SuperData Research reports on Brazil's Online Gaming Market. New

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SuperData Research reports on Brazil’s Online Gaming Market.
New York, February 22, 2011 – According to Brazil’s Online Gaming Market, the most recent
research report by digital goods measurement company, SuperData Research, the Latin American
market for virtual good sales will reach $624 million by 2014.
As both browser-based MMO publishers and social game companies set their sights on the
largely untapped Latin American market, SuperData Research expects Brazil to be a priority for
game company executives in the next 18 months. Totaling $165 million today, Brazilian virtual
good sales will double, to $320 million, by 2014E according to the study.
“Brazil is the crown jewel in Latin American market for online entertainment,” says lead analyst
Joost van Dreunen, Ph.D. “Its preference for cash-based payment methods, for example, directly
benefits publishers’ bottom-line by avoiding costly charge backs. With declining margins
between acquisition cost and average revenue per user in more developed markets, Brazil
presents a financially sound opportunity for continued growth.”
The study, Brazil’s Online Gaming Market, consists of two parts. The first, available today
focuses on virtual goods transactions, and covers key metrics such as ARPPU, customer lifetime
value and payment preferences. Part 2 will dive deeper into the demographics of Brazilian online
gamers and is currently available for preorder at a discounted rate.
For more information on the report, please visit: http://www.superdataresearch.com/brazilsonline-gaming-market
Methodology
The primary information source used for this report consists of a dataset containing
196,985 unique virtual good transactions from online game properties (MMOs, social games,
casual games, and virtual worlds), and a 30 question survey involving 500 online gamers from
Brazil. Topics covered are market size, geographic breakdown, per capita spend, virtual goods by
game type, ARPPU, customer lifetime value, price point distribution, top user segment and
payment mix, and others. While Brazil is its key focus, the study builds on data from Argentina,
Bolivia, Brazil, Chile, Colombia, Costa Rica, Cuba, Dominican Republic, Ecuador, El Salvador,
French Guyana, Guatemala, Guyana, Mexico, Nicaragua, Panama, Paraguay, Peru, Puerto Rico,
Suriname, Uruguay and Venezuela.
About SuperData Research, Inc.
SuperData Research is a research provider specialized in digital goods measurement. We help
clients think through challenges and opportunities emerging at the intersection of traditional retail
and online entertainment, including virtual item sales, monetization, alternative payment
methods and social game economics.
In January 2010, SuperData Research secured multi-year angel funding. Its client base includes
brand owners, developers, retailers, publishers, VCs, and payment providers.
Contact
SuperData Research, Inc.
116 W23rd Street, 5th floor
New York, NY 10011
646 375 2273
pr@superdataresearch.com
Alternative Payment Methods Facilitate A Billion in Virtual Good Sales in the US and
Europe.
January 24, 2011
New York – According to a new study by SuperData Research, payment methods like prepaid
game cards, mobile, bank transfers and others combined facilitate 42% of the virtual goods
transactions in Western markets. Building on a unique dataset of over two million unique
transactions, the research firm found that alternative forms of payment annually total $970
million in virtual goods sales in Europe and North America.
“The numbers are becoming too large to ignore,” according to lead analyst Joost van Dreunen,
PhD. “Like language, you have to localize payment methods when you’re targeting a global
audience,” says lead analyst Joost van Dreunen, PhD. “Effective monetization means knowing by
how much you can increase your audience base by offering an additional payment method.”
Traditionally credit cards and PayPal have facilitated online purchases. But in a key market like
Germany, which SuperData estimates at $231 million in annual virtual good sales, traditional
methods stand toe-to-toe with eVouchers and Mobile payment.
“The size of the dataset allowed us to identify payment preferences on a country-level. We
believe this is critical information for online entertainment companies targeting a global
audience,” according to van Dreunen.
For the full report, please visit: http://www.superdataresearch.com/payment-preferences-ofonline-gamers-in-europe-and-north-america
About SuperData Research, Inc.
SuperData Research is a research provider specialized in digital goods measurement. We help
clients think through challenges and opportunities emerging at the intersection of traditional retail
and online entertainment, including virtual item sales, monetization, alternative payment
methods and social game economics.
SuperData Research believes that selling virtual goods will become a primary revenue source for
online entertainment. In order for this emerging business model to gain traction with both
consumers and businesses, the industry needs transparency and clear key performance indicators.
SuperData Research focuses on taking the guesswork out of virtual goods sales.
In January 2010, SuperData Research secured multi-year angel funding. Our client base includes
brand owners, developers, retailers, publishers, VCs, and payment providers.
Contact
SuperData Research, Inc.
116 W23rd Street, 5th floor
New York, NY 10011
646 375 2273
pr@superdataresearch.com
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