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1、PC&ConsoleGaming Report2023 2023 Newzoo.All rights reserved.2Copyright&Redistribution Notice2023 Newzoo.All rights reserved.The content of this report is created with due care by Newzoo and protected by copyrights.This report,or any portion thereof,may not be reproduced,distributed,or transmitted in
2、 any form or by any means,including photocopying,recording,or other electronic or mechanical methods,or used in any manner whatsoever,without the express written permission of Newzoo.Reproducing,distributing,and/or transmitting this report,or any portion thereof,for commercial purposes is explicitly
3、 not allowed.2305061734Table of ContentsHighlightsThe Games MarketThe GamesThe Gamers4The PC and console market in 2023Whats happening in the games market now and whats to comeLast year we saw the games market face its first downturn in over a decade.As most of the world stepped outside after severa
4、l years of being shuttered,with offices and schools welcoming people back and more live entertainment returning,PC and console playtime decreased.Compared to 2021,overall playtime dropped by almost 15%,and there was a decrease in spending year-on-year.As market analysts,we view the market holistical
5、ly and see that these trends constitute a correction towards pre-COVID engagement.While there was a drop in 2022,were confident well see an upward trend in the number of players and how much they spend,especially given that were above pre-COVID engagement levels.The battle for attention is heating u
6、p,elevating ambitions to expand the definition of engagement.We now have the metaverse,transmedia,cross-platform,remasters,and more,all of which ensure players stay connected to an IP,company,and/or platform.Also,the struggle to build and remain profitable amidst rising development costs and higher
7、risk has helped grow unique models.Subscription services,remasters and remakes,IP licensing,and microtransactions boost profits and mitigate risks.More than ever,Newzoos unique ability to track the PC and console gaming landscape and provide critical data,insights,and trends is becoming essential fo
8、r industry players looking to navigate these tumultuous times.Our product portfolio gives us a 360-degree view of games,gamers,and the games market so we can see whats happening now and what to expect in an industry that never stops evolving.45The markets may be cooling down after the pandemic,but o
9、verall performance still outshines our previous forecasts.Developing solely for PC or console will still be viable in the years to come,driven by live services,better access to hardware,and hybrid monetization.From the Games Market Reports&ForecastsPC and console markets generated$92.3 billion in 20
10、22,a decline of-2.2%year on year.Average playtime dropped by 23%across Steam,Xbox,and PlayStation from 2021 to 2022.2/3 of gamers played on a PCor console in the last six months.The market has become more equitable,with women gamers now representing 40%of the total PC&console player base.Motivations
11、 to play PC and console games have also diversified significantly,as players give more varying reasons to play across our gamer segmentations.From the Global Gamer StudyThis isnt a new low,though,its a re-correction to similar numbers to what we saw pre-pandemic.On the develop-ment side,many compani
12、es delayed their launches from 2022 to at least 2023,contributing to last years playtime dip,but a new cohort of anticipated titles may level out playtime engagement across major platforms.From the Game Performance MonitorHighlights from the 2023 reportNew and updated business models,a packed releas
13、e schedule,and a more diverse player base will stabilizethe PC and console market and create growth opportunities6Know the Games MarketUnderstand the market with Newzooskey data,forecasts,and insights 7The market for PC and console games was enormous in 20221.1 Bn$92.3 Bn611 MPC players in 2022PC an
14、d console game revenues in 2022Console players in 20228PC and console markets are readjusting after the pandemic,but overall performance still outshines our previous forecasts.Developing solely for PC or console will still be viable in the years to come,though cross-platform strategies willbe key to
15、 succeedingat scale here.1More AAA and AA publishers are pivoting their main franchises to a service-based model.Expect fewer new releases and more investment into proven franchises from larger publishers.Games looking to debut now should start as a subscription service to grow an initial audience.2
16、The supply chain for semiconductors will bounce back,which will boost the availability of consoles.The install base for PlayStation 5 and Xbox Series X|S will grow rapidly,meaning it will be possible to develop high-end titles for current consoles without losing too much of the total addressable mar
17、ket(TAM).3PC and console games companies will embrace hybrid monetization strategies,including advertising and marketing.In-game advertising will be a viable alternative for generating revenue,though it will be key to not disrupt immersion for a games dedicated player base.4The games market is stabl
18、e and growingPredictions for the market in 2023 after a tumultuous year in gaming9In 2022,people spent over$92 billion on PC and console game software worldwide.This total represented a-2.2%decrease from the previous years COVID-fuelled perfor-mance,and as a consequence of fewer console releases.The
19、 PC market is less hit-driven,so the lack of big titles didnt have as drastic an effect.Despite the dip,the market is in a healthy state and is on track to grow over the next several years.Our revenues encompass consumer spending on games:physical and digital full-game copies,in-game spending,and su
20、bscription services like Xbox Game Pass.Our estimates exclude taxes,second-hand trade or secondary markets,advertising revenues earned in and around games,console and peripheral hardware,B2B services,and the online gambling and betting industry.56.2%2.5%41.3%$2.3Bn$38.2Bn-16.7%YoY+1.8%YoY$92.3Bn2022
21、 TotalYoY-2.2%Browser PC games$51.8Bn-4.2%YoYConsole gamesDownloaded/boxed PC gamesThe PC and console games market hit$92.3 billion in revenue in 2022Heres how different segments performed,including year-on-year growth ratesSource:Newzoo Games Market Reports and Forecasts|January 202310PC and consol
22、e gaming is generally more popular in established markets like Europe,North America,Japan,South Korea,and China.Emerging markets,like Middle East&Africa and Latin America,are mobile-first,though we did see small growth this year in PC and console.Growth in gaming comes from access to hardware,local
23、payment methods,online population growth,and more middle-class players.The continuing growth we see in these emerging markets comes from more people being able to play PC and console games,not necessarily from new title releases.Our revenues encompass consumer spending on games:physical and digital
24、full-game copies,in-game spending,and subscription services like Xbox Game Pass.Our estimates exclude taxes,second-hand trade or secondary markets,advertising revenues earned in and around games,console and peripheral hardware,B2B services,and the online gambling and betting industry.$4.2Bn$24.3Bn$3
25、1.2Bn+0.7%YoY-2.9%YoY-4.2%YoYLatin AmericaEurope$29.0BnUS TotalNorth America34%33%26%5%3%$15.2BnChina Total$30.2Bn-0.2%YoYAsia-Pacific$2.5Bn+2.9%YoYMiddle East&AfricaThe US and China accounted for 48%of PC and console spending in 2022Heres how different regions performed,including year-on-year growt
26、h rates$92.3Bn2022 TotalYoY-2.2%Source:Newzoo Games Market Reports and Forecasts|January 202311+3.6%+7.8%PC GamingConsole Gaming2015 2022F CAGR2015 2022F CAGRSource:Newzoo Games Market Reports and Forecasts|January 20232015$31.6Bn$30.7Bn$31.9Bn$32.6Bn$32.4Bn$33.9Bn$34.2Bn$42.7Bn$33.8Bn$42.7Bn$37.1Bn
