Click here to close now.




















Welcome!

Agile Computing Authors: Rob Markovich, Joe Pruitt, SmartBear Blog, Pat Romanski, Greg O'Connor

News Feed Item

CyberZ: In 2013, the Smartphone Game Market Reached 546.8 Billion, Rising 178% from Last Year, Comprising Approximately Half of the Game Market in Japan

CyberAgent Co., Ltd. (headquarters: Shibuya, Tokyo, CEO: Susumu Fujita, Tokyo Stock Exchange Mothers listing: code 4751) and the consolidated subsidiary CyberZ Co., Ltd. (headquarters: Shibuya, Tokyo, CEO: Takahiro Yamauchi) collaborated with Seed Planning Co., Ltd (headquarters: Bunkyo, Tokyo, CEO: Yoshio Umeda) in launching a survey of the market trends of smartphone games with the Japan Online Society (headquarters: Shibuya, Tokyo, CEO: Shuuhei Ueda, Kenichi Takano).

The survey, in which the smartphone games were categorized as "native apps" and "browser games" (*1), provided the estimation of the user's annual expenditures from January 2013 to December 2013 of smartphone games and in calculating the market scale. The results of the survey are as follows:

2013 Smartphone Market Scale Calculations

The smartphone game market scale in 2013 was 546.8 billion yen, rising 178% from the prior year.
Reaching approximately 2.2 times the domestic home video game market, it comprised of close to half of the game market of Japan.

The smartphone gaming market expanded due to the rapid spread of smartphones. In particular, the application markets such as the AppStore and GooglePlay, accelerated the spread of smartphone games through free-downloads (with the option to pay after). With native apps, casual games such as puzzle/quiz games to role playing games reflected an increase in genre titles in response to an increasing interest from newer audiences such as females and middle-aged users. Browser games, on the other hand, still find loyalty from the core users of card battle games, who migrated from feature phones to smartphones. Due to the market circumstances, the smartphone game market of 2013 reached 546.8 billion yen, rising 178% from last year. This accounts for about 50% of the domestic game market from the same year and about 2.2 times the domestic video game software market which was 253.7 billion yen (*3).

The Market Trend of Smartphone Native Apps
The smartphone native app market of 2013 was 317.8 billion yen, significantly increasing 237.2% from last year.

The smartphone native app market revolves around consumer game companies with strong titles, as well as the SAP (social application providers) and online game companies recognized for their respective expertise/ strengths in game applications and their various titles. The "puzzle type RPG" (introduced in 2012) gained popularity, becoming a national hit in 2013.

Smartphones and games that are easily played, such as puzzle/quiz games, consumer games with titles/motifs such as Sangokushi (Three Kingdoms) and of the Warring States period, are optimal for smartphones; thus, the smartphone native app gained the following of many users. In addition, foreign developers, including Europe, provided many global titles. Such titles spread to a wide range of users through social media networks, review sites, TV commercials, and smartphone advertisements.

The smartphone native apps market, through the conditions of the market, grew to 317.8 billion yen, significantly higher than the 134 billion yen of 2012 (rising 237.2%). In 2013, it became more commonplace to incorporate an accounting model that motivated players to pay for rare digital items, to continue to play the game, or to enhance the functionality of the player. Long term players paying a regular fee allowed for the smartphone native apps market to grow rapidly.

The Market Trend of Smartphone Browser Games
The smartphone browser game market in 2013 was 229 billion yen, improving 132.2% from the prior year.

Many users of the feature phone browser games, which saw a rapid market expansion since 2009, migrated to the smartphone in 2013. Users of browser games often pay a higher monthly payment than users of native apps and revealed a stronger support and loyalty towards their favorite titles.

On the other hand, smartphone users obtaining games via main app markets such as AppStore and GooglePlay became popular. Native apps, recognized for their appeal and operability, became widely accepted by users. Thus, many game companies which provided smartphone browser game titles on a short-term basis are considering increasing the development of native apps in the near future.
In the long term, game titles with the high usability of HTML5 (*5) can potentially gain the support of users over the app game as well as the possibility of providing a new game interface through the spread of Cloud technology, allowing for better gameplay without the restrictions of location or device.

