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Gaming Is The New Video Gamers' Behaviour and Operator Opportunity
Gaming Is The New Video Gamers' Behaviour and Operator Opportunity
August 2022
For more information, please visit the GSMA corporate Our team of analysts and experts produce regular thought-
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Authors
Anshu Goel, Senior Analyst, Fixed, TV and Convergence
Andrey Popov, Analyst, Digital Consumer
Pablo Iacopino, Head of Research and Commercial Content
1 Executive summary
2 Context
3 Analysis
5 Related reading
3
Shape of the market
Gaming is changing shape. Digital gaming – a popular pastime for people of all ages – is being reshaped by various developments. This
1
includes the shift to streaming, the rise of the subscription model and the integration of emerging technologies such as cloud/edge, 5G and
blockchain. There is a gradual shift from consoles and PCs to mobile streaming, which mirrors video’s move from physical media/linear to
streaming. Also, like with video streaming, the subscription model (largely cloud streaming–based) is now growing for gaming.
Smartphone gaming and live gaming getting more popular. Smartphone gaming engagement is increasing among adults, likely in part
2
due to falling user engagement on PC/laptops. Smartphone gaming barriers, such as limited availability of premium games, are also
easing. The viewership for both live or recorded streams of gamers playing and e-sports competitions is growing, mainly driven by young
adults. E-sports is gradually but surely moving closer to being a mainstream sports and operators are also partaking in its growth.
Gaming embraces emerging technologies and platforms. In the media and entertainment space, gaming is at the vanguard of emerging
3
technologies adoption, such as blockchain and extended reality (XR). Blockchain-native games are increasing in number and traditional
studios are also incorporating blockchain technology such as non-fungible tokens (NFTs) into games. The metaverse is also taking shape and
gaming (because of its immersive nature) is expected to be a foundational use case. In order to fully realise the gaming metaverse
opportunity, fit-for-purpose XR headsets/wearables will be crucial.
5G key to support gaming’s evolution. Operator rollouts of 5G networks are continuing apace, creating an infrastructure dividend for
4
gaming. 5G can provide the performance needed to fulfil gaming’s advancing requirements and allow gaming (including multiplayer gaming)
to be reliably done outside the home. 5G-related network innovations such as edge and slicing also help support gaming’s growth. For
operators, providing telecoms infrastructure services to gaming companies is one of four routes to capitalise on the rise of gaming, with the
others being selling third-party gaming services, developing own gaming services and developing e-sports for network and pay-TV benefits.
Bright prospects but challenges along the way. Gaming looks well placed for accelerating growth, with M&A picking up and more non-
5
gaming names such as Netflix offering gaming – all indicators of gaming’s growing opportunity. However, to ensure success, continued
progress will be needed across several areas. This includes gamer engagement, gamer trust and safety, managing emerging tech challenges
(e.g. crypto hacks and interoperability), improving inter- and intra-industry partnerships (e.g partnerships with car manufacturers), and
innovating business models while ensuring full transparency for gamers.
4
Four market numbers to note
5
1 Executive summary
2 Context
3 Analysis
5 Related reading
6
Why gaming is becoming the new video
• Diverse and expanding ecosystem. The gaming ecosystem is diverse and well established. But it is also expanding as gaming embraces
emerging technologies (such as blockchain) and cross-industry developments (such as the metaverse) take shape. Technology giants such as
Google and Microsoft are a key driving force, as they hope to shift gaming from the console/PC to streaming and to transform it, similar to what
Netflix and other video streaming services have done to the video market. Operators are becoming increasingly involved in gaming.
• Emerging technologies push gaming’s frontiers. Ecosystem players involved with emerging technologies such as the metaverse (e.g. Meta),
blockchain (e.g. Solana) and XR (e.g. Nintendo, HTC) are expected to bring new growth to gaming by both attracting new players and increasing
engagement from existing ones, as well as from opening up new revenue streams such as sales of gaming NFTs.
• Gaming developments span multiple areas. Key gaming developments in the past year have taken place across various areas, including the
metaverse, more immersive technology, enhanced connectivity (5G), live gaming (e-sports), M&A and new entrants, and regulation.
