2017年解构手机和平板电脑游戏简版(英文)_28页
报告摘要
Deconstructing Mobile & Tablet Gaming 2017 Summary
Core Content Overview
The EEDAR 2017 Deconstructing Mobile & Tablet Gaming Report provides a detailed analysis of the North American mobile gaming market, focusing on the habits, preferences, and behaviors of adult and teen gamers. The report is divided into five main sections: Market Sizing & Device Segmentations, Market Demographics & Investment, Market Behavior & Motivations, Mobile Gaming Funnel, and Mobile Genre Analysis. It aims to offer actionable insights for industry professionals to make informed decisions in the mobile gaming space.
Main Points
Market Sizing & Device Segmentations
- Total Mobile Gamers in North America (2017): 187.0 million (ages 13+), with 80% of device owners playing mobile games.
- Device Usage:
- 54% of gamers use both smartphone and tablet.
- 41% use exclusively Android.
- 35% use exclusively iOS.
- “Other” devices are growing due to affordable tablets like the Kindle Fire.
- Device Purchase Recency:
- 55% of smartphone gamers and 57% of tablet gamers use devices purchased in 2015 or 2016.
- 74% of iOS smartphone gamers and 79% of Android smartphone gamers use devices from 2016 or 2017.
- Tablet gamers are more likely to use outdated devices (34% of iPad gamers, 21% of Android tablet gamers use devices over 3 years old).
- 40% of tablet users over a year old plan to upgrade in the next year.
Market Demographics & Investment
- Market Demographics:
- Female majority (54%) in the broader mobile gaming market.
- Average age of adult gamers: ~37 years; teens bring the average down to ~33.5 years.
- Male gamers are more likely to spend on games (55% are payers vs. 43% of female gamers).
- Spend Segments:
- Non-Payers: 52% of the market.
- Payers: 41% of the market, spending $0.01–$99.99.
- Heavy Payers: 7% of the market, spending over $100.
- Play Segments:
- Light Players: 15% of the market, playing <1 hour/week.
- Moderate Players: 53%, playing 1–5 hours/week.
- Heavy Players: 32%, playing >5 hours/week.
- Revenue Distribution:
- Heavy Payers contribute 66% of the total mobile gaming revenue.
Market Behavior & Motivations
- Gaming Scenarios:
- Mobile games are primarily used as supplementary entertainment while doing other activities (e.g., watching TV, waiting).
- Teens are more likely to play in multiple scenarios, including in-person with others, as a passenger, and in public.
- Play Preferences:
- Smartphones are used more for gaming in diverse settings outside the home.
- Tablets are most commonly used for focused gaming at home and dual-screen play.
- Motivations:
- Players are motivated by variety, social interaction, and the ability to play in different scenarios.
- Viral trends and peer influence play a significant role in attracting teens to new games.
Mobile Gaming Funnel
- Discovery:
- Players discover games through various channels, with social media and word-of-mouth being key sources.
- Engagement:
- Dual-device users are more engaged and invested in the market.
- Virality:
- Teens are more susceptible to viral trends and are more likely to share games.
- Monetization:
- Payers are more likely to engage with in-app purchases (IAPs), especially those who play core genres.
- Churn:
- Factors leading to churn include lack of engagement, poor game quality, and difficulty in finding new content.
Mobile Genre Analysis
- Genre Classification:
- EEDAR classifies genres as either Casual (broadly accessible) or Core (more skill and investment required).
- Top Performing Genres:
- Strategy (especially Combat City Builders), Puzzle (especially Matching and Brain Puzzles), and Casino (especially Integrated Casino and Skill & Chance) are the top revenue generators.
- Genre Performance by Segment:
- Puzzle genres dominate the top 5 most played genres.
- Casual and core genres differ in their appeal and investment levels.
- Genre Engagement by Platform:
- Dual-device users show the highest engagement across all genres.
- Android and iOS users have distinct preferences in terms of genre and play style.
Key Information
- Total Mobile Gaming Revenue (2017): Estimated at $7.5 billion in North America.
- Average Annual Spend per Gamer: $40.10.
- Average Weekly Play Time:
- Light Players: <1 hour/week.
- Moderate Players: 1–5 hours/week.
- Heavy Players: >5 hours/week.
- Market Saturation:
- Growth in the number of gamers has slowed, but revenue continues to grow.
- Investment Index:
- Combines time and money spent to classify gamers into investment levels (Low-to-Moderate, Moderate, Heavy).
Research Methodology
- Data is sourced from EEDAR's proprietary Mobile Trends Tracker and a consumer survey of 3,000 adult and 1,000 teen mobile gamers.
- EEDAR uses a combination of public data, internal studies, and cross-referencing to ensure accuracy.
- All data is clearly cited, and internal classification systems are detailed in the report's appendices.
About EEDAR
- Founded in 2006 by industry veterans.
- The largest global video game research firm.
- Offers end-to-end data analysis solutions using a proprietary database of over 165 million data points.
- Provides tools like GamePulse® 3, a web-based market intelligence platform.
Key Benefits of the Report
- Detailed demographic profiles of mobile gamers.
- Insights into device usage, discovery sources, and play motivations.
- Segmented response data for spend, investment, and engagement.
- Genre-level performance analysis and market saturation trends.
- Comprehensive understanding of the mobile gaming funnel and player churn factors.
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