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	<title>Ukie - User contributions [en]</title>
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	<updated>2026-05-02T16:43:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=553</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=553"/>
		<updated>2019-01-18T10:16:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:Testus.png]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Testus.png&amp;diff=552</id>
		<title>File:Testus.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Testus.png&amp;diff=552"/>
		<updated>2019-01-18T10:16:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:DownloadTestImage.png&amp;diff=551</id>
		<title>File:DownloadTestImage.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:DownloadTestImage.png&amp;diff=551"/>
		<updated>2019-01-18T09:54:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:AAAA.png&amp;diff=550</id>
		<title>File:AAAA.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:AAAA.png&amp;diff=550"/>
		<updated>2019-01-18T09:46:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=548</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=548"/>
		<updated>2019-01-17T09:39:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:DownloadTest.jpeg]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=545</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=545"/>
		<updated>2019-01-15T13:17:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:DownloadTest.png]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=543</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=543"/>
		<updated>2019-01-15T11:13:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:TestImage.png]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=541</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=541"/>
		<updated>2019-01-15T11:12:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:Test2.jpeg]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=540</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=540"/>
		<updated>2019-01-15T11:10:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:Test2.jpg]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=533</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=533"/>
		<updated>2019-01-14T18:02:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia Logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
More detail on the UK market can be found in the following categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives in the UK]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Industry Data Providers and External Resources==&lt;br /&gt;
&lt;br /&gt;
*'''General'''&lt;br /&gt;
**[[List of Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*'''Media &amp;amp; News'''&lt;br /&gt;
**[[List of Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*'''Trade Associations &amp;amp; Industry Bodies'''&lt;br /&gt;
**[[List of UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team and a small group of trusted industry volunteer contributors.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions, or submit a request to join as a wiki contributor, to [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
[[File:Test.jpg]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=2012_UK_Consumer_Games_Market_Valuation&amp;diff=221</id>
		<title>2012 UK Consumer Games Market Valuation</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=2012_UK_Consumer_Games_Market_Valuation&amp;diff=221"/>
		<updated>2018-11-30T16:54:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Valuation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Industry-Valuation-2012.jpg|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]&lt;br /&gt;
&lt;br /&gt;
[[File:Industry-Valuation-2017-800px-dom.jpg]]== 2012 Valuation ==&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=User:Test&amp;diff=196</id>
		<title>User:Test</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=User:Test&amp;diff=196"/>
		<updated>2018-11-28T07:49:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test Test Test Test Test Test Test Test Test&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=User_talk:Test&amp;diff=197</id>
		<title>User talk:Test</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=User_talk:Test&amp;diff=197"/>
		<updated>2018-11-28T07:49:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''ukie''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! Admin 07:49, 28 November 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=User:Aaa&amp;diff=194</id>
		<title>User:Aaa</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=User:Aaa&amp;diff=194"/>
		<updated>2018-11-28T07:43:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368 61f8f1f73e222368&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=User_talk:Aaa&amp;diff=195</id>
		<title>User talk:Aaa</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=User_talk:Aaa&amp;diff=195"/>
		<updated>2018-11-28T07:43:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''ukie''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! Admin 07:43, 28 November 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Screenshot_from_2018-11-23_15-40-38.png&amp;diff=193</id>
		<title>File:Screenshot from 2018-11-23 15-40-38.png</title>
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		<updated>2018-11-27T20:36:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: Fui&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Fui&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Screenshot_from_2018-11-23_15-25-56.png&amp;diff=192</id>
		<title>File:Screenshot from 2018-11-23 15-25-56.png</title>
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		<updated>2018-11-27T19:19:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=116</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=116"/>