• Metaverse on the rise. Because of its immersive nature, gaming is expected to be a key use case for the metaverse. Research suggests that
gaming will account for over half of the metaverse’s market value in 2024. Anticipation of this has resulted in a spike in investor interest in firms
capable of building such experiences. Platforms and creation systems that allow users to build, own and monetise (via NFTs) their virtual
gaming experiences may become central to the gaming sector’s role in the metaverse. Also, to fully realise the gaming metaverse opportunity,
fit-for-purpose XR headsets/wearables will be crucial, and product developments from XR device makers (e.g. Apple) will be keenly watched.
• Keep watch of the cloud and e-sports. Cloud gaming’s rise is set to continue, as the biggest traditional gaming names Microsoft and Sony
are firmly behind it (Sony also revamped its cloud gaming offering recently). E-sports is steadily moving closer to the mainstream; its growing
clout is reflected, for example, in the tournament prizes on offer and the size of its (mostly young) fan bases.
Explainer: Apple Introducing Vodafone Netflix: Let the Niantic Ubisoft Microsoft to Esports:
Why and loses key Meta: A Ziggo: Games Begin: opens up NFTs, acquire Activision Commonwealth
how China is battle in Social New level A New Way to the race to called Blizzard to bring Games trial an
drastically Epic Technology of VR Experience create the 'Digits', the joy and 'opportunity to
limiting Games Company gaming Entertainment next launch for community of show it is more
online fight thanks to on Mobile Pokémon in-game gaming to than just a
gaming for 5G and Go items everyone, across game’
under 18s edge cloud every device
Aug 2021 Sep 2021 Oct 2021 Nov 2021 Nov 2021 Nov 2021 Dec 2021 Jan 2022 Aug 2022
2 Context
3 Analysis
5 Related reading
10
Consumers in focus: assessing behaviour for digital gaming
• Getting insights directly from Gaming consumer insights: survey coverage and key areas of focus
consumers. In our latest
consumer survey (conducted in Countries covered Key areas of focus
Q4 2021), we asked consumers
across 10 major countries a Brazil Frequency of playing games in general and by device type
range of questions about digital
gaming. The survey covered China Type of games played
1,000 consumers in each market. France Interest in gaming content as a value-added service to mobile
subscriptions
• Dynamic dashboard. The Germany
accompanying dashboard Appeal of enhanced gaming experience as a new 5G use case
provides all the relevant data India
Factors impacting smartphone gaming adoption
related to gamers’ behaviour in a Italy
consistent and structured way – a Ownership of digital entertainment devices
valuable asset for companies Japan
looking to formulate or adjust their Ownership of gaming consoles by model, and intent to
commercial strategies and plans South Korea purchase gaming consoles
for gaming. The dashboard UK Subscription to gaming services in general and by type
provides data for 2020 and 2021
(drawn from the respective US Reasons for having a gaming subscription
consumer surveys) for all 10
Reasons for not having a gaming subscription
countries.
Game broadcast or e-sport viewership
Smartphone • The proportion of smartphone users playing digital games at least once a week continues to grow, meaning that
gaming smartphone gaming is more popular than ever before among consumers. Engagement with gaming remains highest
among younger adults, but older age groups are showing increased engagement compared to previous years.
• Barriers to smartphone gaming are also easing. Gamers believe that there has been improvement among the top
adverse factors impacting smartphone gaming at scale (e.g. lack of available interesting game titles).
Gaming • Gaming subscriptions are rising in popularity among gamers. This is due to various supporting factors, including a
subscriptions supply-side push from gaming providers. Owning multiple gaming subscriptions is also more prevalent than ever
before (a trend already seen in the video streaming space).
• The top factors influencing subscription decisions remain the same (e.g. value for money), but as momentum builds
behind the subscription model barriers to subscription uptake are increasingly getting addressed.
• Viewership for both live or recorded streams of gamers playing and e-sports competitions is growing. Young adults
Live gaming (aged 18–24) are the main driver behind increased viewership in both cases.
• Numerous factors are supporting the rise in live gaming viewership. For instance, the growth of cloud gaming is
making it easier for casual gamers to access and play popular multiplayer games on which many e-sports
competitions are based.
