Newzoo:2019全球游戏市场报告(英文版)(18页).pdf

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Newzoo:2019全球游戏市场报告(英文版)(18页).pdf

1、games Global market report 2019 FREE VERSION Methodology Market sizing now, it is the worlds largest games-related consumer research program. The player and payer ratios resulting from our consumer research are projected against the online population, using UN population and ITU internet penetration

2、 metrics. The logic behind the model is that the online population is an important driver of the number of potential gamers and an indicator of how much more struc- tural growth a country can expect in its potential gamer population. The differences between the player and payer numbers in the Global

3、 Games Market Report and our Consumer Insights stem from the use of age boundaries and the core city approach; that is, including only Tier 1 and 2 cities in Asia and the Middle East. In the Global Games Market Report, the total population is considered, while our Consumer Insights use the populatio

4、n aged between 10 and 50 or 65 years to best rep- resent the online urban population in most countries. The revenue data comes from our predictive games market model, which uses a top- down approach to market sizing. We incorporate macroeconomic and census data from the IMF and UN, such as household

5、 income and GDP per capita, transactional and app store revenue data from our data partner Priori Data, our primary consumer research, detailed financial information reported by more than 100 public companies, and third-party research. We also receive valuable input from clients. METHODOLOGY SIZING

6、THE MARKET WITH A VARIETY OF DATA Newzoo aims to provide clients with the best possible assessment of the size of the overall games market, broken down into segments and regions. By developing many data points, we ensure that our numbers make sense on a segment, regional, and individual country/mark

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