The PC game market is larger and more diverse. There is a major market in Asia that does have significant overlap with mobile games. However, the Asia market for PC games requires separate analysis from the North American, South American and European market.
Once again, many business plans throw in China and other parts of Asia as an opportunity. China is the largest market for games and has the largest number of video game consumers. However, not only is the average revenue per user much lower in China, but market entry into China is an entire separate issue. For most products, China should not even be considered in the initial TAM.
The reality is that worldwide there are about 350 million video game consumers that can be targeted for a high-end game. That is slightly more than about 10% of the global market. However, most products will target a smaller segment of less than 10% of that 10%.
With a huge global game market, the challenge of segmentation has become more difficult than it was in the past. As always companies that are better with TAM, SAM and SOM analysis have a big advantage.
Over the years, we have been surprised at the number of videogame executives that give us blank stares when we throw out terms like TAM. However, the bigger problem is the number of unrealistic investor pitches.
DFC Intelligence tries to err on the conservative side when it comes to market forecasting. So, when we throw out a number like 3.2 billion worldwide video game consumers, we do so with caution. Yes, it is a big market at over $200 billion a year in consumer spending. However, it is possible more than $200 billion is lost by companies chasing those consumers.
The new Global Video Game Consumer Segmentation reportis part of a series of reports DFC Intelligence is releasing looking at the global game market. Additional reports are focusing on direct comparisons between hard-core, moderate and casual game consumers.