Smartphone Game Market Estimates for 2014
Forecast for the smartphone game market in 2014 is estimated to be 658.4 billion yen, revealing an increase of 120.4% from the prior year.
An upwards trend in smartphone game users is expected in accordance with the widespread use of smartphones.

The smartphone game market, in accordance with the widespread use of smartphones, is expected to grow. Since early 2014, aggressive promotional activities made through TV commercials by gaming companies, likely will attract and increase the number of users.

It can be expected that in 2014, the native smartphone application market will grow steadily, largely due to the introduction of a real-time, multi-user game platform. Conversely, in the smartphone browser game market, while there is a possibility of outflow when the user migrates from the feature phones to the smartphones, this situation can be minimized by meeting the needs of core users.

The Future of the Smartphone Game
In 2016, the smartphone game market is expected to reach 800 billion yen.

With the widespread use of smartphones, the smartphone gaming market is expected to see continued expansion from 2015 and later. Currently, Japanese gaming companies are developing smartphone games not only for the domestic market but for expansion into the global market, evolving as a high international competitive power in the Japanese content industry.

In order to contribute for the future developments in the smartphone game industry, our firm will continue to strive in improving and providing solutions and results through smartphone promotions.

*1 The definition of smartphone and product classification in the study is as follows:
• smartphone game: The game which is played on smartphone terminals and tablet terminals by users.
• smartphone native app: The game indicated as a game application software obtained by an app market such as AppStore and GooglePlay. It may also include web applications.
• smartphone browser game: The game that can be played on the My Page game portal, provided by the web browser of smartphone terminals. It’s usually called “neighborhood of native.” When a native app gets content from the web, sales as a "browser game" is dependent on the browser game platform.
*2 This study was completed through investigations and interviews with related business operators of the smartphone industry and referencing public information and seed planning data. The definition of market scale is as follows:
The total amount of users investing in gaming companies for playing smartphone games also include the fees of the application market and game platform. In addition, the market and gross sales of smartphone browser games is estimated by the gross sales and proceeds disclosed by major game platform providers.
*3 This study cited the information published by the game media “Famitsu.”
*4 This study cited the trend values of the monthly billing amount published by our “Smartphone Game User Survey” on Dec. 2013.
*5 The description of web page is the 5th edition of HTML as the markup language.

 

Survey Summary

Research Subject:   CyberZ Co., LTD
Research Duration: From Jan. 2013 to Mar. 2014
Research Method: Interviews with smartphone market representatives, collection of public information and data from research agencies.
Research Subject: Smartphone Game Market
Research Institutions: Seed Planning Co., LTD
* Reproduction of the contents in this survey must be credited to the following : (Copyright©2014 CyberZ, Inc. All Rights Reserved.).
 

About Us

Company Name

 

CyberZ Co., LTD http://cyber-z.co.jp/

Location

16th floor, Shibuya Mark City, 1-12-1 Dogenzaka, Shibuya-Ku, Tokyo

Established

April 1st, 2009

CEO

Takahiro Yamauchi

Industry

Smartphone Advertisement Business
 

Social Networks

Facebook:  

http://www.facebook.com/CyberZ.inc

Blog:

http://ameblo.jp/cyberz-pr/

More Stories By Business Wire

Copyright © 2009 Business Wire. All rights reserved. Republication or redistribution of Business Wire content is expressly prohibited without the prior written consent of Business Wire. Business Wire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

