Consoles are persistently popular in Japan … Game Age Research Institute, live service game user trend analysis report released | GameBusiness.jp

Continue to provide new experiences to users by continuing to add new content and hold in-game events even after the game is released.live service games. In recent years, many games released in the game industry use this method to keep users from getting bored over the long term.

Against this background, Game Age Research Institute conducted a survey of console/PC game users playing live service games, mainly in Asia, and started selling trend analysis reports.

Game Age Research Institute releases live service game user trend analysis report in 9 countries centered on Asia-live service game usage rate on domestic consoles is 79.8%

Recently, the term “live service game” has been attracting a lot of attention in the game industry. A live service game is a game that continues to provide new experiences to users by continuously adding new content and in-game events even after the game is released. This includes many online games. In addition to games played on PCs, many games played on consoles, including online games, have been released recently.

Therefore, Game Age Research Institute conducted a survey of console and PC game users who are playing live service games mainly in Asia, and started selling reports.

Approximately 19.32 million live service game users in Japan

The following is a global map of “number of live service game users” excerpted from the report.

Among the four East Asian countries (Japan/Korea/China/Taiwan), China has a large population of 460.99 million, the United States with 107.25 million, and among the four Southeast Asian countries (Thailand/Singapore/Indonesia/Malaysia), Indonesia has 85.11 million. of live service game users.

Japan has the highest percentage of users playing live service games on consoles at 79.8%, and China has the highest percentage of users playing live service games on PC at 90.5%. Among the nine countries targeted this time, Japan is characterized by the overwhelmingly higher ratio of playing on consoles than on PC.

In addition, all four Southeast Asian countries have more PC game users than console users, with the highest percentage of PC users in Indonesia at 87.1%. In Southeast Asia, more than 60% of active users play at least 3 days a week on both console and PC.

Released a live service game user trend analysis report for 9 countries, mainly in Asia

The research focuses on understanding the latest market trends for console and PC live service games (online games for operated businesses).

[Report type]

  • Global summary report
    This report focuses on differences in trends between countries and regions.
  • Country/Region Reports
    It is a report that adds in-depth consideration focusing on the difference in trends by game cluster
    based on the data in each country/region.

Users are clustered into hardcore/midcore/core by cross-tabulating “game playing frequency” and “game spending”.

  • With many survey items that cover a wide range of actual conditions, the content is easy for live service game users to understand!
  • [Survey area]9 countries/regions (Asia: 8 / North America: 1)
  • East Asia: Japan/Korea/China/Taiwan

Southeast Asia: Indonesia/Malaysia/Thailand/Singapore
North America: America

【Investigation period】

  • March 10th (Friday) to April 4th (Tuesday), 2023
    [Survey target person conditions]
  • [Screening survey]
    Residents of survey target countries/regions aged 15 to 49 (male and female)
    [Main survey]

(1) Playing live service games 3 or more days a week

(2) have played any of the major live service game titles;

* Regarding the scale estimation, weight back aggregation is performed by gender age (5-year age group) according to the population distribution of each time and region.
[Report contents]
“Global MAP” live service game population in each country
Average age of “Global MAP” live service game users
“Global MAP” annual game market size
“Global MAP” STEAM annual market size
demographics
owned device
game play device
game play frequency
Average gameplay time per day
discretionary entertainment expenses
Experience with major game portals
Experience playing major titles
Experience with major game portals
Experience playing major titles
Game software purchase/play status
thoughts on billing
Consumption of major game portals
Billing object
Consumption for peripheral devices
“Additional content” purchase status
Peripheral device purchase status
Frequently purchased “additional content”
Favorite game genre (online games)
localization needs
game sources
Purchase experience of “game-related goods”
customer journey
Recognition and Favor of Corporate Brand
Game values
Corporate image (by company)
Motivation for playing games
Corporate image (by keyword: reverse lookup)
Number of people playing online games
Gaming PC Ownership/Purchase Intention
online game partner
Favorite brand of gaming PC
favorite gameplay style
Spread of high-spec PCs
Communication during gameplay
About “ping value”
Purchase price range of online game software
About esports
time to buy online games
Viewing status of “game commentary/delivery”
Attractive discount rate
Recognition and understanding of trend words
Console/PC Priority
Recognition and play status of major NFT game titles


Consumption trends for consoles/PCs

Billing experience for F2P gamesFor more information about this report, please contact Game Age Research Institute’s official website or email us.

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