27、$54.5Bn$40.2Bn$54.1Bn$40.5Bn$51.8Bn2016201720182019202020212022FLack of hardware supply and delays to game releases temporarily hindered revenue growth in the hit-driven console market in 2021 and 2022.Console gamings revenue growth vastly outpaced PC gaming growth between 2015 and 2020.During that
28、period,the console player audience grew twice as fast as the PC audience.PCConsoleThe PC and console market grew by+5.8%CAGR between 2015 and 20222022 was a corrective year for the games market,following an intense growth period during the global pandemic12Global Games Market Revenues2020-2022|Curre
29、nt Estimate vs.Pre-Pandemic*In January 2020,we predicted that looming privacy regulations,Chinas market lockdown,and other factors would make for a slow year.Looking back,2020 and 2021 saw higher revenues than anticipated,though the market experienced a dip in 2022.While this may seem like a setback
30、 for the games market,the total revenue in 2022 was$32.8 billion higher than we had originally forecast.Global lockdowns may have pushed the games market to unsustainable revenue levels,especially given the current economic climate,but this year and the ones to come look promising,particularly for c
31、onsole.Our revenues encompass consumer spending on games:physical and digital full-game copies,in-game spending,and subscription services like Xbox Game Pass.Mobile revenues exclude advertising.Our estimates exclude taxes,secondhand trade or secondary markets,advertising revenues earned in and aroun
32、d games,console and peripheral hardware,B2B services,and the online gambling and betting industry.202020212022F$179.1Bn$160.5Bn$173.3Bn$192.7Bn$189.6Bn$184.4BnCurrent EstimatePre-Pandemic Forecast*2022 was the last year in our January 2020 forecastThe market significantly outperformed our expectatio
33、ns from 2020 to 2022The games market outperformed pre-COVID expectations by over$32 billion over a 3-year periodSource:Newzoo Games Market Reports and Forecasts|January 202313Typically,these sure bets are well-known and beloved.Many sequels,remakes,remasters,and more games based on established enter
34、tainment franchises tend to follow.Developers and publishers are taking this one step further and pivoting to a live-service strategy,adding content to existing titles instead of creating totally new IP.Live-service games dominate the games market.Ranked by average MAU in 2022,eight out of the top 1
35、0 games were released before 2022,including Fortnite,Minecraft,and ROBLOX.With demands for fidelity,depth of gameplay,and avail-able content,the bar for single-player,narrative-driven games has been raised to near-impossible standards.The live-service model allows developers to finetune games after
36、launch but comes with an expectation for constant support and content additions.The increased expectations for high-quality and continuous content put more pressure on game development.Over the past decade,development time,teams,and costs have grown significantly.Publishers have little financial wig
37、gle room to risk a flop and often focus on a few titles.CostTimeTeam sizeMore AAA and AA publishers will pivot their main franchises to service-based modelsExpect fewer new,big releases in favor of companies extending the lifespan of existing franchisesLive-service gamesSequels/remakes/remastersNew
38、IPYearly releases14Source:Newzoo Games Market Reports and Forecasts|January 202314.130.649.886.3131.4172.1212.9201720182019202020212022F2023FGlobal supply chain challenges,specifically a shortage of semi-conductors,led to the unavailability in current-gen consoles(PS5 and Xbox Series X|S)for gamers.
39、Many of the supply chain issues in the games market have been resolved or are en route to resolution.Devices like the PS5 will be more available to consumers going into 2023.The supply is catching up with demand,and even increasing hardware prices,communicated due to inflation,do not stop gamers fro
40、m buying the popular devices.An economic downturn might dampen the effect.The cumulative units sold for the aggregate of Nintendo Switch,PlayStation 5,and Xbox Series X|S will grow to an estimated 208 million at the end of 2023.After two years with sparse content due to delays across many studios,th
41、e supply of content is set to be much larger in 2023.Consoles will be more available as semiconductors become more plentiful Bolstered supply chains for semiconductors will let console makers increase console production,with new gaming content sustaining ongoing demandCumulative units sold*Nintendo
42、Switch,PlayStation 5,Xbox Series S|X*Based on a combination of Newzoo estimates and official shipment figures from company financials 15The PC and console games market will embrace hybrid monetization strategiesIn-game advertising is becoming a viable alternative for AAA titles to generate revenueTh
43、e PC and console market is filled with players,but not all of them are spending on games themselves.54%of players spend on PC,while 50%spend on console.These are low figures for companies that historically charge once for games.Previous experiments for in-game advertising in AAA games failed to achi
44、eve success.The market is shifting,though,so now might be a better time to play with hybrid strategies.Here are some reasons why:One of the challenges to unlocking advertising revenue in AAA PC&console games is that players will be less receptive to watching ads in exchange for rewards than in mobil
45、e gaming.Mobile players expect this type of moneti-zation and understand the underlying value exchange.When introducing advertisements in AAA games,its important that it doesnt break the games immersion and that the value exchange is clear immediately.Options that fit these requirements best are:The
46、res an entire audience of playerswho could be converted into spendersWhy in-game advertising is now viablefor AAA PC and console gamesIn-game advertising strategies come with their share of challengesAdvertising exchanges are automated,saving time on both sidesAlmost every player and every game is o
47、nlineBrand marketers are sold on the power of gaming to reach peopleAdvertisers need a new channel to reach(young)audiencesFree-to-play games on PC and console are a mainstay,but F2P monetization might be challenged in times of economic uncertaintyAd-based subscription tiers that offer cheaper month
48、ly costs but come with the occasional ad.At the end of 2022,Microsoft conducted a survey that suggested that the company could introduce a$3 tier with some exclusive content in exchange for having ads pop upBlended ads that,if designed properly,integrate seamlessly into the gaming experienceRewarded
49、 ads that give users extra incentives(in-game rewards)for clicking on or watching an ad within a game or app50%50%46%54%PC payer shareConsole payer shareSource:Newzoo Games Market Reports and Forecasts|January 2023Share of paying players per segment16UnderstandMarket MovementsIncludes:PrioritizeInte
50、rnational Roll-OutSetRealistic Growth TargetsNewzoos Games Market Reports and ForecastsAccess the most trusted and quoted games market sizing data,forecasts,and trends on a global,regional,and local level.The Global Games Market Report,a 165-page PDF that analyzes the latest trends,developments,and
51、games market forecasts.Access the report,quarterly updates,key metrics,and many more unique insights through our Newzoo Platform.Personal User Licenses Personal access to your subscription in one placeAccompanying Excel dataset with granular data breakdown 16Learn more17Know the GamesDiving deeper i
52、nto game-levelperformance and trends18Evolving business models brought in new players and reinvigorated existing audiences in 2022100+Bn$200+15+Hours spent playingPC and console gamesAverage payer spend in US market per platformAverage titles played per player on each platform19Playtime and spending
