Paypal Global Gaming and eBooks Study
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Transcript of Paypal Global Gaming and eBooks Study
![Page 1: Paypal Global Gaming and eBooks Study](https://reader038.fdocuments.in/reader038/viewer/2022100802/5873e3b61a28abd72e8b68a1/html5/thumbnails/1.jpg)
Digital Media ConsumersCross-country trends
©2016 PayPal Inc. Confidential and proprietary.
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©2016 PayPal Inc. Confidential and proprietary. 2
Diving into the mind of the Digital Media Consumer
Digital media consumers are growing as online marketplaces
become more convenient, devices become more accessible,
and storing and streaming content on one device becomes
more reliable
This survey was designed to gain insight into consumers from 10
markets in two media segments:
• eBooks
• Games
Understanding that we are going through a commerce revolution,
PayPal, in partnership with SuperData Research, conducted a
global 10-market survey with approximately 10,000 consumers to examine how people consume
digital media
Digital Media Consumer Insights Research 2016
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©2016 PayPal Inc. Confidential and proprietary.
Key Takeaways1. Digital media popularity: Digital media consumers in the US are more likely to pay for video game content than
eBooks (46% versus 38%), but the opposite is true in countries including the UK and Japan
2. Average spending: Due to the high upfront price of console and PC games, average game spending is at least three times high as eBook spending in most markets
3. eBooks: Dedicated eReadersare popular in western markets, while eastern markets like Japan, Poland and Russia mostly use non-dedicated computers or mobile devices
4. Gaming: Because of the console market’s focus on high-priced AAA games, average console spending is highest in all markets except France and Germany, where PC game spending barely edges console
5. Piracy: Russians pirate music and eBooks at the highest rate, blaming high prices
6. Gaming Video Content: 68% of digital media consumers between 18 and 34 years old watch videos online about games across all markets
7. Payment preferences: 92% of EU computer gamers prefer to use PayPal since it is widely available on gaming marketplaces and helps payers feel more secure
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©2016 PayPal Inc. Confidential and proprietary. 4
Research MethodologyThis study was conducted across 10 markets and 10,000 consumers globally by SuperData Research.
Online survey
Fieldwork: Sept 2016
15 minute questionnaire Respondents recruited
from online panels
Pay for digital content online*
Nationally representative of online population aged 18+
Fieldwork Sample, per market
10 marketsSample of c.1000 in US, UK, Russia, Poland, Japan, Germany, UAE, France, Spain, and Italy.
Questionnaire
Screening Transaction & Spend: Past 3 Months
Digital goods sentiments &
spending habits
Payment preferences & piracy habits
Drivers, barriers and attitudes for digital
goods purchases
This research was carried out to the international quality standard for market research by SuperData Research
*Digital content includes eBook downloads, full video game downloads, and in-game content
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Table of contents
©2016 PayPal Inc. Confidential and proprietary.
1. Cross-country Digital Media Trends
2. eBooks
3. Gaming
4. Piracy
5. Gaming Video Content
6. Payment Preferences
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0%
25%
50%
75%
US UK Germany Italy France Spain Japan Poland UAE Russia
Digital goods consumers pay for
eBooks
Video game downloads or in-game items
Whether consumers prefer to read or play varies across markets
©2016 PayPal Inc. Confidential and proprietary.
In the US and four other countries, digital media consumers are more likely to pay for games than eBooks
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$0
$10
$20
$30
$40
$50
Germany France Spain UK US UAE Italy Japan Russia Poland
Average monthly spending on digital goods
Game downloads or in-game content*
eBooks
Digital game spending averages 3.4 times higher than eBook spending
©2016 PayPal Inc. Confidential and proprietary.
Average game spending is higher in every market thanks to the $60 price of many PC and console games.
*Average game spending weighted to account for digital game consumers who do not spend on certain game types (e.g., mobile or console).
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©2016 PayPal Inc. Confidential and proprietary.
58%Share of UK eBook readers who read mystery, thriller and suspense novels
Mystery and thriller novels are the most-read genre in five markets, but are not even number two in Japan, Poland and the UAE
eBook genre tastes are more localized than other digital media
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0
2
4
6
8
10
France Poland UAE Japan Italy UK Spain US Russia Germany
Days between deciding to purchase eBooks and making the purchase
French consumers wait the longest to purchase eBooks
©2016 PayPal Inc. Confidential and proprietary.
Though both countries have similar average incomes, wait times are more than twice as long in France as Germany
A country’s average spending power is not a strong indicator of how consumers view impulse buying• Readers in both Russia and Germany purchase eBooks roughly four days after becoming interested, even though Russians
have far lower average incomes
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0%
25%
50%
75%
100%
US UK Germany Italy France Spain Japan Poland UAE Russia
Devices used to read eBooks
Smartphone
Tablet
eReader
PC/Mac
Dedicated eReaders are more popular among western eBook consumers
©2016 PayPal Inc. Confidential and proprietary.
