Portable Gaming Spotlight, 2Q14 September 2014
1
Installed Base Snapshot
2
2Q14 Spending Patterns
3
Key Themes & Takeaways
2
Worldwide Consumer Smartphone & Tablet Installed Base Shares, 2Q13 & 2Q14 75%
50%
+8.4 pts
-‐1.9 pts
-‐6.4 pts
2Q13
2Q14
25%
Source: IDC
0% Android
iOS
All Others
• Android’s share of the combined consumer smartphone & tablet installed based (IB) hit 70% • This combined consumer IB topped 2.1 billion worldwide • “All Others” is mostly Windows Phone, BlackBerry & Symbian devices
3
Worldwide Gaming-‐OpGmized Handheld Game Shipments: Packaged Goods & Digital Full Game Downloads, 2Q13 & 2Q14*
Millions (Units)
12 10
2Q13
8
• Hardware platforms span all SKUs
6 4
* Represents combined packaged game shipments & digitally purchased copies of these same games (excludes titles that received digital distribution only).
2 0
2Q14
Nintendo 3DS & Sony PlayStaJon Nintendo DS & 2DS Vita & PSP DSi
Source: IDC
• The total installed base of these devices dipped under 200MM in 2Q14 • Total packaged & digital full game software shipments/sales volumes in 2Q14 were 27% lower than in 2Q13
4
1
Installed Base Snapshot
2
2Q14 Spending Patterns
3
Key Themes & Takeaways
5
Worldwide Share of iOS & Google Play Downloads & Consumer Spending ATributable to Games, 2Q13 & 2Q14 Games: Share of App Store Downloads
Games: Share of App Store Consumer Spending
100%
100%
75%
75%
50%
50%
25%
25%
0%
0%
iOS App Store Google Play
2Q13 2Q14 Source: App Annie iOS App Store
Google Play
• Games represented around 40% of downloads in both app stores • The share of consumer spending on games in Google Play grew incrementally from 2Q13 to 2Q14 & was effectively flat for iOS • Results span applicable smartphones & tablets, plus iPod Touch
6
Indexed Consumer Spending on Games (iOS 2Q13 Indexed to 100)
Worldwide Mobile & Portable Game Consumer Spending, 2Q13 & 2Q14 200 2Q13 150
• Gaming-optimized handheld revenue includes packaged & digital
100 50 0
2Q14
• All ad revenue excluded iOS App Store
Google Play
Gaming-‐OpJmized Handhelds
Source: App Annie & IDC
• iOS app store game revenue grew over 70% from 2Q13 to 2Q14 & Google Play more than doubled total game revenue generated • Gaming-optimized handheld software revenue declined 28% over the same period
7
Worldwide Mobile & Portable Game Consumer Spending Shares by Region, 2Q13 & 2Q14 100%
+2.8 pts
North America
75% +1.0 pts
50% 25%
Western Europe Asia-‐Pacific
+8.6 pts
Rest of World
0% 2Q13 2Q14 iOS App Store Games
2Q13 2Q14 Google Play Games
2Q13 2Q14 Gaming-‐OpJmized Handhelds
Source: App Annie & IDC
• Asia-Pacific gained in share of game spending in the iOS App Store, while Western Europe outpaced the market on Google Play • On gaming-optimized handheld platforms, Western Europe (& Rest of World) showed incremental share gains
8
Top 5 Grossing Portable Games Worldwide by PlaYorm, 2Q14 Rank
iOS App Store
Google Play
Gaming-‐OpGmized Handhelds
1
Clash of Clans Supercell, Finland
Puzzle & Dragons GungHo Online, Japan
Pokémon X/Y N3DS; Nintendo, Japan
2
Candy Crush Saga King, United Kingdom
Clash of Clans Supercell, Finland
Youkai Watch N3DS; Level-5, Japan
3
Puzzle & Dragons GungHo Online, Japan
Candy Crush Saga King, United Kingdom
Kirby: Triple Deluxe N3DS; Nintendo, Japan
4
Game of War – Fire Age Machine Zone, United States
モンスターストライク (Monster Strike) Mixi, Japan
Animal Crossing: New Leaf N3DS; Nintendo, Japan
5
Hay Day Supercell, Finland
The World of Mystic Wiz COLOPL, Japan
Freedom Wars PSV; SCE Japan Studio, Japan
•
= New entrant to top 5 in 2Q14 (not in top 5 for 1Q14)
Source: App Annie & IDC
9
1
Installed Base Snapshot
2
2Q14 Spending Patterns
3
Key Themes & Takeaways
10
Key Themes & Takeaways, 2Q14 • Consumer spending on games increased notably from 2Q13 to 2Q14; iOS App Store revenue grew over 70% worldwide, while Google Play more than doubled in revenue • iOS game revenue held up parJcularly well in the United States, generaJng ~2.4 Jmes as much revenue as Google Play games • Sony's PlayStaJon Vita showed signs of life in the gaming-‐ opJmized handheld space; a Vita Jtle made the top 5 grossing list in consecuJve quarters (Final Fantasy X/X2 HD in 1Q14, Freedom Wars in 2Q14) • Seasonality & a relaJve lack of AAA-‐quality Jtle releases depressed gaming-‐opJmized handheld sales, but the launch pipeline suggests 11 sales will rebound sharply in the laeer half of this year Report methodology and updates are available here!
@lewisAWard @AppAnnie
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