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ASUS, 全球遊戲市場, Consumer electronics competition - Coggle Diagram
ASUS
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關於華碩
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投資人說明
2020 Q1
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Qs
improvement
- how to improve new smartphone business
Forecast
- outlook of gaming smart phone market?
- will launch of new product be affected as RD cant travel to China
- New launch of ROG phone 3 and Zenphone 7?
- outlook and strategy for creator PCs
- expectation on operating margin in Q2 and Q3
- education demand and chromobooks to PC business/driver of the growth in Q2?
- product plan and target market for commercial PCs
- growth in global smartphone market? What's in it for asus? target to turn smartphone business in 3 years unchanged?
- will NBs demand go down in Q3 if WFH demand is fulfilled in Q2
Material shortage
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- Any PC components is short and price is raised? will we ask out ODM partners to prepare more inventory buffer in case of further shortage?
Idea
- Impact of new chips from Intel and graphic cards from nVidia >> better gaming PCs?
Report
- main reason of higher margin in Q1 2020?
2019
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Qs
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Considered the shortage of NB and Tablets, will ASUS consider raise price?
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全球遊戲市場
Trend
by Revenues
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in-game purchase
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developer
Either the game developers build in-game items economies themselves, or they hire a third party to provide that for them
DMarket
the company provides both, a toolset to build in-game economy and a place to buy, sell, collect or exchange a wide variety of in-game collectibles.
For instance, these features allow users to instantly trade players old assets for new gaming gear, even without money involved
In the next 2-3 years there will be a demand for B2B solutions that unfold, build and manage in-game items economies for the game developers. And the competition and amount of tools in this sector will only increase.
The emergence of third party platforms overall will not only help the video game industry grow further but it will also improve the gaming experience. Gamers can now take their hobby to the next level and connect with like-minded individuals, have fun, trade in-game items and even make it a business.
Free-to-play
free-to-play model has proven to be one of the most profitable >> in-app-purchase, such as cars, weapons, or character outfits and other skins.
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By tech
Cloud gaming is now possible and have got several service provides, such as Onlive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs
Video game majors partner with Onlive to distribute games, such as Sega, Ubisoft, Epic Games, Atari, Warner Bros, Disney Interactive studio
23% of executives say that the use of blockchain technology will make the video game market more secure.
eSports
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Audience
2019 data shows that the esports audience (those who watch esports at least once a year) is significantly more likely to have a positive attitude toward Coca Cola, Mountain Dew, Red Bull, and Monster.
Statistics on video games show that the Esports audience grew to 453.8 million in 2019, representing a 15% year-on-year growth.
Industry
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Data from online gaming statistics indicates that gamers will gamble $23.5 billion on Esports in 2020
Celebraties
Professional Dota 2 player N0tail is the top prize-winning Esports talent with $6.89 million amassed throughout his career.
Dota 2 holds the record for the highest prize pool in Esports history, with $34.3 million awarded to players competing at the International 9 in 2019
Covid-19 wise
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a slight increase in tablet usage in Q1 2020—the first instance of growth in almost two years. China, which was in strict lockdown throughout the entire quarter, drove the increase
by Devices
Mobile
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revenue
in 2020, mobile game market will generate 77.2 bn, +13.3% YoY
In terms of the app stores generating these revenues, Apple and Google’s duopoly on the market still holds, but third-party-app-store revenues are growing faster
Game revenues from Google Play, meanwhile, will hit $27.8 billion (+15.0% year on year) in 2020, claiming 36.0% of the global revenues.
The remaining $10.6 billion will come from third-party Android app stores (+20.5% year on year). Google Play is banned in China, so the lion’s share of third-party revenues is driven by the Chinese market.
Apple’s App Store will generate $38.8 billion in mobile game revenues this year (+10.3% year on year), accounting for just over half of all mobile game revenues worldwide.
The mobile games market will continue to grow and cross the $100-billion mark in 2023. By then, we forecast the mobile games market to grow with a +10.8% CAGR (2019-2023) to $102.8 billion.
Emerging markets such as Southeast Asia, the Middle East and Northern Africa, Sub-Saharan Africa, and Latin America will contribute the most to growth. China, the U.S., and Japan will remain the three largest mobile games markets in 2023
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User
in 2020, mobile user will amount 3.5 bn, +6,7% YoY
number of smartphone users globally will grow +6.7% year on year to 3.5 billion in 2020 with 4.2 billion active smartphones by 2020 (representing a +6.3% year-on-year growth).