53、 were down in 2022 but top games are finding unique growth opportunitiesPredictions for PC and console games and related media after a tumultuous year for developers and publishersOverall playtime and spending were down in 2022 as COVID-19 restrictions eased in many places and high-profile titles ha
54、d their releases delayed.A stellar launch lineup and continued improvement to live services in top games will stabilize playtime and increase spending in 2023.1Landing a top position in the highest MAU rankings is becoming more challenging than ever.The top games will continue to improve their live
55、services to provide continual content and player experiences to keep players engaged.2Top titles are adapting to the times by adopting a wider range of improved monetization models,including hybridization of pay-to-play(P2P or premium)andfree-to-play(F2P or freemium)models to boost revenue.Microtran
56、sactions,DLC,and subscription revenue streams have increased in share of the overall market spend and will continue to grow and diversify as publishers experiment with new techniques.3With more successful examples popping up in the market,PC and console publishers will continue to leverage unique bu
57、siness models and opportunities to keep players engaged with IPs even with longer launch cycles.These will include remakes and remasters,transmedia strategies,and subscription services.41920Average hours played per platform in 2021 vs 2022Source:Newzoo Game Performance Monitor|PC(Steam),Xbox,PS|37 M
58、arkets|2021,2022 Note:all metrics based on single-platform behavior and does not reflect playtime totals of players that play across multiple platforms0-25 hr+18%26-100 hr+20%101-250 hr+18%501-1000 hr-11%1000 hr-37%251-500 hr+8%The average playtime of players dropped around 20%across Steam,Xbox,and
59、PlayStation platforms from 2021 to 2022.However,this is not a new low,but instead,a re-correction to similar numbers to what we saw in the years prior to the pandemic.Looking at playtime distribution,the largest change is the shift of the top bracket of hardcore players who previously broke 1,000 ho
60、urs in 2021(on a single platform)decreasing by 37%year-over-year in 2022.More extreme playing engagement has mellowed to pre-pandemic levels.In 2023,we expect to see similar levels of playtime engagement across the major platforms.The pandemic didnt just affect playtimeon the development side of the
61、 industry,many title launches have been delayed from 2022 to at least 2023.These delays also contributed to 2022s decrease in playtime and spending,especially for anticipated titles like The Legend of Zelda:Tears of the Kingdom and Bethesdas IP Starfield.The silver lining is 2023 should be packed wi
62、th top games across many genres and on every platform.Playtime is leveling out for PC and console platforms as lockdowns endPost-COVID playtime numbers are dropping,returning to a familiar level as gamers play fewer titles and game less overall2021202221Last year,the top titles across PC,Xbox,and Pl
63、ayStation were quite similar,with the Switch being an outlier thanks to its many platform-exclusive titles.Fortnite made it into the top three across every platform in terms of monthly active users(MAU),while Call of Duty featured two titles in the top 10 for three platforms.Six of the top performer
64、s on the Switch were Nintendo first-party titles.Top 10 games by average MAU in 2022 per platformPC1ROBLOX2Call of Duty Modern Warfare II/Warzone 2.03Fortnite4Minecraft5Apex Legends6Call of Duty Modern Warfare/Warzone7The Sims 48Overwatch 1&2 9Valorant10Counter-Strike:Global OffensiveXbox1Fortnite2C
65、all of Duty Modern Warfare II/Warzone 2.03Grand Theft Auto V4Minecraft5Call of Duty Modern Warfare/Warzone6High on Life7ROBLOX8Apex Legends9Fall Guys10NBA 2K22PlayStation1Fortnite2Call of Duty Modern Warfare II/Warzone 2.03Grand Theft Auto V4Call of Duty Modern Warfare/Warzone5Apex Legends6NBA 2K237
66、NBA 2K228God of War:Ragnarok9Minecraft10Call of Duty:Black Ops Cold WarNintendo Switch1Pokmon Scarlet/Violet2Fortnite3Fall Guys4Mario Kart 85Minecraft6Pokmon Legends:Arceus7Rocket League8Animal Crossing:New Horizons9Nintendo Switch Sports10Splatoon 3Fortnite topped the MAU charts for nearly every pl
67、atform in 2022Top performers on PC and console included Fortnite and Minecraft Source:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS,Switch|US Only|20222122Average MAU in 2022-PC onlySource:Newzoo Game Performance Monitor|PC(all platforms/launchers)|37 Markets|2022 RankGamePlatf
68、ormsRelease Date1ROBLOXROBLOX20062MinecraftMinecraft20113FortniteEGS20174The Sims 4Origin,Steam,EGS20145Call of Duty:Modern Warfare II/Warzone 2.0Steam,Battlenet20226League of LegendsRiot20097Counter-Strike:Global OffensiveSteam20128ValorantRiot20209Grand Theft Auto VSteam,EGS,Rockstar201310Call of
69、Duty:Modern Warfare/WarzoneBattlenet201911Overwatch 1&2Battlenet201612Apex LegendsSteam,Origin201913Rocket LeagueEGS201514Fall GuysEGS202015Destiny 2Steam,EGS201716Tom Clancys Rainbow Six:SiegeSteam,EGS,Uplay201517Cyberpunk 2077Steam,EGS202018Genshin ImpactEGS,Hoyoverse202019Dota 2Steam201320World o
70、f WarcraftBattlenet2004Classic PC games outperformed newer titles in 2022Older,free-to-play(F2P)PC titles like ROBLOX and Minecraft outclassed recent releases in terms of MAUThe PC games market is complex.It has a mix of diverse indies and AAA juggernauts,as well as platforms like ROBLOX pushing the
71、 boundaries of what constitutes a platform versus a game.The top rankings show that unique,older titles dominate the PC market,maintaining their audiences after many years.Only one title launched in 2022,Call of Duty:Modern Warfare II,reached a top spot in terms of average MAUHalf of the titles on t
72、he top MAU list launched in 2015 or earlierThree of these titles came out before 2010PC is also a uniquely open market compared to how it works in the console space.For instance,although Steam is the dominant platform,only half of the top 20 games are available on it.The Epic Game Store now has thre
73、e of the top 20 exclusive titles,and many other proprietary platforms command a fair share of titles and players.23Top games per market by YAU-PC(Steam),PlayStation,XboxAudiences in the Western market demonstrated relatively similar tastes,with similar games sharing the top spots by YAU.Sports title
74、s were the notable key divergence points between these different markets.In Germany,FIFA 22 and FIFA 23 made it into the top 10,while the US showed a stronger preference for NBA 2K22.In Japans games market,the top five games by YAU were all developed by Western companies,which is significant,given t
75、hat this market is traditionally seen as a difficult one to succeed in for Western-developed titles.Genshin Impact,made by Chinese company miHoYo,also made the top ten in Japan.Across the board,companies in China are developing games with mechanics that appeal to audiences worldwide,but especially i
76、n Japans high-spending market.US Germany JapanFortniteFortniteApex LegendsCall of Duty:Modern Warfare II/Warzone 2.0Grand Theft Auto VFall GuysGrand Theft Auto VFIFA 22Overwatch 1&2Call of Duty:Modern Warfare/WarzoneCall of Duty:Modern Warfare II/Warzone 2.0FortniteMinecraftFall GuysMinecraftFall Gu
77、ysCall of Duty:Modern Warfare/WarzoneElden RingApex LegendsRocket LeagueMonster Hunter WorldNBA 2K22MinecraftGrand Theft Auto VMultiVersusFIFA 23Genshin ImpactRocket LeagueTom Clancys Rainbow Six:SiegeTom Clancys Rainbow Six:SiegeSource:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbo
78、x,PS|US,Germany,Japan|2022Apex Legends is the top game in Japan by yearly active users(YAU)Comparing rankings across various markets24Last year,the top three genres in terms of player share were Shooter,Adventure,and Battle Royale,with Shooter taking a 20%share of total playtime.More than 80%of play