		<updated>2018-11-05T11:16:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x450px|right|Newzoo]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=115</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=115"/>
		<updated>2018-11-05T11:15:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x450px|right|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=114</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=114"/>
		<updated>2018-11-05T11:12:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x500px|right|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=113</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=113"/>
		<updated>2018-11-05T11:12:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
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[[File:20132020chinese.png|x500px|caption]]&lt;br /&gt;
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* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
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*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
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*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
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*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
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*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
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*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
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*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
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*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
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*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
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*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
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*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
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*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
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*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
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*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
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*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
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*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
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*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
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*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
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== India==&lt;br /&gt;
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*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
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== Japan ==&lt;br /&gt;
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*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
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*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
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*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
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== South Korea ==&lt;br /&gt;
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* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
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*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
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*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
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*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
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*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
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== Southeast Asia ==&lt;br /&gt;
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*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
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*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
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*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
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*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
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*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
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*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
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*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
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*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=112</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=112"/>
		<updated>2018-11-05T11:11:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x150px|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
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*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
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*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
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*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
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*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
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*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
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*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=111</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=111"/>
		<updated>2018-11-05T11:11:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x{150}px|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=110</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=110"/>
		<updated>2018-11-05T11:10:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|x{500}px|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=109</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=109"/>
		<updated>2018-11-05T11:09:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|thumb|x{500}px |caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=108</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=108"/>
		<updated>2018-11-05T11:04:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* China */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|thumb|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=107</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=107"/>
		<updated>2018-11-05T11:04:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* China */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png|frame|caption]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=106</id>
		<title>Asia</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Asia&amp;diff=106"/>
		<updated>2018-11-05T09:58:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* China */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== China ==&lt;br /&gt;
&lt;br /&gt;
* China ranks #1 in games revenues, generating $37.9billion in 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)#&lt;br /&gt;
&lt;br /&gt;
[[File:20132020chinese.png]]&lt;br /&gt;
&lt;br /&gt;
* Digital revenues account for 91% of the market. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest market globally, reaching $50.7bn in revenues by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, Chinese company Tencent, the largest games company in the world in revenue terms, achieved 97.9bn RMB (approx. $15.35bn) in global online game revenues, growing 38% year-on-year.  &lt;br /&gt;
&lt;br /&gt;
*The Chinese video game market was worth $25.6bn in 2016 and is projected to grow to $29bn for 2017. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PC accounted for 51 per cent of the total 2016 spend. However, the mobile market grew by 55 per cent last year and is expected to overtake PC before the end of 2017. The console install base remains at under 500k units. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Microtransactions account for 88 per cent of the total PC spend. Spending on full PC game downloads has grown from $54m in 2015 to $220m in 2016. China is the fourth biggest global market for full PC game downloads. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*The Chinese gaming giant Tencent alone claimed 59 per cent of all PC spending in China. ([http://www.mcvuk.com/news/read/china-extends-its-lead-as-world-s-largest-video-games-market/0184159 IHS Markit], June 2017)&lt;br /&gt;
&lt;br /&gt;
*Chinese revenues will account for a quarter of all global revenue, growing 9.2% YYO to reach $27.5bn in 2017. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Most of China’s growth will come from mobile gaming, with Tencent and NetEase leading the way. Mobile gaming revenues from these two companies alone reached $7.7 billion in 2016. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*‘Fantasy Westward Journey’ is perhaps the most successful example of a role-playing game in China, having earned publisher NetEase over $800 million in China alone since its release in 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q3 2016, China became the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/app-annie-index-market-q2-2016 App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead *to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*The Chinese mobile eSports market is dominated by Tencent, one of the largest gaming companies in the world. They currently control 63% of the iOS market and 50% for Android. Their nearest competitor, NetEase controls 5% of iOS and 8% for Android. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues. This growth represents a 10.7% YoY increase. China alone accounts for half of APAC’s revenues, reaching $24.4 billion. (Newzoo, May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*The mobile segment in China is growing even faster than estimated and will reach $10.0 billion this year, up 41% from $7.1 billion in 2015. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo], May 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Microsoft reported Xbox One sales of 100k units in China in its first week and aims to sell 1m in its first year. ([https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Sony is also expanding in China, aiming to sell 200k machines annually and will start selling Dec 2014. Sony has 2 joint ventures in China’s free trade zone for hardware and software. ([http://www.mcvuk.com/news/read/sony-targeting-december-launch-for-ps4-in-china-report-claims/0139653 MCV], Oct 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, After 14 years of console ban in China, Xbox One launched there for about $600, without Kinect included. All games on platform need to be approved by Chinese government prior to launch. ([http://www.gamepolitics.com/2014/09/29/xbox-one-officially-released-china-today#.VDJbbfldUk1 GamePolitics.com], Sept 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, China’s mobile market has exploded and is expected to grow by 93% in 2014 to reach $2.9bn. The strong expansion is forecast to continue with a 2013-2018 impressive 37.6% compound annual growth rate. ([http://venturebeat.com/2014/08/04/chinas-mobile-game-market-to-grow-a-scorching-93-to-2-9b-in-2014/ Venturebeat], Aug 2014)&lt;br /&gt;
&lt;br /&gt;
== India==&lt;br /&gt;
&lt;br /&gt;
*In 2017, mobile game downloads in India are forecast to grow by 111%, while generating less than 1% of global consumer spend. Game developers may need to consider alternative monetization models, like advertising, to thrive in this market. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
== Japan ==&lt;br /&gt;
&lt;br /&gt;