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Smartphone gaming: higher engagement, easing barriers
• Smartphone gaming more popular than ever. Consumers who play games at least once a week, by device type
According to our 2021 consumer survey, 42% of Percentage of respondents. Aggregate figures across the 10 countries analysed.
adults across the 10 countries analysed play games
on their smartphone at least once a week, a figure 58% 58%
marginally higher compared to 2020. The largest 41% 42%
year-on-year variation was on PC/laptop, where 24%
22% 15%15%
gamer engagement fell by 2 pp to 22%. The two 14%15%
3% 3%
variations are connected, as gaming consumption is
increasingly shifting to smartphones. Contrary to Smartphone Tablet PC/laptop Console VR headset Any device
expectations, it was not younger adults who drove
up the overall smartphone gaming engagement but 2020 2021
the 35+ demographic – these consumers are likely
finding more suitable mobile gaming content
compared to in the past. Top five factors impacting smartphone gaming adoption
Percentage of respondents*. Aggregate figures across the 10 countries analysed.
• Key barriers limiting smartphone gaming are
easing. Across the top factors adversely impacting
smartphone gaming adoption at larger scale, there 34% 32% 33% 31%
20% 19% 16% 15% 14% 14%
has been a positive shift in consumer sentiment.
Mitigating factors include more popular console titles
becoming available on mobile, better game Limited screen No interest for Lack of available Excessive mobile Mobile games are
optimisation for mobile screen sizes, screen size size mobile games interesting titles data use not immersive
being less relevant for the game genres that older
2020 2021
adults prefer and the continuing trend towards the
adoption of larger mobile data allowances (including
* Of those who don’t play games on their smartphones on a weekly basis but play on other devices
unlimited data).
Source: GSMA Intelligence Consumers in
Focus Survey 2020 and 2021 13
Gaming subscriptions on the rise as commercial offerings
increasingly satisfy different needs
• Growth across the board. In 2021, 69% of consumers across Subscriptions to gaming services
the 10 countries analysed played games on any device. Of Percentage of respondents subscribing to a gaming service* (left) and number of
these, 17% had a subscription to gaming services (a 2 pp subscriptions they have (right). Aggregate figures across the 10 countries analysed.
increase from 2020). The US had the largest increase for
gaming subscriptions, up from 13% in 2020 to 22% in 2021. Two or 51%
17% more 46%
Various factors are boosting subscription adoption globally,
including an increasing choice of gaming subscriptions offered 15%
by game providers (including operators), a push by the big 49%
One
console providers (e.g. Sony) for subscription and the 54%
introduction of subscription tiers in popular freemium games. 2021 2020 2021 2020
Cloud gaming subscriptions remained the most popular (e.g
Start by Tencent) followed by console subscriptions (e.g. Xbox
Game Pass) and then game publisher subscriptions (e.g. Top five factors impacting gaming subscription adoption
Ubisoft+). Having multiple gaming subscriptions is becoming Percentage of respondents**. Aggregate figures across the 10 countries analysed.
more prevalent than ever before, across all countries (5 pp
year-on-year increase on average). 35% 33%
• Live gaming viewership grows. According to our survey, the Share of adults watching live or recorded streams of gamers
percentage of respondents watching live or recorded streams of Percentage of respondents watching gamers via a streaming site at least once a
gamers and the percentage of those watching e-sports competitions week. Aggregate figures across the 10 countries analysed.
increased year on year in 2021 by 1 pp (to 27%) and 2 pp (to 23%),
respectively. Young adults (aged 18–24) were the main driver 50%
44%
behind increased viewership in both cases, with an increase of 27%
26% 22%
around 5 pp in 2021 (for each case). For comparison, viewership 21%
among the 55+ group was unchanged at 11%. The higher interest in
watching live gaming among younger adults is unsurprising given
that they are also the most engaged with playing digital games (70% On any device On mobile device On any device (adults
doing so at least once per week, compared to 58% for all adults). aged 18–24)
Various factors are assisting the rise in live gaming viewership, 2020 2021
including the growth of cloud gaming and support for live gaming
both from traditional media (e.g. broadcasters and pay-TV Share of adults watching e-sports competitions
providers) and new media (e.g. YouTube and Facebook Gaming). Percentage of respondents watching a broadcast e-sports competition via pay TV or
streaming site at least once a week. Aggregate figures across the 10 countries analysed.
