CYBERZ-CO.,-LTD
17.4.2014 11:01:47 CEST | Business Wire | Pressemeddelelse
CyberAgent Co., Ltd. (headquarters: Shibuya, Tokyo, CEO: Susumu Fujita, Tokyo Stock Exchange Mothers listing: code 4751) and the consolidated subsidiary CyberZ Co., Ltd. (headquarters: Shibuya, Tokyo, CEO: Takahiro Yamauchi) collaborated with Seed Planning Co., Ltd (headquarters: Bunkyo, Tokyo, CEO: Yoshio Umeda) in launching a survey of the market trends of smartphone games with the Japan Online Society (headquarters: Shibuya, Tokyo, CEO: Shuuhei Ueda, Kenichi Takano).
The survey, in which the smartphone games were categorized as "native apps" and "browser games" (*1), provided the estimation of the user's annual expenditures from January 2013 to December 2013 of smartphone games and in calculating the market scale. The results of the survey are as follows:
2013 Smartphone Market Scale Calculations
The smartphone game market scale in 2013 was 546.8 billion yen,
rising 178% from the prior year.
Reaching approximately 2.2
times the domestic home video game market, it comprised of close to half
of the game market of Japan.
The smartphone gaming market expanded due to the rapid spread of smartphones. In particular, the application markets such as the AppStore and GooglePlay, accelerated the spread of smartphone games through free-downloads (with the option to pay after). With native apps, casual games such as puzzle/quiz games to role playing games reflected an increase in genre titles in response to an increasing interest from newer audiences such as females and middle-aged users. Browser games, on the other hand, still find loyalty from the core users of card battle games, who migrated from feature phones to smartphones. Due to the market circumstances, the smartphone game market of 2013 reached 546.8 billion yen, rising 178% from last year. This accounts for about 50% of the domestic game market from the same year and about 2.2 times the domestic video game software market which was 253.7 billion yen (*3).
The Market Trend of Smartphone Native Apps
The smartphone
native app market of 2013 was 317.8 billion yen, significantly
increasing 237.2% from last year.
The smartphone native app market revolves around consumer game companies with strong titles, as well as the SAP (social application providers) and online game companies recognized for their respective expertise/ strengths in game applications and their various titles. The "puzzle type RPG" (introduced in 2012) gained popularity, becoming a national hit in 2013.
Smartphones and games that are easily played, such as puzzle/quiz games, consumer games with titles/motifs such as Sangokushi (Three Kingdoms) and of the Warring States period, are optimal for smartphones; thus, the smartphone native app gained the following of many users. In addition, foreign developers, including Europe, provided many global titles. Such titles spread to a wide range of users through social media networks, review sites, TV commercials, and smartphone advertisements.
The smartphone native apps market, through the conditions of the market, grew to 317.8 billion yen, significantly higher than the 134 billion yen of 2012 (rising 237.2%). In 2013, it became more commonplace to incorporate an accounting model that motivated players to pay for rare digital items, to continue to play the game, or to enhance the functionality of the player. Long term players paying a regular fee allowed for the smartphone native apps market to grow rapidly.
The Market Trend of Smartphone Browser Games
The
smartphone browser game market in 2013 was 229 billion yen, improving
132.2% from the prior year.
Many users of the feature phone browser games, which saw a rapid market expansion since 2009, migrated to the smartphone in 2013. Users of browser games often pay a higher monthly payment than users of native apps and revealed a stronger support and loyalty towards their favorite titles.
On the other hand, smartphone users obtaining games via main app markets
such as AppStore and GooglePlay became popular. Native apps, recognized
for their appeal and operability, became widely accepted by users. Thus,
many game companies which provided smartphone browser game titles on a
short-term basis are considering increasing the development of native
apps in the near future.
In the long term, game titles with the
high usability of HTML5 (*5) can potentially gain the support of users
over the app game as well as the possibility of providing a new game
interface through the spread of Cloud technology, allowing for better
gameplay without the restrictions of location or device.
Smartphone Game Market Estimates for 2014
Forecast for
the smartphone game market in 2014 is estimated to be 658.4 billion yen,
revealing an increase of 120.4% from the prior year.
An
upwards trend in smartphone game users is expected in accordance with
the widespread use of smartphones.
The smartphone game market, in accordance with the widespread use of smartphones, is expected to grow. Since early 2014, aggressive promotional activities made through TV commercials by gaming companies, likely will attract and increase the number of users.