In markets like Japan, Poland and Russia, multifunctional devices like smartphones win out over eReaders
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$0
$5
$10
$15
$20
Germany France Spain UAE US Italy Japan UK Russia Poland
Average monthly spending on eBooks*
Readers in Germany, France and Spain pay over $13 monthly on eBooks
©2016 PayPal Inc. Confidential and proprietary.
Poland has a larger share of eBook readers than Germany, but average spending is roughly half as high
*Average spending per month weighted to account for consumers who do not spend on certain types of digital goods.
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©2016 PayPal Inc. Confidential and proprietary.
Action games are the most popular video game genreAlmost all markets look for Action titles with broad appeal ranging from Subway Surfers to Super Mario Bros; Russia is a rare exception where shooters like Counter-Strike are most popular
American gamers who play Action games67%
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0
5
10
15
20
US UK Germany Italy France Spain Japan Poland UAE Russia
Days between between deciding to buy a game or in-game content and making the purchase
PC/Mac
Mobile
Console
PC/Mac gamers in the US and UK wait the longest to buy content
©2016 PayPal Inc. Confidential and proprietary.
These players patiently wait for deals like the Steam Summer Sale instead of making impulse buys
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$0
$5
$10
$15
$20
$25
$30
Germany UK France Spain UAE US Japan Italy Russia Poland
Average monthly spending on video game downloads and in-game content
Console
PC/Mac
Mobile
Console gamers generally spend more than mobile and computer players
©2016 PayPal Inc. Confidential and proprietary.
Console gaming remains heavily focused on high-priced AAA games, driving up average spending
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0%
25%
50%
75%
100%
US UK Germany Italy France Spain Japan Poland UAE Russia
Where mobile gamers play
Living room
Bedroom
Bathroom
While commutingOffice
Americans are most likely to play games in the bathroom (56%)
©2016 PayPal Inc. Confidential and proprietary.
Americans are nearly 10 times as likely to do so as their Russian counterparts
Despite mobile games’ popularity and portability, the living room and bedroom are the most popular places to play• Russia is the only market tracked where playing during commutes (68%) is more common than in the living room (47%)• UK mobile gamers are the least likely to play games while on the clock: Only 9% play at the office
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0%
10%
20%
30%
40%
US Spain France UK Italy Germany UAE Poland Japan Russia
Share of gamers who primarily play on a console
Since US gamers can afford to spend on expensive console games, 31% play consoles more frequently than any other device• Although Spain’s share of console enthusiasts is closest to the US, American ownership trends are most similar to the UK• Share of console gamers who play on more than one console: 58% in the US and 54% in the UK
• Share of console gamers who also play on a PC/Mac: 74% in the US and 77% in the UK
• Graphics are the #1 factor gamers in both countries look for when picking one console over another
Consoles are more popular in the US than in other markets
©2016 PayPal Inc. Confidential and proprietary.
78% of American gamers now play on smartphones, but consoles still have a strong following in the US
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©2016 PayPal Inc. Confidential and proprietary.
68% of Millennials who buy digital media watch videos about gamesGaming Video Content, which includes content like trailers, humorous videos and live streams on sites like Twitch, is becoming a crucial medium for companies looking to reach young, tech-savvy viewers
75% UAE Gaming Video Content viewers who are Millennials (18-34)
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0%
10%
20%
30%
UAE Germany Spain US Italy Poland Russia France UK Japan
Share of consumers who watch video game live streams
Only 4% of Japanese game consumers watch live streams• Mobile dominates the Japanese games market, and devices like smartphones are less conducive to live streaming than PCs
and consoles, which are more popular elsewhere
26% of UAE digital consumers watch video game live streams
©2016 PayPal Inc. Confidential and proprietary.
The country’s young population contributes to a high share of consumers who watch sites like Twitch
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©2016 PayPal Inc. Confidential and proprietary.
Over half of computer gamers in Germany, Italy and Spain prefer PayPalPayPal wins out among western PC players thanks to ease of use
92%Share of EU computer gamers who prefer PayPal because it is easy to use
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Ease of use is the top reason PC/Mac gamers prefer a certain payment method, but most players are willing to try a new payment method with better security
• Russian players are more interested in a payment method offering discounts (42%) than security or speed
Security is the main reason PC/Mac gamers would try a new way to pay
0%
25%
50%
75%
US UK Germany Italy France Spain Japan Poland UAE Russia
Reasons PC/Mac players would try a new payment method
Faster/easier
More secure
Discounts
Would not change
©2016 PayPal Inc. Confidential and proprietary.
Players are mindful of security issues due to highly publicized account thefts on services like Steam