• E-sports becoming mainstream. Increasingly, E-sports is being
included in international multi-sports events, recent examples being
the Asian Games and the Commonwealth Games. Its growing clout 38%
33%
is also reflected in the prizes on offer at tournaments (e.g. $40 21% 23%
17% 19%
million prize for Dota 2) and the size of fan bases (e.g. 510 million
social media fans for FaZe Clan). Powered by its young audiences,
e-sports is expected to grow its global revenues by 10% annually On any device On mobile device On any device (adults
between 2022 and 2025 to $1.9 billion, according to Newzoo. aged 18–24)
2020 2021
• Consoles and VR headsets lead paid-for gaming. Around 85% of Gamers who play paid-for games, by device
gamers on consoles and VR headsets pay for titles – which is about Percentage of respondents**. Aggregate figures across the 10 countries analysed.
50% higher than the same figure for all device types (on average).
Console gamers anticipate and intricately research specific titles, 87% 84%
often pre-ordering them for full price. For VR gamers its not individual
purchases but gaming subscriptions that are most popular. 55%
48% 45%
• XR devices look to break out. VR headset ownership continues to
lag, with only 9% of households on average owning one in 2021. This
figure has also remained flat year on year. Developments such as
the rise of the metaverse and Apple imminently launching its XR VR headset Console Tablet PC/laptop Smartphone
headset have rekindled hopes for wider adoption of XR devices for
gaming. But to make this a reality XR gaming content development * Of households that own a console
will also need to keep pace. ** Of those who play games
Source: GSMA Intelligence Consumers in Focus Survey 2021
16
Metaverse: gaming is an integral part of the emerging
virtual world
• Gaming and the metaverse go hand in hand. Because of its immersive nature, Gaming as a proportion of the metaverse market
gaming is expected to be a foundational use case for the metaverse. Gaming – opportunity
including AR/VR hardware, software, services and ads – is expected to account for Billion
over half of the metaverse’s market value in 2024, according to Bloomberg. Chart Title $800
Various games and gaming platforms today, such as Fortnite and Roblox
respectively, are proto-metaverses, having created all-encompassing virtual worlds $700
where players can engage in a variety of real-world activities such as e-commerce, $650
entertainment and social activities. Given the head start of such gaming
companies, investor interest in them is rising. For example, Sandbox recently
raised $93 million from investors and Microsoft recently purchased gaming studio
Activision Blizzard for $69 billion in part to bolster its metaverse ambitions.
• Gaming goes early on blockchain. In the digital media and entertainment space gaming has How much of the gaming industry is likely to
often led the way in adopting new technologies such as VR, and blockchain is no different. leverage blockchain in the next two years?
Digital games using blockchain technology can be either native blockchain games (e.g. Sorare) Percentage of respondents, 2021
or traditional games using blockchain (e.g. Zynga). Native blockchain games broadly fall into
one of three categories: play to collect (e.g. CryptoKitties), play to earn (e.g. Axie Infinity) or
virtual real estate (e.g. Decentraland). Native blockchain games will likely expand as
awareness and acceptance of blockchain-enabled gaming grows. Upcoming additions include 49%
Aurory (based on Solana), Mirandus and The Walking Dead: Empires. Traditional gaming
studios are also incorporating blockchain technology into games. Ubisoft recently launched its
Quartz NFT marketplace in Ghost Recon Breakpoint. The prospect of additional revenues is a 31%
key factor – the NFT market surpassed $41 billion in 2021, according to Chainalysis. E-sports
is also increasingly exploring blockchain technology. For example, the recently held DeFi
Warrior e-sports tournament offered gamers prizes in the form of crypto and NFTs. FirstBlood,
13%
an e-sports platform, has recently onboarded the crypto Dai by MakerDAO, in an example of e-
sports linking with decentralised finance. 6%
• Barriers need addressing. Blockchain gaming can help boost gaming’s growth through
increased player engagement and monetisation, but there are barriers to overcome, including: Only a few Some of the Most of the All of the
