and confidential Mobile Gaming Market Summary U.S. and Canada The NPD Group, Inc. | Proprietary and confidential Mobile Device Owners & Gamers Mobile Gaming Market 9 The U.S.

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