It can be expected that in 2014, the native smartphone application market will grow steadily, largely due to the introduction of a real-time, multi-user game platform. Conversely, in the smartphone browser game market, while there is a possibility of outflow when the user migrates from the feature phones to the smartphones, this situation can be minimized by meeting the needs of core users.
The Future of the Smartphone Game
In 2016, the smartphone
game market is expected to reach 800 billion yen.
With the widespread use of smartphones, the smartphone gaming market is expected to see continued expansion from 2015 and later. Currently, Japanese gaming companies are developing smartphone games not only for the domestic market but for expansion into the global market, evolving as a high international competitive power in the Japanese content industry.
In order to contribute for the future developments in the smartphone game industry, our firm will continue to strive in improving and providing solutions and results through smartphone promotions.
*1 The definition of smartphone and product classification in the study
is as follows:
• smartphone game: The game which is played on
smartphone terminals and tablet terminals by users.
• smartphone
native app: The game indicated as a game application software obtained
by an app market such as AppStore and GooglePlay. It may also include
web applications.
• smartphone browser game: The game that can be
played on the My Page game portal, provided by the web browser of
smartphone terminals. It’s usually called “neighborhood of native.” When
a native app gets content from the web, sales as a "browser game" is
dependent on the browser game platform.
*2 This study was completed
through investigations and interviews with related business operators of
the smartphone industry and referencing public information and seed
planning data. The definition of market scale is as follows:
The
total amount of users investing in gaming companies for playing
smartphone games also include the fees of the application market and
game platform. In addition, the market and gross sales of smartphone
browser games is estimated by the gross sales and proceeds disclosed by
major game platform providers.
*3 This study cited the information
published by the game media “Famitsu.”
*4 This study cited the
trend values of the monthly billing amount published by our “Smartphone
Game User Survey” on Dec. 2013.
*5 The description of web page is
the 5th edition of HTML as the markup language.
|
Survey Summary |
||
| Research Subject: | CyberZ Co., LTD | |
| Research Duration: | From Jan. 2013 to Mar. 2014 | |
| Research Method: | Interviews with smartphone market representatives, collection of public information and data from research agencies. | |
| Research Subject: | Smartphone Game Market | |
| Research Institutions: | Seed Planning Co., LTD | |
| * Reproduction of the contents in this survey must be credited to the following : (Copyright©2014 CyberZ, Inc. All Rights Reserved.). | ||
|
About Us |
||
|
Company Name |
CyberZ Co., LTD http://cyber-z.co.jp/ |
|
|
Location |
16th floor, Shibuya Mark City, 1-12-1 Dogenzaka, Shibuya-Ku, Tokyo | |
|
Established |
April 1st, 2009 |
|
|
CEO |
Takahiro Yamauchi | |
|
Industry |
Smartphone Advertisement Business | |
|
Social Networks |
||
| Facebook: | ||
| Blog: | ||
Photos/Multimedia Gallery Available: http://www.businesswire.com/multimedia/home/20140417005070/en/
Contact:
Inquiries About This Release
CyberZ Co., LTD
Publicist:
Manami Kabashima
E-mail: press@cyber-z.co.jp
Tel:
+81-3-5459-6276
Fax: +81-3-5428-2318
Link:
Information om Business Wire
Følg pressemeddelelser fra Business Wire
Skriv dig op her, og modtag pressemeddelelser på e-mail. Indtast din e-mail, klik på abonner, og følg instruktionerne i den udsendte e-mail.