79、ers partook in an Adventure title,and almost 37%of all playtime went to Shooters and Battle Royale games.Interestingly,Adventure and Sandbox games had the same amount of playtime,despite the former taking a much higher player share than the latter.This demonstrates that Sandbox players are devoted t
80、o their titles and engage deeply with games in this genre.Additionally,nearly half of all players played Fighting,Platformer,or Racing games,but each genre accounts for only 1%of playtime.These genres included large F2P titles from 2022 that attracted new players but didnt retain them.Top 10 genres
81、by player sharePlayer share-202283%77%74%63%46%44%44%38%37%28%Playtime share-202212%20%17%11%11%1%1%1%12%4%AdventureShooterBattle RoyaleSportsRole PlayingFightingPlatformerRacingSandboxSimulationSource:Newzoo Game Performance Monitor|PC(Steam),Xbox,PS|37 Markets|2022Shooter,Adventure,and Battle Roya
82、le games took the highest player sharesAdventure titles accounted for 83%of player share and 12%of playtime How did other genres fare in 2022?25The top releases of 2022 comprised an inter-esting mix of AAA and indie titles.However,the largest winners in terms of initial launch month revenue were the
83、 games that mixed premium pricing and microtransactions,such as NBA 2K23 and Call of Duty:Modern Warfare II(Warzone 2.0).The lowest performing launches took place from May to July,but included games that instantly became fan favorites,including Stray.Elden Ring performed admirably at the start of th
84、e year,though its essential to note that mostly smaller launches preceded and followed its launch in February.God of War,Pokmon Legends:Arceus,and Mario Strikers:Battle League were all able to make this list,even though theyre all exclusive to their platforms.Top 2022 releases in the US based on the
85、 first three months of revenueSource:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|US Only|2022 JulyAugustSeptemberOctoberNovemberJanuaryFebruaryMarchAprilMayJuneDecemberGames with mixed revenue models were the top releases throughout 2022These were the top released games in th
86、e US based on their first month total revenues26Revenue from premium transactions constituted just over 50%of spending on PC games and over 60%on console titles.Microtransactions made up over 30%of the revenue share for both PC and console platforms.Spending on DLC represented the key difference bet
87、ween PC and console revenues.PC payers spent nearly twice as much on DLC in 2022 compared to console content.As the top-performing titles continue to double down on new ways to monetize and leverage the games-as-a-service model,we expect non-premium revenue to grow for both PC and console.Source:New
88、zoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|US Only|2022In-game spending accounted for nearly 50%of PC and console revenue in the US2022 saw an even split between premium and in-game revenue for PC and consoleFull Game DownloadDownloadable ContentMicrotransactionSubscriptionShar
89、e of yearly PC revenueby category-US 202261%31%7%Share of yearly console revenueby category-US 202232%52%13%27Elden Ring was one of the most lauded and well-reviewed launches of 2022.It was the third-highest-grossing premium title of the year and arguably,yet notably,the only title in the premium to
90、p ten that wasnt part of an ongoing franchise.However,in terms of overall revenue,the most powerful long-standing franchises and IPs,including sports titles like NBA 2K23 muscled their way to the top of the lists.Whats unique to these types of titles is how they maintain a regular cadence of new ite
91、rations sold per year,but also their ongoing microtransaction strategies that help these games reach the top of both premium and in-game revenue charts.Source:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|US Only|2022In-Game Revenue US Top 101Fortnite2NBA 2K223Apex Legends4ROBL
92、OX5Valorant6Destiny 27NBA 2K238Grand Theft Auto V9League of Legends10Call of Duty:Modern Warfare/WarzonePremium Revenue US Top 101Call of Duty:Modern Warfare II/Warzone 2.02NBA 2K233Elden Ring4God of War:Ragnarok5Pokmon Scarlet/Violet6Dying Light 27Madden NFL 238LEGO Star Wars:The Skywalker Saga9Tin
93、y Tinas Wonderlands10Pokmon Legends:ArceusSports titles topped the charts for in-game revenueThe top grossing titles in the US showed how different types of games are leveraging premium and microtransactional business models28As F2P becomes more established in the market,we see a steady growth of th
94、ese titles dominating the top 20 charts by average MAU one more in 2022 compared to 2021.PC is still a significant proving ground for new F2P games,with 12 of 20 top F2P games in 2022 released for PC only.A lot of popular F2P games started on PC only and then moved to consoles later,showing the effi
95、cacy of the model in terms of its scalability beyond single platforms.Source:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|37 Markets|202213 of the 20 top PC&console titles of 2022 were F2P12 of top 20 new F2P games were only released on PC The free-to-play(F2P)model has become
96、 more popular for developers and publishersMore than half of the top PC and console titles of 2022 used F2P business models713PremiumFreemium1127PC OnlyPC,PS&XboxXbox Only29In 2022,we saw an increasing number of PC and console games transition from P2P(premium)to F2P(freemium)business models.This tr
97、ansition has opened games up to wider audiences and different monetization strategies,but its not been without challenges.On average,games that pivoted to F2P saw a 327%increase in average MAU in the first month.However,on average only 40%of players in the F2P launch month were new players.Returning
98、 players are essential in revitalizing a game when it becomes free-to-play.Moving to F2P models also boosted retention for many games.The average D1 retention rate in the first month following an F2P launch hit 38%,while it was 29%three months before the launch.Overwatch 2 successfully relaunched th
99、e Overwatch franchise with huge player growth in its first few months.This is a great example of a publisher resetting and changing their overall business model to maximize revenue potential as a live-service title.Following the example of other Epic-owned exclusives like Fortnite and Rocket League,
100、Fall Guys also went F2P.Epic appears to be leveraging these giant player-driver titles as pillars to the Epic Game Stores growth and retention strategy.Unlike Overwatch 2,which revamped its business model,The Sims 4 seems to have doubled down on its DLC-driven business model.The game removed barrier
101、s-to-entry in October,going completely free-to-play on the base game.Source:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|37 Markets|2022Three of the top 20 games by average MAU adopted a F2P model in 2022More games are shifting from P2P to F2P business modelsand its driving up
102、 revenues and sparking a larger trend30Source:Newzoo Game Performance Monitor|PlayStation 4&5|37 Markets|Aug 2021 Aug 2022Sony re-released The Last of Us in 2014 for their newest console,and repeated the same practice in 20222013The Witcher 3:Wild HuntFree Next-Gen Update for PS5&Xbox Series X+265%M
103、oM MAU growth rate for The Wither 3:Wild Hunt from November to December 2022.20142022Event performance by MAUUncharted:A Thiefs End&Uncharted:Legacy of ThievesUncharted:Legacy of Thieves released on PS5Uncharted(2022)Movie Released to theatresUncharted:Legacy of Thieves released for PCJan/22Feb/22Ma
104、r/22Apr/22May/22Jun/22Jul/22Aug/22Sep/22Oct/22Nov/22Dec/22Remakes and remasters drove engagement for older IPCreating updated versions of Uncharted,The Last of Us,The Witcher III,and other games re-engaged player bases and monetized untapped audiencesPlayStation 4&5|37 Major Markets|Aug 2021 Aug 202