*The console hardware sales experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen (£776m), while in 2017, they jumped to 202.37 billion yen (£1.34bn). Software sales also increased: in 2016, they were 182.4 billion yen (£1.20bn) and the following year, they were 189.3 billion yen (£1.25bn). The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. ([http://www.kotaku.co.uk/2018/01/10/for-the-first-time-in-11-years-the-japanese-console-game-market-has-increased Kotaku / Famitsu], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*The PS Vita has met success in Japan, selling over 4m units in the country, way more than it has in North America. While Nintendo’s 3DS is the handheld leader, the Vita is not far away. This could be in part due to the success of the PS4, expected to surpass the sales of the best-selling Sony console in history, the PS2. Sony has developed a feature called “Remote Play”, which allows users to stream PS4 games on the Vita. Other reasons to explain success re the work culture of the country, where people don’t get to spend much time at home. Vita may be Sony’s last handheld console, meaning that Nintendo could have a monopoly in the future – unless the Vita sales in Japan continue to grow. ([http://insidegamesasia.biz/ps-vita-has-managed-to-sell-4-million-units-in-japan/ InsideGamesAsia.biz], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 Japan’s games revenue hit its highest level, at $9.6bn. 60% is made of mobile games businesses, getting a revenue $5.8 (+18% Year-on-Year). When looking at the “online games “ component defined as smart and feature phones, tablets and PC, it was worth $6.4bn (+13% Year-on-Year). ([http://insidegamesasia.biz/japans-game-market-2014-consoles-decline-and-mobile-grows Insidegamesasia.biz and Famitsu], Jun 2015)&lt;br /&gt;
&lt;br /&gt;
== South Korea ==&lt;br /&gt;
&lt;br /&gt;
* South Korea is the fourth-largest market with games revenues of $5.6billion as of 2018. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018) &lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector grew by 14.9 percent to reach 83 billion won ($76.2m / £56.2m) as of 2016. It was 60 billion won (£40.6m) in 2014 and 72.3 billion won (£48.9m) in 2015, according to a report jointly published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. Korea takes up 14.9 percent of the global market, which is estimated to be worth around $557 billion as of 2016. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The South Korean online gaming sector’s contribution to the local economy has increased, too, by producing economic production activities worth 163.7 billion won (£110.8m) in 2016, as well as 63.3 billion won (£42.8m) in added value. In 2015, the figures were 141 billion won (£95.5m) and 54.4 billion won (£36.8m), respectively. ([http://www.koreaherald.com/view.php?ud=20171127000737 Korea Herald], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile sector has grown to become core of the games market (£1.4bn in 2014). ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Trend-oriented game market: some particular genres, especially RPGs, show consistent popularity. Teens, 20s, 30s are main trend setters. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Main business model is the Free-To-Play model with in-app purchases. Main source of revenue for games is via payments made to access additional content. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*3rd biggest android game market worldwide. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Transparent market with verified marketing effect: marketing and promotion are an important factor in forming game trends. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Influence on other countries: China and South-East Asian countries. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Essential strategies to enter the Korean market: Marketing, as this is a key factor to get game known, influence trend setters and succeed. The free-to-play model with in-app purchases is king. Localisation is important, in language but also user interface for example. Transform games titles into a brand. ([http://eng.kocca.kr/en/main.do KOCCA], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014, social casual gaming is really strong in South Korea, four of the country’s most influential developers (Com2uS, NCSoft, Nexon, Smilegate) are valued at more than $1bn each by investors. Mobile game distribution platforms like Kakao and Line are valued at over $9bn. ([http://www.pocketgamer.biz/asia/comment-and-opinion/60074/how-korean-mobile-game-developers-are-riding-the-financials-market-to-success/ Pocketgamer.biz], Oct 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
== Southeast Asia ==&lt;br /&gt;
&lt;br /&gt;
*“Big 6” countries in region: Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam. These 6 cover 88% of the region’s population. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Region’s total games revenues reached $1bn in 2014, Newzoo expects it to reach $2.2b, more than double, in the 3 years leading to 2017 (an impressive 2013-2017 CAGR of +29%). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of market share: while Thailand will remain first by still growing its market (from 21% in 2013 to 22% market share in 2017), Singapore will lose (from 19% to 12% mkt share) to faster growing countries like Indonesia (from 16% to 21% mkt share) and the Philippines (from 9% to 11% mkt share). ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Malaysia:''' SEA country where playing on multiple screens is the most popular: 26.5% players do so. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Malaysia has 14m gamers who spent $587m in 2017; #21 worldwide in terms of games revenues (newzoo, 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Philippines:''' between 2004 And 2014 internet access grew by more than 800%, the fastest rate in SEA, meaning that in 2014 their online population was 42 million. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*'''Singapore:''' unique in that it has more players aged 36 to 50 than 10 to 20. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;br /&gt;