gaming industry industry industry
improving the gameplay experience of blockchain games (e.g. better game mechanics and industry
graphics) players
better availability of blockchain games on mobile (according to DappRadar, only around
30% of popular blockchain games are available on mobile)
Note: Totals may not add up due to rounding
improving both game developers’ and players’ knowledge of blockchain technologies
improving gamer acceptance of play to earn and NFTs
addressing environmental concerns around blockchain’s use, for example by shifting from
proof-of-work to proof-of-stake chains and applications. Source: Blockchain Gaming Alliance
19
Competitive dynamics: M&A picks up and Netflix goes from
being emulated to emulating
• Gaming M&A accelerates. There were 584 gaming-related M&A deals during Top 10 gaming M&A investors in H1 2022
2020–2021, more than double the number in 2018–2019, according to Deal value (million)
Refinitiv. Overall deal values are also growing, with $150 billion in gaming Number
deals expected in 2022, an annual increase of 76%, according to investment of deals
bank Drake Star. Gaming deals – such as Microsoft acquiring Activision, Sony
acquiring Bungie or Take-Two Interactive acquiring Zynga – are being driven Microsoft $68,987 3
by a combination of factors, including the desire to develop a strong multi-
Sony $3,600 2
platform gaming presence, prepare for the XR and metaverse opportunity and
build scale for competing in cloud gaming. In cloud gaming, similar to the
Savvy Gaming Group $1,500 2
dynamic in video streaming, exclusive high-profile games are important for
providers to differentiate their services, increasing demand for such gaming
Tencent $530 7
content. However, producing gaming content is more expensive than
producing video content – as such, scale is increasingly important. Embracer Group $301 6
• Netflix enters gaming. Netflix expanded into mobile gaming in November
Team17 $216 3
2021, offering it to subscribers for no extra cost. Netflix sees games as an
extension of its core digital entertainment offering, rather than a new
Nexters $143 3
standalone profit stream (for example, in-app game purchases, a key
monetisation model for games, are not allowed). Netflix sees this as a way to Netflix $76 2
become more relevant in people's lives, given gaming’s popularity. Ultimately,
the goal here is to grow its core business in an increasingly competitive video Animoca Brands $54 4
streaming market. Based on precedent, Netflix’s video streaming peers could
emulate its latest move as well. However, the value is questionable. While Niantic* 3
there is significant room for video streaming services’ existing subscribers to
add gaming, the potential of gaming to attract new video streaming
subscribers is limited, as 88% of adults who subscribe to a gaming service * Deal value data for Niantic is not available.
already have a video streaming subscription, as per our consumer survey. Source: Drake Star
20
Gaming faces increasing regulatory scrutiny
• Gaming’s impact on children is a growing concern. Globally, regulators are Negative experiences in online games for US gamers
working to find a balance between the value of gaming as an entertainment Percentage of respondents, 2021
activity for children and its probable adverse impacts, such as gaming addiction.
For example, in 2021, China mandated that players under the age of 18 can only
game for an hour on certain days of the week and not at all during the school Harassed at all 83%
week. In the UK, the Children’s Code came into force aiming to safeguard
children when using digital services, with video games a key focus. Called offensive names 71%
• Trust and wellbeing are crucial. According to a recent Anti-Defamation League
report, 83% of adults surveyed had experienced harassment (e.g. racism, sexism Trolling 64%
and bullying) in online multiplayer games such as Valorant and Call of Duty. This
issue could become even more critical as gaming increasingly intertwines with Discriminated against 58%
the metaverse in the future. Governments worldwide are pushing for
safeguarding measures that more broadly cover digital activities. For instance, Physically threatened 52%
the UK is preparing to implement related regulations under its Online Safety Bill.
Gaming firms such as EA and Valve have also launched anti-toxicity initiatives in
Stalked 43%
response.