105、231-50%discounts on Steam,Xbox,and PlayStationPatch 1.5 update:additional content,customization,drive model,fix,etc.Patch 1.52 update for quests and fixes-50%discounts on Steam,Xbox,and PlayStationEdgerunners(Patch 1.6)update:content related to Edgerunners,new weapons,new quests,etc.Adding free offi
106、cial game modding tools(the Cyberpunk 2077 REDmod)Cyberpunk 2077 was one of the most controversial titles in recent years,primary because of its unstable game experience and bugs.However,the anime based on the franchise,Cyberpunk:Edgerunners,achieved massive success,reinvigorating interest in the ga
107、me.The anime replicated the games cyberpunk setting,taking place a year before the storyline begins in the game.Released on Netflix in September 2022,the anime ended where the game begins(in full nostalgic fashion),which got players to purchase or redownload the game to renew engagement with the fra
108、nchise.Engraining more anime content within the game continues to boost the popularity of the entire franchise.Transmedia strategies have become effective ways to boost player engagement and Cyberpunk 2077 is just one example.The second season of The Witcher,released in 2021,led to MAU growth of 134
109、%,for instance.The hope is that engaged viewers become dedicated,long-term customers and stable revenue sources for games and their franchises.Source:Newzoo Game Performance Monitor|PC(all platforms/launchers),Xbox,PS|37 Markets|Aug 2021 Aug 2022Note:We do not include all events here.Please check th
110、e Game Performance Monitor for all event performance in games.Cyberpunk 2077Cyberpunk:Edgerunners-33%discounts on Steam,and XboxSep/21Oct/21Nov/21Dec/21Jan/22Feb/22 Mar/22Apr/22 May/22 Jun/22Jul/22Aug/22 Sep/22Robust transmedia strategies paid off for many gamesReleasing the anime Cyberpunk:Edgerunn
111、ers renewed interest in the franchise significantlyEvent performance by MAU Cyberpunk 2077PS 4&5|37 Major Markets|Sep 2021 Sep 2022MoM MAU growth rate for Cyberpunk:2077 from Aug.to Sept.2022.+249%32While certain top games saw a boost in sales and engagement,as well as DAU,thanks to strong live view
112、ership performance,we didnt see this performance mirrored across the entire market.Some games underperformed in terms of DAU even as viewership rose.Titles like Cult of the Lamb,and The Quarry have cinematic qualities,which may have led to high viewership.These same qualities didnt entice quite as f
113、ew people to play,though.Multiversus,on the other hand,saw its DAU rank skyrocket in its first month,but drew in far fewer viewers compared to other top games.Source:Newzoo Game Performance Monitor|Twitch,Facebook Gaming|PC(Steam),Xbox,PS|2022 Top 10 viewed 2022 titles in the first 28 days after lau
114、nch2022 GameHours Watched(Live Streaming)RankDAU RankPublisherElden Ring12Bandai NamcoCall of Duty:Modern Warfare 221Activision PublishingFIFA 2333EAGod of War:Ragnark46SIEDying Light 257TechlandThe Cycle:Frontier631YAGERCult of the Lamb732Devolver DigitalMultiversus84Warner Bros.The Quarry9502KNBA
115、2K23105Warner Bros.There was a correlation between live viewership hours and DAU rankingsHigh viewership for top performing games can drive MAU performance and increase engagement and salesTop viewed games on Twitch in 20221Grand Theft Auto V6Fortnite2League of Legends7Counter-Strike:Global Offensiv
116、e3Valorant8Dota 24Minecraft9Call of Duty:Modern Warfare/Warzone5Apex Legends10Mobile Legends:Bang bangViewership is still focused on PC gaming,with 4 out of the top 10 games viewed in 2022 being PC-onlyViewership still very much driven by esports/competitiveness-focused games such as League of Legen
117、ds,Valorant and Mobile Legends3310,000+Games tracked across PC,Xbox,PS,and Nintendo Switch37Global coverage with 37 markets,8 regions100+Metrics including MAU,DAU,Lifetime players,RevenueNewzoos Game Performance MonitorUnlock the leading platform for tracking the engagement and revenue KPIs of PC an
118、d console gamesCoverage of the top platformsPlaying,spending,and viewing player data.Gamer Overlap,Retention,and Churn between titlesTracking millions of players behavior per platformRevenue,ARPU for 1000+PC&Console games in US and UKSteam Wishlists and ReviewsEasy-to-use dashboard&API access33Learn
119、 more34Know the GamersDigging into gamer demographics,personas,and how players are playing and spending35*PC and/or console means players can use either or both devices and may or may not play on mobile as well.*Other gaming engagement includes those that claim to have“often”followed video gaming ch
120、annels or esports broadcasters,socialized through/visited online gaming communities,discussed video games with family and friends,listened to gaming podcasts,and/or attended large in-person gaming conventions in the past 12 months.Source:NewzooGlobal Gamer Study 2022(Global weighted average across 3
121、6 markets)Base:Total players(n=60,020),PC and/or Console players(n=42,514)Two thirds of players play on PC and/or console40%of PC and/or console*players identify as female47%of PC and/or console*players play,view,and engage with gaming in other ways(e.g.,content creation,socializing,podcasts etc.*)7
122、2%of PC and/or console*players played on at least two platforms66%of PC and/or console*players spent money on video games in the past 6 months 36PC and console gaming is attracting a more balanced audience in terms of gender and age.Overall,players are becoming more varied in what drives them to eng
123、age with games.While unpacking demographic data is still valuable,its becoming essential to look deeper into player attitudes and motivations.Nearly seven in 10 PC and console players have played on more than one platform in the past 6 months,with a quarter playing on all three platforms.Cross-platf
124、orm players are an attractive cohort since they tend to lead the way in time and money spent on playing video games.Cross-platform play is becoming more prevalentPC and console players account for two thirds of the total player base.While historically more male dominated,PC and console gaming has be
125、come more gender equal,with women and non-binary players accounting now for over 40%of the total player base.PC and console gaming becoming more gender-equalTwo in three PC and/or console players have made video-game related purchases in the past six months.With monetization models becoming more div
126、erse and free-to-play models more common,understanding players motivations to spend,especially in-game,is becoming essential.Motivations to play shift continuously and different games fulfill different motivational needs for different players.Approximately six in ten PC and/or console players consid
127、er various social features(socializing,competing,cooperating)to be important game features.This suggests that game designers should provide features that create additional and unique engagement opportunities for their players.Players are reacting to new more diverse monetization modelsSocial play mo
128、tivations are increasingThe PC and console gaming audience is expanding and diversifying Whats happening with the world of PC and console gamers after a tumultuous year 14523The PC and console player base is becoming more diverse37Share of PC and/or console players(past 6 months)DemographicsBase:Tot
129、al playersBase:Total players;Total PC and/or console playersPC and/or console players account for a significant share of the total audience we survey in the Global Gamer Study.Two-thirds of players reported having played on a PC and/or console in the past six months.While PC&console historically has
130、 skewed toward a more male-identify-ing audience,the market has become more equal in terms of gender representation.Women gamers now represent 40%of the total PC and/or console player base.There are many factors contributing to this more equitable landscapeoverall,gaming has become more accepted as