@ThingsExpo Stories
Explosive growth in connected devices. Enormous amounts of data for collection and analysis. Critical use of data for split-second decision making and actionable information. All three are factors in making the Internet of Things a reality. Yet, any one factor would have an IT organization pondering its infrastructure strategy. How should your organization enhance its IT framework to enable an Internet of Things implementation? In his session at @ThingsExpo, James Kirkland, Red Hat's Chief Architect for the Internet of Things and Intelligent Systems, described how to revolutionize your archit...
It is one thing to build single industrial IoT applications, but what will it take to build the Smart Cities and truly society-changing applications of the future? The technology won’t be the problem, it will be the number of parties that need to work together and be aligned in their motivation to succeed. In his session at @ThingsExpo, Jason Mondanaro, Director, Product Management at Metanga, discussed how you can plan to cooperate, partner, and form lasting all-star teams to change the world and it starts with business models and monetization strategies.
The Internet of Everything (IoE) brings together people, process, data and things to make networked connections more relevant and valuable than ever before – transforming information into knowledge and knowledge into wisdom. IoE creates new capabilities, richer experiences, and unprecedented opportunities to improve business and government operations, decision making and mission support capabilities.
The Internet of Things is not only adding billions of sensors and billions of terabytes to the Internet. It is also forcing a fundamental change in the way we envision Information Technology. For the first time, more data is being created by devices at the edge of the Internet rather than from centralized systems. What does this mean for today's IT professional? In this Power Panel at @ThingsExpo, moderated by Conference Chair Roger Strukhoff, panelists addressed this very serious issue of profound change in the industry.
Discussions about cloud computing are evolving into discussions about enterprise IT in general. As enterprises increasingly migrate toward their own unique clouds, new issues such as the use of containers and microservices emerge to keep things interesting. In this Power Panel at 16th Cloud Expo, moderated by Conference Chair Roger Strukhoff, panelists addressed the state of cloud computing today, and what enterprise IT professionals need to know about how the latest topics and trends affect their organization.
SYS-CON Events announced today that HPM Networks will exhibit at the 17th International Cloud Expo®, which will take place on November 3–5, 2015, at the Santa Clara Convention Center in Santa Clara, CA. For 20 years, HPM Networks has been integrating technology solutions that solve complex business challenges. HPM Networks has designed solutions for both SMB and enterprise customers throughout the San Francisco Bay Area.
For IoT to grow as quickly as analyst firms’ project, a lot is going to fall on developers to quickly bring applications to market. But the lack of a standard development platform threatens to slow growth and make application development more time consuming and costly, much like we’ve seen in the mobile space. In his session at @ThingsExpo, Mike Weiner, Product Manager of the Omega DevCloud with KORE Telematics Inc., discussed the evolving requirements for developers as IoT matures and conducted a live demonstration of how quickly application development can happen when the need to comply wit...
Converging digital disruptions is creating a major sea change - Cisco calls this the Internet of Everything (IoE). IoE is the network connection of People, Process, Data and Things, fueled by Cloud, Mobile, Social, Analytics and Security, and it represents a $19Trillion value-at-stake over the next 10 years. In her keynote at @ThingsExpo, Manjula Talreja, VP of Cisco Consulting Services, discussed IoE and the enormous opportunities it provides to public and private firms alike. She will share what businesses must do to thrive in the IoE economy, citing examples from several industry sectors.
Growth hacking is common for startups to make unheard-of progress in building their business. Career Hacks can help Geek Girls and those who support them (yes, that's you too, Dad!) to excel in this typically male-dominated world. Get ready to learn the facts: Is there a bias against women in the tech / developer communities? Why are women 50% of the workforce, but hold only 24% of the STEM or IT positions? Some beginnings of what to do about it! In her Opening Keynote at 16th Cloud Expo, Sandy Carter, IBM General Manager Cloud Ecosystem and Developers, and a Social Business Evangelist, d...
There will be 150 billion connected devices by 2020. New digital businesses have already disrupted value chains across every industry. APIs are at the center of the digital business. You need to understand what assets you have that can be exposed digitally, what their digital value chain is, and how to create an effective business model around that value chain to compete in this economy. No enterprise can be complacent and not engage in the digital economy. Learn how to be the disruptor and not the disruptee.