• Loot boxes under the scanner. Loot boxes are a popular in-game monetisation Sexually harassed 43%
strategy, whereby gamers pay to obtain randomised in-game items. As these
resemble gambling, in that the outcome is chance-based, they are under Doxed 22%
increasing regulatory scrutiny. For example, Spain has recently announced its
intention to regulate these. The UK has asked the gaming industry to take action 20%
Swatted
on loot boxes or face future regulation. Some countries, such as Belgium, have
already banned them. The gaming industry is responding to the concern around
loot boxes through measures such as by allowing gamers to see what is inside
them before purchase (e.g. Fortnite’s X-Ray Llama loot boxes).
Source: Anti-Defamation League
21
Telecoms operators have different routes to gaming
• Seeking a more direct role. So far, operators have mostly Operator routes to gaming: comparison on selected metrics
benefited from gaming indirectly through upselling, as heavy
gamers need larger mobile data allowances. However, new
thinking is being driven by the shift of gaming consumption from B2C-focused B2B-focused
consoles to mobile devices, combined with the rise of cloud-
Selling Developing Providing B2B Developing
based gaming and technology innovation that heavily involves third-party own gaming infrastructure e-sports for
(or is led by) operators (e.g. cloud, edge and 5G). 5G plays a gaming services (own- and other network and
role for two reasons. First, streaming requires cloud-based services branded) services (e.g. pay-TV
content access, delivery and consumption, which in turn requires (bundled with IT services) to benefits
mobile) gaming
high-speed connectivity and low latencies. Second, our research companies
shows that 5G users are more engaged with gaming than 4G
users and are more interested in having gaming bundled with Time to market Low Medium/high Medium Medium
• Operators have four possible routes. Operator routes to Gaming Low Medium/high Medium Medium/high
expertise
gaming (see table) are not mutually exclusive – a complete required
gaming strategy may well involve a combination of these options.
As with music and video streaming in the past, a subscription Monetisation Low Medium Medium Medium
model is now emerging for gaming: 17% of gamers already have
a gaming subscription, while 45% of gamers are not interested in
a gaming subscription, leaving a potential incremental market of Notable Post Luxembourg China Mobile Verizon Telkomsel
at least 38% of gamers. To capture this opportunity, a range of examples Telia TIM China Telecom AT&T
SK Telecom Vodafone Deutsche Telekom BT
operators have launched their own local cloud gaming
Telefónica KT China Unicom MTC
propositions, including TIM, Vodafone Italy, Turkcell, China AT&T M1 China Mobile América Móvil
Mobile, Singtel and the three South Korean operators. Operator
engagement in the metaverse is also emerging through
partnerships and developments in technology and content. Source: GSMA Intelligence
22
1 Executive summary
2 Context
3 Analysis
5 Related reading
23
Operator case study: China Mobile
Tapping into gaming to monetise high consumer engagement
with games and 5G networks
Service
China Mobile launched Migu Kuaiyou, its own-branded B2C cloud gaming service, in June 2019. As per the latest reported figures, the operator had
around 52 million customers for cloud-based games at the end of 2020 (a threefold increase year on year) – most of which were Migu Kuaiyou
subscribers. Migu Kuaiyou has subscription packages available on a monthly basis, starting at RMB10 per month (for reference the average mobile
ARPU was RMB47 per month in China in 2021). However, consumers can also pay to get service access for shorter periods (e.g. for a few hours).
Gamer behaviour in China at a glance Key data points for gaming in China
Percentage of respondents who play games at least once a week,
by device type
35%
PC/laptop Proportion of consumers who find the
25%
49% enhanced gaming experience appealing as a
29% new 5G use case
Tablet
24%
The top barrier to smartphone gaming for 5G
20% #1
Console users is mobile games not being immersive
14%
26
Operator case study: Verizon
Contextual data
Gamer behaviour in the US at a glance Key data points for gaming in the US
Percentage of respondents who play games at least once a week,
by device type
25%
PC/laptop Proportion of those already on 5G or intending
28%
38% to upgrade to 5G who find enhanced gaming
22% experience appealing as a new 5G use case
Console
22%
Proportion of gamers on any device subscribing to
17% 22%
Tablet a gaming service
18%
Digital services’ contribution to Telkomsel’s group revenue Number of paying users of Telkomsel’s digital games
services*
Million
11% 27
9% Digital services
8% revenue growth in
2021
28.1% 25
2 Context
3 Analysis
5 Related reading
30
Related reading
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