131、a pastime and vocation,while publishers and developers are improving how female charac-ters are represented.For instance,NBA 2K22 featured Candace Parker on the games cover,marking the first time the title had a female cover athlete.Additionally,the age breakdown of PC and/or console players is near
132、ly identical to how the total player base looks overall.Source:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)Q.Platforms played on in the past 6 months,Gender,Age combined,Base:Total players(n=60,020),PC and/or Console players(n=42,514)2/3 of gamers played on a PC and/or c
133、onsole over the past six months Female players make up 40%of all PC and/or console playersof total players have played on a PC and/or console in the past 6 months66%54%60%45%40%1%1%Total players(incl.mobile)PC and/or console playersNon-binaryFemaleMale27%27%22%25%22%22%27%29%Total players(incl.mobil
134、e)PC and/or console players41-6531-4021-3010-2038Level of identifying as a gamer*DemographicsBase:Total PC and/or console playersBase:Total PC and/or console playersThere are many ways to define a gamer.Behavioral indicators alone,like time and money spent,no longer sufficiently describe this large
135、and diverse group.So,we zoomed in on the attitudinal and motivational differences surrounding gaming.We derived the casual,midcore,and core gamer groups from three gamer identification statements that have the highest correlation with gamer identity and engagement.When we look at these groups among
136、PC and/or console players,we find that the largest share(40%)falls into the core group.As you would expect,this core group plays and spends more on average,also skewing younger and more male.Source:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)Q.Level of identifying as a g
137、amer,Time spent playing per week,Payers(past 6 months),Gender,Age combined|Base:PC and/or Console players(n=42,514),Casual(n=10,260),Midcore(n=14,781),Core(n=17,473)4 in 10 PC and/or console gamers are core gamersCore gamers invest more time and money into games,making them attractive to game develo
138、pers and publishers41-6531-4021-3010-2023%24%20%33%49%51%1%Casual28%28%22%22%41%58%1%Midcore33%29%24%15%33%67%1%CoreNon-binaryFemaleMaleCasual GamersMidcore GamersCore Gamers%share25%35%40%Play time/week4.5 hr6 hr9 hr%of payers42%66%82%39Source:Newzoo Global Gamer Study 2022(Global weighted average
139、across 36 markets)Q.Reasons for playing video games;Appealing features of games;Appealing themes or settings of games Base:PC and/or Console players(n=42,514),Casual(n=10,260),Midcore(n=14,781),Core(n=17,473)CasualMidcoreCoreTop 3 reasons to play gamesBase:Total PC and/or console players#1Reaching t
140、he highest level/score50%Completing as many of the games tasks/goals67%Spending time exploring and finding secrets in a detailed game world84%#2Using tactics and strategic thinking to overcome challenges50%Using tactics and strategic thinking to overcome challenges67%Using tactics and strategic thin
141、king to overcome challenges83%#3Completing as many of the games tasks/goals49%Spending time exploring and finding secrets in a detailed game world66%Appreciating games with an interesting design83%Top 3 appealing featuresBase:Total PC and/or console players#1Puzzle solving aspects32%Exploration and
142、open worlds31%Exploration and open worlds32%#2Game theme or setting29%Strong narrative or story30%Multiplayer and social aspects31%#3Exploration and open worlds27%Game theme or setting29%Strong narrative or story30%Top 3 appealing setting/themesBase:Total PC and/or console players#1Fantasy31%Fantasy
143、38%Fantasy41%#2Survival29%Survival36%Survival40%#3Mystery28%Science fiction34%Science fiction38%Every player segment had distinct reasons to play,demonstrating a diversity of playersUsing tactics and strategic thinking to overcome challenges was the most consistent top reason across Casual,Midcore,a
144、nd Core players40Being a“gamer”now means engaging in a wider(and increasingly more mainstream)culture of gaming,including following streamers,social-izing in communities,making specific hardware choices,and more.Since behaviors alone dont provide enough detail to define gamer personas accurately,we
145、developed the Newzoo Gamer Segmenta-tion model,which uses behaviors,attitudes and motivations across several dimensions to create distinct Personas for players.Personas reflect the identities and behaviors of players,giving gamers of all types a unique voice for under-standing what they play and how
146、 much of their time and financial power they dedicate to gaming.Game FansRegular PlayersThe Ultimate Gamer“Gaming is in my DNA!There are few things I love more.I spend my free time and money on games.”The Popcorn Gamer“Playing video games may not be my favorite hobby,but I definitely enjoy watching
147、others play.”The All-Round Enthusiast“I am interested in all forms of gaming,from playing to watching and everything in between.”The Backseat Viewer“I used to game a lot.Whenever I watch a big esports event and watch others playing games,that passion is reignited.”The Community Gamer“If its game-rel
148、ated,Im there!News,videos,podcasts,forums,gamesI love it all.And Ill never shy away from a community discussion.”The Time Filler“I only game when I have time to spare or at social events.Mobile games are my go-to.”The Solo Gamer“I love getting into a game,and Ill buy the kit I need to get me immerse
149、d but playing with others or watching others play interests me less”The Mainstream Gamer“With so many great games and ways to get content nowadays,I dont need to spend big to keep games fresh-especially if theyre free!”Game ViewersTime FillersTheres more than one way to understand and define gamersG
150、oing beyond Casual,Midcore,and Core definitions to understand your ideal gaming audience41Newzoos Gamer Personas*Base:Total PC and/or console playersTotal PC and/or console PlayersCasualMidcoreCoreMainstream Gamers and Popcorn Gamers are the most common personas among PC and/or console players.While
151、 Mainstream Gamers are passionate about playing games,they dont spend a lot of money on the pastime.This group mostly plays F2P games and discounted titles,which is increasingly enabled by the industry itself.Popcorn Gamers dont devote much time to playing games,but that doesnt stop them from watchi
152、ng lots of game video content,live streams,or esports.The more players veer toward Core,the more likely they are to fall into the Game Fans category.This grouping includes Ultimate Gamers,who live and breathe games across all platforms and genres and want to own the latest and greatest gaming hardwa
153、re and equipment.GameFansRegularPlayersGameViewersTimeFillersUltimate GamersAll-Round EnthusiastsCommunity GamersSolo GamersMainstream GamersPopcorn GamersTime Fillers*Newzoos proprietary gamer segmentation wherein playing,viewing,owning,and socializing/other gaming engagement are the four main dime
154、nsions for classification.Source:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)Q.Newzoos Gamer Segmentation|Base:PC and/or Console players(n=42,514),Casual(n=10,260),Midcore(n=14,781),Core(n=17,473)2%5%47%5%9%16%16%1%2%9%9%18%43%19%41%37%15%4%4%7%7%8%6%29%26%17%Mainstream
155、and Popcorn Gamers are the most common gamer PersonasCore PC and/or console players are over-indexing in“Game Fans”segments42Approximately 75%of PC and console players are engaging in ways beyond playingEvery new generation engages with games in more varied waysGaming engagement overlapBase:Total PC
156、 and/or console players1Other gaming engagement includes those that claim to have“often”followed video gaming channels or esports broadcasters,socialized through/visited online gaming communities,discussed video games with family and friends,listened to gaming podcasts,and/or attended large in-perso
157、n gaming conventions in the past 12 months Source:Newzoo Global Gamer Study(Global weighted average across 36 markets)Q.Total players,Total gaming video content viewers,Those who engage with gaming beyond playing/viewing in the past 12 months(%often)Base:PC and/or Console players(n=42,514),Gen Alpha