**Consumer spend on video games was $368m in 2016 ([https://www.marketing-interactive.com/sg-consumer-spend-on-video-games-higher-than-spend-on-tv/ PwC], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Vietnam''' has 32.8m gamers who spent $365m in 2017 ([https://newzoo.com/insights/infographics/vietnamese-gamer-2017/ Newzoo], 2017)&lt;br /&gt;
&lt;br /&gt;
*'''Thailand’s''' games market is expected to more than double in 3 years, from $230m in 2014 to $491m in 2017, for a +31% CAGR. ([http://www.newzoo.com/product/southeast-asia-games-market/ Newzoo], Feb 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:20132020chinese.png&amp;diff=105</id>
		<title>File:20132020chinese.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:20132020chinese.png&amp;diff=105"/>
		<updated>2018-11-05T09:57:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=95</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=95"/>
		<updated>2018-10-31T11:45:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt; In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=94</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=94"/>
		<updated>2018-10-31T11:44:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''this is a ref''&amp;lt;/ref&amp;gt; In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=93</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=93"/>
		<updated>2018-10-31T11:44:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;this is a ref&amp;lt;/ref&amp;gt; In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=92</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=92"/>
		<updated>2018-10-31T11:44:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;this is a ref &amp;lt;/ref&amp;gt; In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=91</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=91"/>
		<updated>2018-10-31T11:40:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=90</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=90"/>
		<updated>2018-10-31T11:40:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*'''Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
*'''eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=89</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=89"/>
		<updated>2018-10-31T11:39:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
'''*Hyperplay'''&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*DreamHack'''&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*Blizzcon'''&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
*eSports &amp;amp; Music Festival Hong Kong (2019)'''&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*Insomnia'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''More:''' 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=88</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=88"/>
		<updated>2018-10-31T11:39:11Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*Hyperplay&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*DreamHack&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Blizzcon&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*eSports &amp;amp; Music Festival Hong Kong (2019)&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Insomnia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*More: 4 festivals dedicated specifically to the combination of esport and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=87</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=87"/>
		<updated>2018-10-31T11:38:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*Hyperplay&lt;br /&gt;
**Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*DreamHack&lt;br /&gt;
**2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Blizzcon&lt;br /&gt;
**2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
*eSports &amp;amp; Music Festival Hong Kong (2019)&lt;br /&gt;
**3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
*Insomnia&lt;br /&gt;
&lt;br /&gt;
*More: 4 festivals dedicated specifically to the combination of esports **and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=86</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=86"/>
		<updated>2018-10-31T11:38:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
== Cultural Esports Events ==&lt;br /&gt;
&lt;br /&gt;
*Hyperplay&lt;br /&gt;
Asia’s first esports music festival, held in Singapore in Aug 2018. Admission was completely free. Featured League of Legends competition with artists such as Nick Jonas, Alesia Cara, &amp;amp; CL. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*DreamHack&lt;br /&gt;
2015 saw 192k visit DreamHack events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Blizzcon&lt;br /&gt;
2017 saw over 35k attendees, with Muse performing at the closing ceremony. &lt;br /&gt;
&lt;br /&gt;
*eSports &amp;amp; Music Festival Hong Kong (2019)&lt;br /&gt;
3 day festival with tournaments, games, and music. &lt;br /&gt;
&lt;br /&gt;
*Insomnia&lt;br /&gt;
&lt;br /&gt;
*More: 4 festivals dedicated specifically to the combination of esports and music have taken place or been announced so far this year: Hyperplay by Riot Games and MTV, PLAY Festival by Insomniac, the ICBC e-Sports &amp;amp; Music Festival by the Hong Kong Tourism Board and the Harrisburg University Esports Festival by the eponymous university and iHeartMedia&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=85</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=85"/>
		<updated>2018-10-31T11:34:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=84</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=84"/>
		<updated>2018-10-31T11:33:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021)&amp;lt;ref&amp;gt;''[https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/]'', Newzoo 2018 &amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;br /&gt;
