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Viewing report
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2010 Southeast Asian Games Market Regional Report
Niko Partners, Jan 2011, Pages: 44
Indonesia Indonesia's first free parliamentary election after decades of repressive rule took place in 1999. Indonesia is now the world's third-largest democracy, the world's largest archipelagic state, and home to the world's largest Muslim population, not to mention the second largest Facebook country in the world behind the United States. The country’s literacy rate is greater than 90%.
a significant driver for increased home broadband penetration as well as the increase in Internet users and subsequently online gamers. Meanwhile, Internet cafés remain an important part of the Internet ecosystem while the infrastructure is under development. Philippines’ Online Game Market Snapshot
The Philippines’ online game market revenue should reach $XX million in 2010, up XX% from 2009. In 2009 the market reached $XX million, up XX% over 2008. Niko estimates that there are XX million Filipino gamers in 2010 rising to XX million by 2014, and the biggest growth in gaming usage is in casual games and social networking service (SNS) games on Yahoo!, Facebook and Friendster. Filipinos are active on multiple social networking sites yet Facebook has been taking market share from the former market leader, Friendster. We expect the Philippines’ games market to benefit from the surge in popularity of SNS games as well as the increase in Internet access made possible by falling bandwidth costs and expanding infrastructure for fixed lines and wireless access.
Of all segments of online games, the Filipino gamers in Niko’s online survey say that they spend XX% of their time on MMORPGs, XX% on casual game, XX% on advanced casual and XX% on SNS games. That XX% was taken from other segments, as SNS games are very new in this country. The rise in SNS popularity has also boosted use of casual games, and many gamers are unaware of the difference. Free to play (F2P) games enjoy success in the Philippines, and only a few games such as Ragnarok Online (RO) and Lineage utilize the time-based model. Two of the leading online game operators, XX and XX have endeavored to build an advertising model to supplement revenue and offset gamer fees, but the in-game advertising sector is still very small.
The average revenue per user (ARPU) has been falling as total users increase in number but spending of many of them goes down or they spend nothing at all. The ARPU fell from $XX in 2009 to $XX in 2010. Niko foresees a reversal in this trend as online game operators devise ways to monetize their games and increase revenues for their captive audience.
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