Asia/Pacific Responsible for 70% of 2010 Worldwide Virtual Goods Revenue
SCOTTSDALE, Ariz., January 25, 2011 -
In 2007, the Asia/Pacific region accounted for more than 81% of the total worldwide virtual goods revenue. In 2010, North and South America regions accounted for nearly 20% of the revenue, with Europe, Middle East, and Africa (EMEA) accounting for 10%. The remaining 70% of worldwide virtual goods revenue remains in the Asia/Pacific region, says In-Stat (www.in-stat.com).
“The lucrative Asia/Pacific region is led by the big four Asian giants: Nexon, Tencent, NHN Corp, and Shanda Interactive,” Says Vahid Dejwakh, Industry Analyst. “The Asia/Pacific region will continue to maintain the majority of the virtual goods market, though this will gradually decrease to about 61% by 2014 with the most growth occurring in the 2D World category as more of Asia/Pacific’s population (currently above 3.5 billion) acquire smartphones and gaming apps.”
Additional research findings include:
The top 10 virtual goods companies earn 73% of current worldwide revenues.
Online gaming and social networking will drive virtual goods revenue over $7 Billion in 2010.
The emergence of social and casual games on social networking sites and mobile phones has created a 2D virtual goods market that exceeds $2 billion.
In-Stat forecasts total virtual goods revenues will more than double by 2014.
Virtual goods revenue in 3D worlds will more than double between 2010 and 2014.
A look at the entire virtual goods industry by category, region, registered accounts, monthly users, company total revenues, and company virtual goods revenues.
An overview of the key players including micropayment facilitators, social networking, casual and social gaming, app developers, virtual worlds, MMOs, 2D Worlds, and 3D Worlds
Geographic or regional breakdowns including Asia/Pacific, Americas, and Europe/Middle East/Africa (EMEA).
Yearly market revenue and user forecasts for social networking sites, 2D Worlds, and 3D Worlds up to 2014.
Virtual goods revenue regional forecasts by category and year up to 2014.
Profiles and estimated revenues and users of about 40 of the top companies, including: Tencent, Zynga, NHN Corp, Nexon, Shanda Interactive, Giant Interactive, Perfect World, GREE, Changyou, Gameforge, NCSoft, Bigpoint, DeNA, Facebook, Linden Lab, SK Telecom, Microsoft, Playfish, Playdom, Sulake, i-Jet Media, CrowdStar, Lolapps, Digital Chocolate, Slide, IMVU, Stardoll, PopCap, Aeria Games, RockYou, Neopets, WeeWorld, Sony, Google, Electronic Arts, Disney, and more…
This research is part of In-Stat’s Consumer Media & Content Service, which provides comprehensive analysis and forecasts of digital media and content, including revenue, Internet video streaming and downloads, digital TV, business models, competitive analysis, and consumer perspectives.
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About NPD In-Stat
NPD In-Stat’s market intelligence combines technical, market and end-user research and database models to analyze the Mobile Internet and Digital Entertainment ecosystems. Insights are derived from a deep understanding of technology impacts, nearly 30 years of history in research and consulting, and direct relationships with leading players in each of our core markets. NPD In-Stat provides its research through reports, annual subscriptions, consulting and advisory services to inform critical decisions. Technology vendors, equipment manufacturers, service providers and media companies worldwide rely on NPD In-Stat to support critical business, product and technology decisions.
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