&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=83</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=83"/>
		<updated>2018-10-31T11:19:16Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Major Esports Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021). In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Hamburg, Germany'''&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)'''&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017  ESL Intel Extreme Masters Season XI, Poland'''&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''2017 League of Legends World Championship, China'''&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*'''2018 ESL One Birmingham'''&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=82</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=82"/>
		<updated>2018-10-31T11:18:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021). In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;br /&gt;
&lt;br /&gt;
== Major Esports Events ==&lt;br /&gt;
=== Worldwide ===&lt;br /&gt;
&lt;br /&gt;
*2018 ESL One Hamburg, Germany&lt;br /&gt;
**Largest DOTA 2 tournament in Europe. Universal Music Group and Enter Records played critical role in the live entertainment of the event, with the opening ceremony of the grand final being a &amp;quot;a complete audiovisual experience, with pyrotechnics and a musical performance by TheFatRat”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2018 ESL One Katowice &amp;amp; Intel Extreme Masters Katowice (joint double weekend event in Poland)&lt;br /&gt;
**169,000 in-person spectators across the weekends, 2.2million online viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2017  ESL Intel Extreme Masters Season XI, Poland&lt;br /&gt;
**This was the largest esports event in Europe with a physical attendance of 173,000, 100k more than the Superbowl in 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2017 League of Legends World Championship, China&lt;br /&gt;
**80 million viewers tuned in to watch the semifinal round between teams SK telecom T1 and Royal Never Give Up. Final was held in the world-famous 2008 Olympic Bird’s Nest stadium.&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*2018 ESL One Birmingham&lt;br /&gt;
**Meanwhile in the UK, tickets for ESL One Birmingham sold out within 6 hours of release and achieved a total of 3,356,594 views. Partners and sponsors included Mercedes-Benz, Vodafone, Alienware and Intel.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=81</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=81"/>
		<updated>2018-10-31T11:10:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stats&lt;br /&gt;
Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021). In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=80</id>
		<title>EsportsGrace</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=EsportsGrace&amp;diff=80"/>
		<updated>2018-10-31T11:07:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021) &amp;lt;ref name=&amp;quot;Newzoo Eighteen&amp;quot;&amp;gt;https...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021) &amp;lt;ref name=&amp;quot;Newzoo Eighteen&amp;quot;&amp;gt;https://newzoo.com/insights/articles/newzoos-esports-consumer-predictions-for-2021-a-quarter-of-the-worlds-population-will-be-aware-of-esports/&amp;lt;/ref&amp;gt;. In 2017, European audiences reached 77million.  By 2021, its expected that a quarter of the world’s population will be aware of esports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022).  As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&amp;amp;T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.&lt;br /&gt;
&lt;br /&gt;
By the 3rd financial quarter of 2017, over 100 brands had invested into esports. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=79</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=79"/>
		<updated>2018-09-10T15:37:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Full Site Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== About This Wiki ==&lt;br /&gt;
&lt;br /&gt;
The '''Ukie Games Industry Fact Wiki''' is a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
'''Ukie''' is the UK games industry trade association.&lt;br /&gt;
&lt;br /&gt;
The rest of this page covers the major UK industry headlines.&lt;br /&gt;
&lt;br /&gt;
== UK Industry Headlines ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
== Full Site Contents ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[Main Page]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Diversity]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
*'''UK Video Games Market'''&lt;br /&gt;
***[[Ukie UK Consumer Games Market Valuation]]&lt;br /&gt;
**Geography of the UK industry&lt;br /&gt;
**UK Investment&lt;br /&gt;
**UK Crowdfunding&lt;br /&gt;
**UK Digital market&lt;br /&gt;
**UK Mobile market&lt;br /&gt;
**Exports and Imports&lt;br /&gt;
&lt;br /&gt;
*'''Strengths of UK Market'''&lt;br /&gt;
**Job market and economic contribution&lt;br /&gt;
**Qualified workforce&lt;br /&gt;
**Diversity&lt;br /&gt;
**Success stories&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Player Demographics]]'''&lt;br /&gt;
&lt;br /&gt;
*'''International Markets'''&lt;br /&gt;
**[[North America]]&lt;br /&gt;
***[[North_America#USA|USA]]&lt;br /&gt;
***[[North_America#Canda|Canada]]&lt;br /&gt;
**[[Latin America]]&lt;br /&gt;
**[[Europe]]&lt;br /&gt;
***[[Europe#France|France]]&lt;br /&gt;
***[[Europe#Germany|Germany]]&lt;br /&gt;
***[[Europe#Italy|Italy]]&lt;br /&gt;
***[[Europe#Sweden|Sweden]]&lt;br /&gt;
***[[Europe#Turkey|Turkey]]&lt;br /&gt;
***[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
**[[Asia]]&lt;br /&gt;
***[[Asia#China|China]]&lt;br /&gt;
***[[Asia#India|India]]&lt;br /&gt;
***[[Asia#Japan|Japan]]&lt;br /&gt;
***[[Asia#South Korea|South Korea]]&lt;br /&gt;
***[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
**[[Australia]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Everything below here is default ==&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
new test&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