158、(born 2010 or later/10-12 y.o.)(n=2,692),Gen Z(born 1995-2009/13-27 y.o.)(n=17,248),Millennials(born 1981-1994/28-41 y.o.)(n=14,186),Gen X(born 1965-1980/42-53 y.o.)(n=6,106),Baby Boomers(born 1946-1965/54-65 y.o.)(n=2,282)While“playing”remains a core activity of the gaming experience,the ways in wh
159、ich players are engaging with games,game worlds,and game IP continue to expand.This is particularly true among younger generations.For example,52%of Gen Alpha PC and/or console players engage with games across all dimensions,including playing,viewing,and other forms such as socialization,podcasts,in
160、-person events.This level and breadth of engagement among younger cohorts of players signals that gaming is expanding beyond just gameplay and viewing,with the metaverse and immersive worlds like Fortnite and ROBLOX captivating players in a way that transcends a simple pastime.Total PC and/or consol
161、e playersEngages every wayPlay&View&Other engagement1Gen AlphaGen ZMillennialsGen XBaby BoomersPlay&Other engagement1Play&viewOnly play52%43%4%29%24%49%45%28%9%43Importance of social featuresin games(%top 3 box out of 7)Current involvement and future interest in socializing within gamesBase:Total PC
162、 and/or console playersSource:Newzoos Metaverse Sentiment Study|April 2021 Base:Total PC and/or console players 14-50 years oldSource:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets);Newzoos Metaverse Sentiment Study|April 2021(Aggregate of 4 markets:U.S,UK,CN,JP)Q.Importanc
163、e of social features,Frequency socialized through/visited online gaming communities or social media groups(past 12 months);Socializing method-Getting together in game worlds,but not while playing the main game,Socializing in game worlds in future Base:Total PC and/or Console players(n=42,514);Total
164、PC and/or console players aged 14-50(n=2,418)Socializing is fast becoming an important part of the gaming experience.Aside from competing with other players or cooper-ating towards a common goal,PC and/or console players look for other types of connection and socializing engagement.Players are flock
165、ing to gaming commu-nities or congregating in virtual game worlds,with younger generations valuing the ability to socialize and cooperate in games more than preceding generations.Game designers can create additional and unique engagement opportunities by adding social features into their games.Socia
166、lize with other playersCurrently gets together in game worlds,not while playing the main game*Interested in socializing in game worlds beyond game play in the future*Includes occasionally and often*Includes Yes,definitely and Yes,probablyComplete with other playersCooperate towards a common goalIn t
167、he past 12 months,1/2 of PC and/or console players often or sometimes socialized through or visited online gaming communities/social media groupsGaming is increasingly becoming a platform for connection and socializing Social game features play an important role for PC and/or console players62%65%64
168、%78%55%44PC and/or console platform player overlap*Base:Total PC and/or console playersSource:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)|Q.Platforms played on in the past 6 months Base:PC and/or Console players(n=42,514)|*Please note,this excludes mobile-only players.P
169、laying on both PC and mobile is most prevalent,and nearly one in four players play on all three platforms.With more AAA PC and console titles coming to mobile,enabling cross-platform progression,and cloud gaming expanding and becoming more established,cross-platform play will likely gain more moment
170、um in the future.Publishers with cross-platform and cross-progression titles give players the chance to keep engaging with their IP across more devices.Engagement leads to revenues and strengthens IP,evidenced by success stories like Fortnite and ROBLOX.Roughly 7-in-10 PC and/or console players have
171、 played on more than one platform in the past six months.Cross-platform play becoming more common among PC and/or console playersNearly a quarter of PC and/or console players engage with all platforms(PC,console,mobile)14%14%18%25%6%23%Console OnlyPC OnlyMobile/ConsoleMobile/PCConsole/PCMobile/Conso
172、le/PC45Share of payers by number of platformsTime spent playing by number of platformsBase:Total PC and/or console playersBase:Total PC and/or console playersSource:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)|Q.Payers(past 6 months),Time spent per week,Platforms played
173、on in the past 6 months Base:PC and/or Console players(n=42,514),Players that have played on one platform(n=11,686),Two platforms(n=19,279),Three platforms(n=11,549)of PC and/or console players who played on all three platforms in the past 6 months spent money on video-game related purchases81%Cross
174、-play signaled an increase in playtime and spendThe proportion of payers nearly doubled from single-to triple-platform among PC and/or console playersNumber of platforms played onAverage time spent playing per week4.18 hr1238.18 hr11.13 hrNumber of platforms played on%of payers57%12364%81%PC and/or
175、console players who played on all three platforms spent on average more than 11 hours per week playing games46Cloud gaming may accelerate cross-platform playPC and/or console players who tried cloud gaming services are significantly more likely to play on multiple platformsAwareness of cloud gamingN
176、umber of platforms played onBase:Total PC and/or console playersBase:Total PC and/or console playersSource:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)|Q.Cloud gaming awareness,Tried cloud gaming,#of platforms played on in the past 6 months Base:PC and/or Console players
177、(n=42,514),Current&past cloud gamers(n=8,349),Non-cloud gaming players(n=34,514)We expect that cloud gaming will enter a new growth stage in 2023.Cloud gaming reduces barriers to play for many would be gamers,including hardware-related costs,opening cross-platform play to a wider demographic.We can
178、already see this trend in full swing.PC and/or console players who have tried or are currently using cloud gaming services are more likely to play on multiple platforms,as opposed to those who havent tried cloud gaming.Yet,one of the first obstacles to this growth will be awareness of cloud gaming a
179、nd the benefits it provides to gamers.Among those aware:Currently play or have played games via cloud gaming services before58%42%Have not played games via cloud gaming services beforeCurrent&past cloud gaming usersNon-cloud gaming users47%20%30%49%21%33%UnawareAware1 platformPlay on:2 platforms3 pl
180、atforms66%34%47Share of payersTop reasons to spend money on video gamesTop 5 in-game items/virtual goods spent money on(P6M)Base:Total PC and/or console playersBase:Total PC and/or console payers|Top 5 out of 13There are many reasons why players spend money on game-related purchases beyond the actua
181、l game itself.Unlocking extra and exclusive content and receiving special offers are reportedly the most common.A notable 86%of PC and/or console players have purchased in-game items/virtual goods in the past six months.In-game currencies,gear,and expansion or content packs are the top three items t
182、hat players spent money on.66%of PC and/or console players are payers34%33%28%28%26%27%26%25%24%24%For a sale/special offer/good price Unlock extra/exclusive playable contentPlay with friends or familyPersonalize charcters or things built in-gameIn-game currenciesGearExpansion or content packsPower-
183、upsPlayable charcters or heroesAdvance quicker/easier in the gameTwo thirds of PC and/or console players spend money on video gamesSales and exclusive playable content are the top motivators for video game spendingPayers:Past 6 months players who,on average,spend money on a monthly basis on games on
