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Europe Online Gaming Report 2012


News provided by

Reportlinker

May 09, 2012, 08:09 ET

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NEW YORK, May 9, 2012 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Europe Online Gaming Report 2012

http://www.reportlinker.com/p0850056/Europe-Online-Gaming-Report-2012.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game

European Online Gaming Market shows positive Development Hamburg Western Europe Great Britain Germany Belgium Finland France Italy the Netherlands Spain Eastern Europe Poland Russia Turkey

Social games, traditional online games and casual websites are becoming increasingly popular worldwide. This is also true for the European market. Important markets in this sector are Great Britain and Germany as well as Russia. Still, revenue and user figures also grew considerably in smaller markets.

Social games are especially popular in the most important European markets

In Great Britain, more than 90 percent of all social gamers played games on a desktop PC or laptop in September 2011, while less than one third used smartphones. In September 2011, the most popular social online game in Great Britain was FarmVille, followed by Bejeweled Blitz and Mafia Wars. Almost one fifth of all time invested into playing games in Great Britain in 2011 was spent on social networks, followed by casual games; more time was only invested into console games. In Germany, spending on online/browser games increased in 2011 compared to 2010, accounting for more than 20 percent of all revenue generated from gaming. Unlike in Japan and the USA, in Germany the entire gaming market grew in 2012, only as a result of increased revenue from online and browser games. The size of the German online and mobile gaming market is expected to continue to grow and almost double between 2010 and 2015. The "Europe Online Gaming Report 2012" by yStats.com also shows that in 2011, French gamers spent a double digit percentage figure of their entire gaming time in social networks. Furthermore, it is estimated that almost three quarters of all Spanish gamers used social networks for gaming activities. In Russia, the volume of the online gaming market is expected to increase by 20 to 30 percent in 2012 compared to 2011. Almost 80 percent of the total online gaming market value is generated with browser games.

Casual websites also on the upswing in other European markets

According to forecasts, in Belgium casual websites were the most popular gaming platforms in 2011. The "Europe Online Gaming Report 2012" by yStats.com also shows that the value of the Polish gaming market has increased by a double-digit percentage in 2011 compared to 2010. Finally, Turkey was the fourth largest social gaming market worldwide in the second quarter of 2011.

Key Findings

• Almost one-fifth of total gaming time in the UK was spent on "Social Networks" in 2011, followed by "Casual Games" and only surpassed by "Console Games".

• The online and mobile games market in Germany is expected to almost double between 2010 and 2015.

• In Spain, almost three-quarters of all gamers were expected to use "Social Networks" to play on in 2011.

• The market volume of online gaming in Russia was expected to grow between +20 and +30% in 2012, compared to 2011.

• Turkey represented the fourth largest social gaming market worldwide in Q2 2011.

About our Reports

- yStats.com provides secondary market research: By using various sources of information we ensure maximum objectivity for all obtained data. As a result companies get a precise and unbiased impression of the market situation.

- The analyses, statistical reports and forecasts are only based on reliable sources including national and international statistical offices, industry and trade associations, business reports, business and company databases, journals, company registries and news portals.

- Our international employees research and filter all sources and translate relevant information into English. This ensures that the content of the original studies is correctly interpreted.

- yStats.com delivers all research results as PowerPoint files. All data can therefore be used directly for board presentations or be individually adapted.

- If required, yStats.com provides in-depth analysis for all research projects. Simply send us a request.

Companies Mentioned

Changyou

Com2uS

Digital Chocolate

Facebook

Gamevil

GDC

Giant

Gree

King.com

1. MANAGEMENT SUMMARY

2. WESTERN EUROPE

2.1 Europe: Regional

• PC Gamers that ever bought Digital Content Online, in %, 2011f

• Type of Digital Content ever bought by PC Gamers, in %, 2011f

• PC Game Digital Content Revenue, in EUR billion, 2010-2015f

2.2 UK (Top Country)

• Spending on Games, by Platform, including Online, in GBP million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in %, 2011f

• Social Gaming Trends and Share of Avid Social Game Users, in % of Total Internet Users, 2011

• Share of Social Gamers of Total Internet Users, in %, September 2011 and Breakdown of Social Gamers by Gender, in %, September 2011

• Share of Social Gamers by Age Group, in %, September 2011

• Share of Social Gamers by Access Device, in %, September 2011

• Breakdown of Social Gamers by Frequency of Gameplay, in %, September 2011

• Amount of Time Spent Playing Social Games, in % of Total Internet Users, 2010 & 2011f

• Breakdown of Social Gamers by Social Network Platform, in %, September 2011

• Top 20 Social Games, in % of Social Gamers, September 2011

2.3 Germany (Top Country)

• Online Gaming Trends, 2010-2012, including Gaming Spending, in EUR billion, 2010 & 2011

• Online and Mobile Games Market Size, in EUR million, 2010 & 2015f

• Spending on Gaming, by Platform, including Online, in EUR million, 2010 & 2011

• Spending on Gaming, by Platform, including Online, in %, 2010 & 2011

• Germany: Spending on Gaming, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

• Online- and Browser Game Players, in millions, 2008-2010

• Virtual Goods Buyers, in millions and average per Capita Spending, in EUR, 2008-2010

• Top 10 Online Gaming Websites, by total monthly Hours played and Unique Visitors in thousands and in % Reach, June 2011

• Share of Online Gamers playing on Mobile Phones, in % of Mobile Phone Users and in % of Smartphone Users, Q2 2011

2.4 Belgium

• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

2.5 Finland

• Gaming Market Value, including Online, in EUR billion, 2009 & 2010

2.6 France

• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

2.7 Italy

• Spending on Games, by Platform, including Online, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

2.8 Netherlands

• Spending on Games, by Platform, in EUR million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, including Online, in millions and in % of total Gamers, 2011f

2.9 Spain

• Spending on Games, by Platform, in million Euro, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and % of total Gamers, 2011f

3. EASTERN EUROPE

3.1 Poland

• Gaming Market Value, including Online, in PLN million, 2007-2011

• Freemium Segment (Free-to-Play and Online), in PLN million, 2009-2011f

• Gaming by Devices, including Online, in %, 2011

3.2 Russia

• Online Gaming Market Trends, 2011 & 2012

• Breakdown of Online Gaming Market Value in Russia, in %, 2011

• Breakdown of Spending by Online Gamers, in %, 2011f

• Spending on Games, by Platform, including Online, in USD million, 2011f and Time spent on Games, by Platform, including Online, in %, 2011f

• Gamers per Platform, in millions and in % of total Gamers, 2011f

3.3 Turkey

• Social Gaming Market and Social Gaming Markets in Turkey and the US, in million Users, Q2 2011

To order this report:Toy and Game Industry: Europe Online Gaming Report 2012

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