THis is a new post&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=77</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=77"/>
		<updated>2018-09-10T15:33:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Full Site Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== About This Wiki ==&lt;br /&gt;
&lt;br /&gt;
The '''Ukie Games Industry Fact Wiki''' is a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
'''Ukie''' is the UK games industry trade association.&lt;br /&gt;
&lt;br /&gt;
The rest of this page covers the major UK industry headlines.&lt;br /&gt;
&lt;br /&gt;
== UK Industry Headlines ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
== Full Site Contents ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[Main Page]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Diversity]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
*'''UK Video Games Market'''&lt;br /&gt;
***[[Ukie UK Consumer Games Market Valuation]]&lt;br /&gt;
**Geography of the UK industry&lt;br /&gt;
**UK Investment&lt;br /&gt;
**UK Crowdfunding&lt;br /&gt;
**UK Digital market&lt;br /&gt;
**UK Mobile market&lt;br /&gt;
**Exports and Imports&lt;br /&gt;
&lt;br /&gt;
*'''Strengths of UK Market'''&lt;br /&gt;
**Job market and economic contribution&lt;br /&gt;
**Qualified workforce&lt;br /&gt;
**Diversity&lt;br /&gt;
**Success stories&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Player Demographics]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''International Markets'''&lt;br /&gt;
**[[North America]]&lt;br /&gt;
***[[North_America#USA|USA]]&lt;br /&gt;
***[[North_America#Canda|Canada]]&lt;br /&gt;
**[[Latin America]]&lt;br /&gt;
**[[Europe]]&lt;br /&gt;
***[[Europe#France|France]]&lt;br /&gt;
***[[Europe#Germany|Germany]]&lt;br /&gt;
***[[Europe#Italy|Italy]]&lt;br /&gt;
***[[Europe#Sweden|Sweden]]&lt;br /&gt;
***[[Europe#Turkey|Turkey]]&lt;br /&gt;
***[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
**[[Asia]]&lt;br /&gt;
***[[Asia#China|China]]&lt;br /&gt;
***[[Asia#India|India]]&lt;br /&gt;
***[[Asia#Japan|Japan]]&lt;br /&gt;
***[[Asia#South Korea|South Korea]]&lt;br /&gt;
***[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
**[[Australia]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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THis is a new post&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=76</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=76"/>
		<updated>2018-09-10T15:33:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Full Site Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== About This Wiki ==&lt;br /&gt;
&lt;br /&gt;
The '''Ukie Games Industry Fact Wiki''' is a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
'''Ukie''' is the UK games industry trade association.&lt;br /&gt;
&lt;br /&gt;
The rest of this page covers the major UK industry headlines.&lt;br /&gt;
&lt;br /&gt;
== UK Industry Headlines ==&lt;br /&gt;
&lt;br /&gt;
A one-page guide to the UK Games Industry is available here:&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
== Full Site Contents ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[Main Page]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Industry Headlines]]'''&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Digital market]]&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Diversity]]&lt;br /&gt;
**[[Major acquisitions]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Gaming video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
*'''UK Video Games Market'''&lt;br /&gt;
***[[Ukie UK Consumer Games Market Valuation]]&lt;br /&gt;
**Geography of the UK industry&lt;br /&gt;
**UK Investment&lt;br /&gt;
**UK Crowdfunding&lt;br /&gt;
**UK Digital market&lt;br /&gt;
**UK Mobile market&lt;br /&gt;
**Exports and Imports&lt;br /&gt;
&lt;br /&gt;
*'''Strengths of UK Market'''&lt;br /&gt;
**Job market and economic contribution&lt;br /&gt;
**Qualified workforce&lt;br /&gt;
**Diversity&lt;br /&gt;
**Success stories&lt;br /&gt;
&lt;br /&gt;
*[['''UK Player Demographics''']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''International Markets'''&lt;br /&gt;
**[[North America]]&lt;br /&gt;
***[[North_America#USA|USA]]&lt;br /&gt;
***[[North_America#Canda|Canada]]&lt;br /&gt;
**[[Latin America]]&lt;br /&gt;
**[[Europe]]&lt;br /&gt;
***[[Europe#France|France]]&lt;br /&gt;
***[[Europe#Germany|Germany]]&lt;br /&gt;
***[[Europe#Italy|Italy]]&lt;br /&gt;
***[[Europe#Sweden|Sweden]]&lt;br /&gt;
***[[Europe#Turkey|Turkey]]&lt;br /&gt;
***[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
**[[Asia]]&lt;br /&gt;
***[[Asia#China|China]]&lt;br /&gt;
***[[Asia#India|India]]&lt;br /&gt;
***[[Asia#Japan|Japan]]&lt;br /&gt;
***[[Asia#South Korea|South Korea]]&lt;br /&gt;
***[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
**[[Australia]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=75</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=75"/>
		<updated>2018-09-10T14:24:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: Copied content across from Stats doc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
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== 2015 Stats ==&lt;br /&gt;
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*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
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*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
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*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
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*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=74</id>
		<title>Game video content</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=74"/>