Flere pressemeddelelser fra Business Wire
Andersen Consulting tilføjer Multiplica3.4.2026 13:30:00 CEST | Pressemeddelelse
Andersen Consulting indgår en samarbejdsaftale med Multiplica, et digitalt konsulentfirma, der hjælper organisationer med at designe, bygge og skalere effektfulde digitale oplevelser. Multiplica, der er stiftet i Spanien og desuden har aktiviteter i Latinamerika og USA, fokuserer på brugerundersøgelser og behovsafdækning, research af kundeoplevelser, digital strategi, datamodellering og -analyse, rapportautomatisering og datavisualisering, konverteringsoptimering, produktdesign og design af brugeroplevelser. Virksomheden hjælper organisationer med at fremskynde den digitale transformation ved at opbygge digitale kompetencer, teams og aktiver, der fremmer ekspertise på tværs af digitale produkter, rådgivning og talentudvikling. Multiplica gør det muligt for kunder at prognosticere nye tendenser inden for digitale oplevelser og transformere deres forretninger gennem styrkede digitale kanaler og kundeengagement. "Samarbejdet med Andersen Consulting udgør en spændende mulighed for at udvid
Enry’s Island Unveils “Enry’s Island Adventures”: Venture Capital Becomes a Videogame and Launches the “Strap” Movement on Kickstarter3.4.2026 09:47:00 CEST | Press release
Gaming, finance, and lifestyle merge to democratize the startup ecosystem: Enry’s Island opens 2026 applications for game development studios seeking more than just capital. Enry’s Island SpA (WBAG: EIOS), the world’s first publicly traded Venture Builder, today announced the upcoming Kickstarter launch of Enry’s Island Adventures (EIA), developed by its New York-based portfolio company, Enry’s Island Adventures LLC. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20260402548535/en/ The game is designed to make venture capital accessible to new generations, transforming startup creation into an engaging and social gaming experience. After three years of R&D, EIA introduces a "bleisure" model (business + leisure): players learn to launch and manage startups through gameplay that includes real business KPIs, a customizable and evolving personal island, synchronous and asynchronous multiplayer modes, social events, and community-d
SES Announces Results of the Annual General Meeting2.4.2026 16:49:00 CEST | Press release
SES (the “Company”) held the Annual General Meeting (“AGM”) of Shareholders today in Betzdorf, Luxembourg. Following the recommendations made by the Board of Directors of SES, the shareholders have voted in favor of all resolutions, including the Company’s 2025 annual accounts and the proposed annual dividend of EUR 0.50 per A-share (EUR 0.20 per B-share). The total dividend amount comprises the interim dividend of EUR 0.25 per A-share (EUR 0.10 per B-share), which has already been paid to shareholders on October 16, 2025. The final dividend of EUR 0.25 per A-share (EUR 0.10 per B-share) will be paid to shareholders on April 16, 2026. “I would like to sincerely thank our shareholders for their active engagement, visionary support and continued confidence in SES’ strategy,” said Adel Al-Saleh, CEO of SES. “The outcomes of today’s AGM underscore our shared commitment to a bold multi-orbit approach, with Medium Earth Orbit as the strategic backbone of a dynamically evolving global interco
Andersen Consulting styrker sine kompetencer med tilføjelsen af Lukkap2.4.2026 16:31:00 CEST | Pressemeddelelse
Andersen Consulting tilføjer samarbejdspartneren Lukkap, et konsulenthus med fokus på oplevelsesdrevne kompetencer, der er tilpasset kundernes skiftende behov inden for transformation af medarbejdere, kunder og det digitale område. Lukkap, der blev stiftet i 2009 og har hovedsæde i Spanien, leverer integrerede løsninger, der hjælper organisationer med at transformere, hvordan de betjener kunder, engagerer medarbejdere og frigør værdi gennem adfærdsindsigt og dataanalyse. Virksomhedens tværfaglige tilgang spænder over nytænkning af kunderejsen, effektive programmer for medarbejderoplevelser, talent- og ledelsesudvikling, prædiktiv analyse samt omfattende outplacement- og transitionsydelser. Lukkap arbejder på tværs af sektorer — herunder sundhedsvæsen, medicinalindustri, forbrugsgoder, detailhandel, finans og bankvæsen — for at opbygge menneskecentrerede strategier, der skaber målbare forretningsresultater. "Ved at kombinere vores erfaringsdrevne metode med Andersen Consultings globale
Forrester: Three Years Into GenAI, Enterprises Are Still Chasing Its True Transformative Value2.4.2026 16:00:00 CEST | Press release
Low AI fluency, uneven adoption, and marginal productivity gains are limiting enterprise-scale impact According to Forrester’s (Nasdaq: FORR) latest report, Accelerate Your AI Voyage, most enterprises are struggling to turn growing AI adoption and investment into measurable business impact. One of the key factors holding businesses back is low artificial intelligence quotient (AIQ) — Forrester’s measure of AI aptitude — with many employees lacking a clear understanding of how to use AI. Other barriers include an overemphasis on productivity-focused use cases, difficulty measuring impact, and siloed adoption within individual functions. While these challenges can leave firms frozen in doubt or indecision, the wait-and-see approach to AI adoption is no longer viable. To unlock AI’s full potential, organizations need to focus on four key areas: Define the business outcomes and success metrics for what they want AI to achieve; identify specific use cases for AI deployment aligned to those
I vores nyhedsrum kan du læse alle vores pressemeddelelser, tilgå materiale i form af billeder og dokumenter samt finde vores kontaktoplysninger.
Besøg vores nyhedsrum