184、 a PC,console,or mobile device.Spending money includes gifts,downloadable content,subscriptions,and other micro-transactions.Source:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)|Q.Payers;Main reasons to spend money on video games;In-game items/virtual goods spent money on
185、(past 6 months)Base:PC and/or console players(n=42,514);PC and/or console payers(n=27,508)48*Big spenders spend/$25 or more a monthSource:Newzoo Global Gamer Study 2022(Global weighted average across 36 markets)Q.Money spent per month on console games(past 6 months);Money spent per month on PC games
186、(past 6 months);Main reasons to spend money on video games;In-game items/virtual goods spent money on(past 6 months)|Base:PC and/or console players(n=42,514);Big PC and/or console spenders(n=6,787);Non-big PC and/or console payers(n=20,721)Share of big spendersBase:Total PC and/or console playersWhi
187、le motivations to spend and types of in-game items purchased dont differ in terms of priority,big spenders are motivated by a wider number of reasons and are more likely to spend on in-game items.17%of PC and/or console players are big spenders*on either PC,console,or both platforms.One in five PC a
188、nd/or console players are big spendersThe top motivators for big spenders remain sales,special offers,and good pricingTop reasons to spend money on video gamesTop 5 in-game items/virtual goods spent money on(P6M)Base:PC and/or console payers|Top 5 out of 13 Base:PC and/or console payers|Top 5 out of
189、 13 Non-big spenders*Big spenders*For a sale/special offer/good price33%36%Unlock extra/exclusive playable content32%35%Play with friends or family26%33%Personalize characters or things built in-game27%30%Advance quicker/easier in the game25%29%Non-big spenders*Big spenders*Expansion or content pack
190、s23%32%In-game currencies26%31%In-game subscriptions22%30%Gear24%30%Power-ups23%28%Big spenders vs Non-big spenders 95%confidence intervalSignificantly lowerSignificantly higher4975,000+Consumers surveyed yearly36Global coverage with 36 markets200+Variables TrackedNewzoos Global Gamer StudyAccess th
191、e most comprehensive global consumer research covering the gaming landscape and gaming audiences.Gaming behavior across all platforms/dimensionsPlaying and vieiwng motivations&attitudesSpending behavior and motivationsMedia,lifestyle,and consumer brands consumptionEasy-to-use consumer insights dashb
192、oard access49Includes:Learn more50Looking forward to 2023 and beyondNewzoos outlook for this year in games,gamers,and the games market51Global PC and console gaming revenue|2020 2025F2023F 2025F values indexed using 2022F as base number Source:Newzoo Games Market Reports&Forecasts|January 2023As we
193、said before,2022 was a corrective year following two years of lockdown-fueled growth,but our long-term outlook for the games market remains positive.We forecast strong growth for the combined PC&console market,particularly driven by console gaming.2023 should bring a lot of new owners for current ge
194、neration PlayStation and Xbox consoles,and upcoming content launches will give them plenty of opportunities to spend on games.The growing install base and extra content will also help console revenues grow in the coming three years.PC revenue will also grow in this period,albeit at a slower pace.1.0
195、91.181.281.031.021.01$40.5Bn$40.2Bn$54.1Bn$54.5Bn$51.8Bn$37.1Bn2020$0.0 Bn0.20$10.0 Bn0.40$20.0 Bn0.60$30.0 Bn0.80$40.0 Bn1.00$50.0 Bn1.20$60.0 Bn1.4020212023F2022F2024F2025F2023 will be a strong growth year for the PC and console marketConsole gaming will be an especially powerful force in the mark
196、etPCConsolePCConsole52Awareness of upcoming PC/console releasesBase:PC and/or console players aged 10-50,U.S.Source:Newzoo Game Health Tracker(January data)Base:Representative sample of PC and/or console gamers aged 10-50 in the United States(n=3,088)Throughout last year,PC and console gamers were d
197、isappointed to see many much-awaited launches get delayed to 2023 and even later.This was a contribut-ing factor to the markets slowdown(and re-correction),reducing playtime and revenues.However,many of the releases that would have made an impact in 2022 may make even bigger waves this year.Thanks t
198、o many delays,the launch lineup for 2023 is now incredibly strong and includes promising titles such as Resident Evil 4 and Star Wars Jedi:Survivor.Add to this stacked release schedule a heightened interest in finding innovative ways to engage with players and generate revenue,as well as a growing d
199、esire to expand IP into successful transmedia outings,and we have an exciting year for the PC&console market.AwarenessPurchase intentResident Evil 4(2023)50%20%Marvels Spider-Man 247%18%The Legend of Zelda:Tears of the Kingdom43%17%Street Fighter 642%15%Final Fantasy XVI41%14%Hogwarts Legacy40%15%St
200、ar Wars Jedi:Survivor39%14%Diablo IV37%13%Final Fantasy VII Rebirth36%13%Suicide Squad:Kill The Justice League35%13%Dead Island 233%12%AwarenessPurchase intentTekken 833%12%Dead Space(2023)32%12%Avatar:Frontiers of Pandora32%10%Kirbys Return to Dream Land Deluxe31%11%ARK 226%9%Vampire:The Masquerade
201、-Bloodlines 226%9%Starfield26%9%Horizon Call of the Mountain23%9%Redfall23%8%Fire Emblem Engage22%9%Baldurs Gate 322%12%Games delayed in 2022 will make an impact in 2023Many companies delayed their highly-anticipated titles from 2022 to this year and beyond53Grow in the PC and consolemarket with New
202、zooFor companies inside and outside the games space,we accelerate growth by providing crucial insights on games,gamers,and the games market.The Newzoo platform houses our four flagship products,putting the entire games market at your fingertips.Access in-depth game-level data,gamer research,and mark
203、et forecasts to accelerate your progress in PC and console markets and beyond.54Know the Games Know the GamersKnow the Games Market MARKET ANALYSIS&CONSULTINGGAMES DATAGAMER RESEARCH+Custom gamer research,designed just for you+Consulting&analyst services The Newzoo PlatformAccess data on the entire
204、games market and build your own research using one seamless platform.Get expert insights on games,gamers,and the games market,and work with ourconsultants to create custom projects.Discover games market sizing,forecasts,and trends on a global and local level.Market Reports&ForecastsGame Performance
205、MonitorUnlock title-level engagement and revenue data for thousands of PC and console games.Global Gamer StudyExplore the global gamer audiences across all dimensions with the largest gamer research study.Track brand health and purchase funnel data over time for hundreds of games.Game Health Tracker
206、55Over 500 clients and 5,000 users(and counting)More than 15 years of industry leadershipA growing team of dedicated data,research,and games market specialistsNewzoohas a mind for data,a heart for gaming,and a global footprintWe are the global leader in games,gamers,and games market data and consult
207、ing56Nicholas SweeneyHead of Insights at Behaviour InteractiveIm in a privileged position to see the great value we get from collaborating with Newzoo and having access to the Newzoo platform.As we work together between data analysts,brand managers and product managers,we can all use the platform to
208、 complement our research and investigations,each bringing our knowledge and expertise to the decisionmaking process,based on insightful data.57Newzoos market scope encompasses every continentAccess game-level data to gamer research and games market forecastsGame Performance Monitor 37 marketsGame Health Tracker 1 marketGlobal Gamer Study 36 marketsGames Market Reports&Forecasts 100 markets,36 in-depth58Learn more about NewzooInterested?Email us at:Join over 500 top game developers and publishers,global brands,finance and investments firms,and many more who use Newzoos data resources and