Famitsu Game White Paper 2018 will be released on June 25! A data yearbook analyzing the latest trends in the domestic and international game industry

On June 25, the comprehensive gaming information media "Famitsu" will publish "Famitsu Game White Paper 2018," a data annual that analyzes the latest trends in the gaming and entertainment industry in Japan and abroad from a variety of perspectives.

In "Famitsu Game White Paper 2018," the gaming market is thoroughly analyzed from various angles, including the latest trends of the Nintendo Switch, which is attracting worldwide attention, the mobile gaming market, which continues to develop mainly in the Asian region, and the PC gaming market, which is beginning to chart a growth trajectory again with e-sports at its core. In addition, the latest topics are introduced, such as competition that transcends platform boundaries and cutting-edge technologies that have the potential to revolutionize the market, with AI at the forefront.

In addition, the book includes editorials by seven experts, including Hideki Okamura (Chairman, Japan eSports Association), Hitoshi Matsubara (Professor, Future University Hakodate), and Junichiro Koyama (Creative Fellow, Namco Bandai Amusement), and examines the current state and outlook of the game and entertainment industry in a wide range of areas. The book also includes editorials by seven experts, including Jyunichiro Bandai Namco Amusement Creative Fellow Junichiro Bandai.

The book estimates the global game content market in 2017 at 10,896.4 billion yen, up approximately 20% from the previous year. This market size is the sum of the 1,197.5 billion yen home and PC packaged game market and the 9,698.9 billion yen digitally distributed game market (mobile games*1, PC distributed games, and digitally distributed home video games).

The packaged game market increased slightly from the previous year due to the worldwide success of the new Nintendo Switch hardware, despite the continued decline in software for previous generation consoles. On the other hand, the digital distribution market expanded approximately 20% from the previous year due to an increase in revenue from PC games, as PC game distribution platforms became popular worldwide and popular titles were created. This contributed significantly to the growth of the overall game content market.

By major region, we estimate 4,921.9 billion yen in Asia (*2), 2,826.7 billion yen in the U.S., and 2,305.1 billion yen in Europe (*3), with all regions showing positive growth of 10-20% or more compared to the previous year. Of these, Asia is the largest market by region, with mobile games exceeding 3 trillion yen.


<The main topics of the "Famitsu Game White Paper 2018" are as follows

The domestic game market reached a record high of 1.5686 trillion yen in 2017.
In 2017, the total size of the domestic home video game market was 441.3 billion yen, 128.3% of the previous year's total, with Nintendo Switch making a significant contribution to the market, marking the first positive growth in five years. In addition, the online platform (*4) market reached 1,127.3 billion yen, accounting for about 70% of the total domestic game market. The domestic game market continues to expand year after year, reaching a record high of 1,568.6 billion yen in 2017.


■The size of the domestic game application market in 2017 was 1.058 trillion yen. It exceeded 1 trillion yen for the first time.
The size of the domestic game app (*5) market in 2017 was 1.058 trillion yen, up 9.2% from the previous year. Compared to the world's major regions, China and South Korea (combined) accounted for 1.964 trillion yen, North America for 1.22 trillion yen, and Europe for 538.9 billion yen, with Asia accounting for approximately 60% of the global game app market.


■ There were 49.22 million game users in Japan in 2017, with PC game users expanding.
In this publication, we surveyed the actual status of game users using "eb-i," our domestic user research system for the entertainment field with 250,000 users. As one of the results, we calculated the number of game users by main gaming environment in Japan and estimated their distribution status.The gaming population in 2017 increased by about 5 million from the previous year to 49.22 million, the highest number in the last five years. In particular, the popularity of e-sports and the battle royale game "PLAYERUNKNOWN'SBATTLEGROUNDS" has led to an increase of PC game users by approximately 1.5 times over the previous year to 14.83 million.


<Notes
Market size figures are rounded to the nearest 100 million yen.
*1: "Mobile games" is the total revenue from games for cell phones and tablets.
*2: "Asia" is the total of Japan, China, and South Korea.
3: "Europe" is the total of all Western, Central and Eastern European countries. Only home video game packages are included in the total for the U.K., Germany, France, Spain, Italy, Scandinavia and Benelux regions.
4: "Online platforms" include game apps*5 , games offered on feature phones, and online games for PCs.
5: "Game apps" are games provided for smartphones and tablets (including those running on SNS platforms for feature phones).

[Product information
■ "Famitsu Game White Paper 2018
・Date of release: June 25, 2018
・Price:
 PDF (CD-ROM) + book set edition ... 65,000 yen (excluding tax)
 Book edition ... 39,000 yen (excluding tax)
 PDF (CD-ROM) version ... 36,000 yen (tax not included)
Total number of pages: 450
Editing: Gz Brain Marketing Section, Inc.
Editor in Chief: Takashi Fujiike
Introduction page: #

<Table of Contents
Preface: Global Game Contents Market Map / Game Industry News & Topics / Top 100 Game Software in 2017
Introduction: Game Industry Perspective (Contributed by industry experts)
Chapter 1: Trends in the Domestic Game Market in 2017 (Summary / Hardware Market / Software Market / Data by Platform / Data by Month / Data by Genre / Trends in Leading Series / Rookie Titles / Low-Priced and Low-Priced Software / Software Sales by Maker and Group / Status of Development Companies / Ratings / Used (Trends in game software / Download sales / Peripheral devices, etc.)
Chapter 2: User Marketing (Current market structure and overview / Effects of advertising / Home video game console platforms / Smartphone game users / PC game users, etc.)
Chapter 3: Media Promotion (TV commercial promotion / Web promotion / TV commercials and game magazine placements by manufacturer and title, etc.)
Chapter 4: Market Trends in Adjacent Industries (Books, Publications, E-books / Broadcasting / Animation / Movies / Music / Toys / Pachinko/Pachislot)
Chapter 5: The Diffusion of the Game Industry (Current Status and Trends of Network Environment / Mobile Peripheral Environment / Current Status and Outlook of Telecommunications Market / Game Applications / PC Games / Arcade Games, etc.)
Chapter 6: Trends in Overseas Game Markets (U.S.A. / Canada / U.K. / France / Germany / Scandinavia / Benelux / Italy / Spain / e-sports / China / emerging countries, etc.)
Chapter 7: Complementary Data (Estimated Top 1000 Video Game Software Sales in 2076)
Special bonus at the end of the book: The latest report on the game market in fiscal 2017 [April 2017 - March 2018].

<Campaign to Commemorate Publication
For a limited time, the PDF version (CD-ROM) and book version will be offered at a special price of 36,000 yen (excluding tax), 44% off the regular price of 65,000 yen. For details, please see the introduction page of this book.
*Period of Acceptance : Until July 9, 2018

Famitsu Game White Paper 2018" will be sold exclusively through the online shopping site ebten. It is not sold at bookstores.
Purchase page in ebten: ##
The e-book version will be available at "BOOK WALKER" and other e-book stores at a later date.

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