Akana has released Envision, an enhanced API analytics platform that helps enterprises mine critical insights across their digital eco-systems, understand their customers and partners and offer value-added personalized services. “In today’s digital economy, data-driven insights are proving to be a key differentiator for businesses. Understanding the data that is being tunneled through their APIs and how it can be used to optimize their business and operations is of paramount importance,” said Alistair Farquharson, CTO of Akana.
Business as usual for IT is evolving into a "Make or Buy" decision on a service-by-service conversation with input from the LOBs. How does your organization move forward with cloud? In his general session at 16th Cloud Expo, Paul Maravei, Regional Sales Manager, Hybrid Cloud and Managed Services at Cisco, discusses how Cisco and its partners offer a market-leading portfolio and ecosystem of cloud infrastructure and application services that allow you to uniquely and securely combine cloud business applications and services across multiple cloud delivery models.
The enterprise market will drive IoT device adoption over the next five years. In his session at @ThingsExpo, John Greenough, an analyst at BI Intelligence, division of Business Insider, analyzed how companies will adopt IoT products and the associated cost of adopting those products. John Greenough is the lead analyst covering the Internet of Things for BI Intelligence- Business Insider’s paid research service. Numerous IoT companies have cited his analysis of the IoT. Prior to joining BI Intelligence, he worked analyzing bank technology for Corporate Insight and The Clearing House Payment...
In his keynote at 16th Cloud Expo, Rodney Rogers, CEO of Virtustream, discussed the evolution of the company from inception to its recent acquisition by EMC – including personal insights, lessons learned (and some WTF moments) along the way. Learn how Virtustream’s unique approach of combining the economics and elasticity of the consumer cloud model with proper performance, application automation and security into a platform became a breakout success with enterprise customers and a natural fit for the EMC Federation.
"Optimal Design is a technology integration and product development firm that specializes in connecting devices to the cloud," stated Joe Wascow, Co-Founder & CMO of Optimal Design, in this SYS-CON.tv interview at @ThingsExpo, held June 9-11, 2015, at the Javits Center in New York City.
SYS-CON Events announced today that CommVault has been named “Bronze Sponsor” of SYS-CON's 17th International Cloud Expo®, which will take place on November 3–5, 2015, at the Santa Clara Convention Center in Santa Clara, CA. A singular vision – a belief in a better way to address current and future data management needs – guides CommVault in the development of Singular Information Management® solutions for high-performance data protection, universal availability and simplified management of data on complex storage networks. CommVault's exclusive single-platform architecture gives companies unp...
Electric Cloud and Arynga have announced a product integration partnership that will bring Continuous Delivery solutions to the automotive Internet-of-Things (IoT) market. The joint solution will help automotive manufacturers, OEMs and system integrators adopt DevOps automation and Continuous Delivery practices that reduce software build and release cycle times within the complex and specific parameters of embedded and IoT software systems.
"ciqada is a combined platform of hardware modules and server products that lets people take their existing devices or new devices and lets them be accessible over the Internet for their users," noted Geoff Engelstein of ciqada, a division of Mars International, in this SYS-CON.tv interview at @ThingsExpo, held June 9-11, 2015, at the Javits Center in New York City.
Internet of Things is moving from being a hype to a reality. Experts estimate that internet connected cars will grow to 152 million, while over 100 million internet connected wireless light bulbs and lamps will be operational by 2020. These and many other intriguing statistics highlight the importance of Internet powered devices and how market penetration is going to multiply many times over in the next few years.
SYS-CON Events announced today that Dyn, the worldwide leader in Internet Performance, will exhibit at SYS-CON's 17th International Cloud Expo®, which will take place on November 3-5, 2015, at the Santa Clara Convention Center in Santa Clara, CA. Dyn is a cloud-based Internet Performance company. Dyn helps companies monitor, control, and optimize online infrastructure for an exceptional end-user experience. Through a world-class network and unrivaled, objective intelligence into Internet conditions, Dyn ensures traffic gets delivered faster, safer, and more reliably than ever.