The global number of smartphone users will continue to grow, reaching 4.1 billion in 2023, a +5.9% CAGR (2019-2023). The number of active smartphones will grow at a slightly slower rate (+5.5% CAGR) to 4.8 billion in 2023.
Sub-Saharan Africa, Central Southern Asia, Southeast Asia, Latin America, and Middle East and Northern Africa will see the fastest growth in the number of smartphone users, thanks to smartphones becoming more affordable—as well as local breakthroughs in mobile Internet.
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we do not foresee a significant impact on the number of smartphone users (or active smartphones) globally. After all, network availability is the key driving force for smartphone usage, and carriers seem to be less-affected by the lockdown measures. Across the board, mobile network rollouts have not been significantly impacted.
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Growth in direct consumer spending is also somewhat offset by the increasingly popular in-game-advertising (IAA) business model.
Hardware-wise
leading mobile manufacturers such as Samsung, Xiaomi, and Vivo have delayed new product releases due to the pandemic
Console
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Competition
Sony’s Playstation leads the console sales of the 8th generation, selling 2.5 times as many consoles as Microsoft’s Xbox.
revenue
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Video game industry growth is increasingly dependent on the paid subscription model with more than 36.4 million monthly Playstation Plus subscribers.
Nearly a quarter of the game developers selling their products on Switch said they saw better sales compared to other platforms.
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VR/AR
Region
North America
According to the latest virtual reality statistics, North America leads the world with an 8% VR adoption rate.
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Revenue
The global VR gaming and entertainment market size is exhibiting a 40.1% compound annual growth rate.
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Hardware
VR statistics indicate that shipments of PC and all-in-one virtual reality headsets are projected to reach 62 million units by 2025.
By region
apac
China
--technologies such as 5G are also driving the mobile-based VR gaming market in the China region. Archiact partner with Migu.
--Archiact states that it is able to work together to build the future of 5G VR cloud gaming, thus making VR even more accessible.
Japan
--Japan's market has more than 70 million gaming players
--gaming market in Japan is expected to reach JPY 1.55 trillion in 2024 from JPY 1.4 trillion in 2017
--The handheld and home video game consoles hold a prominent share. According to Famitsu, up till 2020, Nintendo Switch accounts for 11.35 mn units sales of consoles, followed by PS4 with 7.59 mn unit sales, new 3DS LL with 5.89 million unit sales.
South Korea
--South Korea is one of the prominent country known for its culture of online gaming
--smartphones penetration+/application stores+/hardware makers+ software developers/internet infrastructure+
--gaming market in the country is expected to reach KRW 15.84 trillion in 2021 from KRW 7.43 trillion in 2010
--many of the worlds leading gaming companies are looking to penetrate with their offering and expand their foothold in the South Korea. in January 2019, Tencent Holdings is considering a bid for the holding company that controls South Korean gaming company Nexon for KRW 8-10 trillion
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Singapore
Players in Singapore spent a total of $327.2 million on games in 2019, making it a key player in Southeast Asia’s games market.
Most of the market’s paying gamers (80%) spent money on in-game items or virtual goods in the past six months.
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Puzzle is the top mobile genre, while action/adventure and shooter are #1 on console and PC, respectively.
More than a third (34%) of Singaporean gamers played a Pokémon game in the past six months, while 33% and 16% played Candy Crush Saga and Candy Crush Soda Saga, respectively.
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Indonesia
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74% of men and 70% of women play mobile games, while 62% of men and 50% of women play console games.
71% watch gaming video content, with 38% watching esports. Strategy is the top genre on mobile, while battle royale and MOBA is top on console and PC, respectively.
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by marketing
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Youtube videos are the most influential factor on game purchase decisions followed by user reviews from communities or digital storefronts.
According to new gaming industry statistics from Copia Institute, Twitch is responsible for 31% of revenue from all gaming video content.
by time
Right now they are dedicating 7.1 hours weekly playing their favorite titles. It may double by 2021 with cloud gaming.
5G wise
5G Rollout Will Be More Impacted, But the Future Still Looks Bright
In many Western markets, carriers expect delays for 5G network deployments; yet, governments in Asia are still pushing hard for national rollouts.
Gamer segmentation
Time filler
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61% are women, avg. 37.41 year-old, proportion increase along age
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The popcorn gamer
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54% are men, avg 31/med 29/mod 21-25 year-old
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Ultimate Gamer
65% are men, avg 28/med 28/mod 26-30 year-old
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Some 67% of video game executives believe that the number of mergers and acquisitions within the industry will increase.
(EY)
Steam statistics show that the platform now has well over 30,000 games in its library, dominating the video gaming market share.
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