		<updated>2018-09-10T14:06:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Copied content across from Stats doc&lt;/p&gt;
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&lt;div&gt;== 2018 Stats ==&lt;br /&gt;
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*The global Game Video Content reached $3.2bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
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*54% of global GVC revenues were driven by Twitch ($1.7bn), with YouTube contributing 22% ($0.7bn). The remaining 25% ($0.8bn) was made up from other sources. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
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*According to Superdata, 51% of GVC revenues on Twitch were generated directly through consumer subscriptions and donations to content creators via the platform. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
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*Games are the most popular content category on YouTube, with the most popular games youtuber PewDiePie’s 60m subscribers more than the largest two music channels combined (Justin Beiber and Riihanna). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
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*As of Januray 2018, the moist popular games youtubers are PewDiePie (60m subs), elrubiusOMG (27m subs) and Fernanfloo (26m). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
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== 2017 Stats ==&lt;br /&gt;
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*665m people watch game video content worldwide, more twice the entire population of the USA. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
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*More people watch GVC than HBO, Netflix, ESPN and Hulu combined. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
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*The current viewer base has a high female representation (46%) and high average income ($58K in the US). ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
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*Ads and direct consumer spending will push GVC earnings to $4.6bn in 2017, exceeding the earnings from top association football leagues like Bundesliga ($3.5bn) and La Liga ($3.2bn).  ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
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== 2016 Stats ==&lt;br /&gt;
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== 2015 Stats ==&lt;br /&gt;
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*YouTube Gaming, with both a dedicated site and apps across iOS and Android, has been launched. YouTube already dominates in terms of games focused video-on-demand with more people watching games content on YouTube than Twitch so the potential is there for serious competition, but Twitch has brushed off the threat stating that competition is good and validates gaming video as a huge market. ([http://www.mcvuk.com/news/read/youtube-gaming-can-catch-up-with-twitch/0155420 MCV], Sept 2015)&lt;br /&gt;
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*The global games video content market is worth $3.8bn in 2015. The majority of the revenue is located in North America (39%, $1.49bn) and Europe (30%, $1.14bn). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*The $3.8bn revenue comes mostly from indirect sources like advertising revenue and sponsorship (77%, $2.9bn) and from direct sources like paid subscriptions (7%, $252m) and donations (16%, $638m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*468m people tune in to watch walkthroughs, trailers and live streams. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*Games video content has also become popular in Asia but piracy and TV competition inhibited revenue growth. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*Top content creators can earn high amounts, PewDiePie for example earned $7.4m in 2014. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*The Top 10 franchises on YouTube earned a combined $4.7bn digital annual revenue in 2014. The 3 franchises with most views were Minecraft (30.8bn views), Grand Theft Auto (11.9bn) and Call of Duty (10.1bn). The 3 franchises that earned most digital revenue in 2014 were League of Legends ($1.3bn), World of Warcraft ($1.2bn) and Call of Duty ($789m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*In the US in 2014, viewers donate an average $4.6 a month to content creators. 44% of live stream viewers pay for subscriptions, spending $21 earch month on paid content. They also spend $128 per month on games and hardware. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
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*In terms of video game content 73% of gamers watch online videos and 54% watch live video stream. A quarter (25%) of those who watch live streams do so on their mobile and 18% use their tablets. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
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*Twitch is the current leader in live streaming gameplay and eSports (has 43m monthly views on its website), but is behind YouTube in number of creators, array of content and audience size. YouTube with its network of fans and influencers can shape and change opinions on games, and YouTube gaming will be a direct competitor to Twitch. Other competitors have appeared, like Azubu, Hitbox.tv or even Steam with Steam Broadcasting. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
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*On Twitch, the Top 5 games by hours watched are League of Legends (81m hours watched, 1420 channels streaming the game), Counter Strike (45.4m hours watched, 839 channels), DOTA 2 (41m hours, 331 channels), Hearthstone (33m, 233 channels) and Minecraft (9.8m hours, 581 channels). ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
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