Digital Content Report 2013:Global Shift Driven by Dramatic Growth of Apps


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    © 2014 IHS & App Annie
    IHS Technology & App Annie

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    Digital Content Report 2013
    Global Shift Driven by Dramatic Growth of Apps
    ‌‌White Paper
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    © 2014 IHS & App Annie
    Apps drive growth in global digital content market
    •  Worldwide consumer spend on digital movies games and apps grew 30 from 2012 to 2013
    •  Mobile apps were a critical part of that growth with overall app spend jumping 23x yearoveryear
    •  Digital games is the biggest content category with consumer spend of 34B excluding apps Spend on Game apps
    grew 29x from 2012 to 2013 across seven key markets and Game apps are driving overall digital games growth
    •  Apps also drive growth in consumer spend beyond the app stores To attract a significant mobile audience many
    online music and movie subscription services use apps to deliver content but go around app store billing to
    maintain margins
    •  Online movie spend grew 21 worldwide yearoveryear Moviebranded apps are important beyond direct video
    app revenue because tiein apps promote new titles strengthen brands and bring in new revenue streams for
    movie studios and distributors

    Digital content trends vary by country
    •  US is the leading digital content market given its maturity and broad range of content
    •  Japan and South Korea each saw digital content spend grow at least 40 from 2012 to 2013 due to increasing
    device adoption and skyrocketing game app spend per device
    •  The UK leads in Europe with a strong online music market second to online games
    Key Takeaways
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    Game apps explode as digital content market grows significantly
    Digital Content Overview
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    Digital movie game and app spend up 30 in 2013
    Global consumer spending on digital games apps and online movies
    passed 57B in 2013 up almost 30 from 44B in 2012

    Digital games is top category but apps take share
    Market share declined for digital games excluding apps but it is
    still the leading digital content type with spend of 34B more than
    online movies and mobile apps combined Mobile apps (driven
    largely by games) led growth up 23x yearoveryear to reach
    16B in consumer spend in Apple’s and Google’s app stores
    combined in 2013
    ‌‌Japan and South Korea lead growth in app spend
    Large gains in game app spend in Japan and South Korea with
    44x and 58x growth yearoveryear (respectively) were a key
    driver of the growth in mobile apps Apps are now the leading
    content category in Japan and could also overtake digital
    games excluding apps in South Korea in the coming years

    Healthy growth in online movies
    Online movies a more mature content market saw healthy
    growth up 21 to reach 8B globally in 2013
    Few movie apps have significant app store spend from video
    services but apps are a vital distribution channel for video
    services promote new releases and enable tiein app sales
    Game apps explode as digital content spend grows significantly
    34B
    16B
    8B
    0
    10B
    20B
    30B
    40B
    Digital games
    excluding apps
    Apps* Online movies
    Worldwide digital content consumer spend 2013
    Consumer Spend (USD)

    * iOS App Store and Google Play
    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps**
    Online movies Online music
    Apps** excluding games
    Yearly digital content spend for key countries*
    Indexed Spend

    10x growth
    29x growth
    12x growth
    11x growth
    12x growth
    * United States United Kingdom Germany France Russia Japan South
    Korea (online music excludes Russia) ** iOS App Store and Google Play
    Digital games spend excluding apps includes all PC online social browser (incl mobile
    web) online console smart TV and videostreamed games spend – across all business
    models excluding mobile app store and downloadable feature phone game spend
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    Apps are essential for music delivery and discovery but services can go
    elsewhere for billing
    Digital Music Trends
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    Music apps see growth with consumer spend rising 77 from
    2012 to 2013
    The growth was led by music services such as Pandora which bills
    through app stores and also generates revenue from advertising

    Apps are important for delivering music content and discovery
    Subscription music services have been a driver of growth in online
    music in 2013 and apps are a key way of delivering that content

    However some of the most successful music apps do not use app
    store billing Spotify is the most notable of the major music services
    that does not yet use app store billing – and so its success as one of
    the most downloaded music apps is not reflected in app store spend
    Alternative billing solutions include partnerships with mobile network
    operators for carrier billing other telco partnerships and directto
    consumer billing

    Even when apps do not leverage app store billing they are important to
    the music industry as a delivery vehicle for subscription services and
    are valuable music discovery tools

    Billing and revenue shares present a challenge to profitability
    App store billing and the required 30 share of revenue taken by the
    store owner means it is difficult to be profitable in the already
    competitive music space In some cases providers have to charge
    more for appbased payments than elsewhere to ensure they can offset
    the 30 share taken by the store owner
    Online music includes all spend on online ondemand access radio and bookclub subscriptions and online retail music services
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    200
    2012 2013
    Yearly online music spend in key countries*
    Indexed Spend

    +12
    Apps are key to subscription music growth and discovery but there are alternatives to app
    store billing
    *United States UK Germany France Japan South Korea
    0
    50
    100
    150
    200
    2012 2013
    Yearly combined iOS App Store & Google Play
    worldwide music app* spend
    Indexed Spend

    +77
    * iOS App Store Music and Google Play Music &
    Audio categories combined
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    Music subscription services account for four of
    the top 10 grossing music apps
    Pandora Radio has been the standout success in
    terms of consumer spend on music in app stores with
    a strong performance in the United States helping to
    make it the top grossing music app worldwide

    Consumers spend money on music tool apps
    Six of the top ten music apps by consumer spend
    were not services that provide access to premium
    music content They included content creation tools
    (eg GarageBand AmpliTude) and others

    Discovery apps among most popular
    Music discovery and identification apps performed
    particularly well in terms of downloads (eg Shazam
    SoundHound) but did not see similar levels of success
    in consumer spend Their business models are driven
    by advertising and other revenue sources
    Music service apps lead downloads while other apps lead in consumer spend
    Top worldwide combined iOS App Store and Google Play
    music apps* 2013
    Rank By Downloads By Consumer Spend
    1 Shazam Pandora Radio
    2 Pandora Radio Magic Piano by Smule
    3 Spotify GarageBand
    4 TuneIn Radio Rdio
    5 SoundCloud Ultimate Guitar Tabs
    6 SoundHound Sing Karaoke
    7 Magic Piano by Smule Deezer
    8 iHeartRadio Slacker Radio
    9 Deezer Free Music Download Mp3
    Downloader
    10 Free Music Download Mp3
    Downloader AmpliTube
    * iOS App Store Music and Google Play Music & Audio categories
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    Online movies see healthy growth while the importance of apps goes beyond
    delivering video content
    Digital Movie Trends
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    Online movies achieve stronger growth than online music and games excluding apps
    Outside mobile apps online movies was one of the strongest growing digital content categories in 2013 up 21 year
    overyear globally Growth in online movies was particularly strong in the United Kingdom Germany and Russia where
    online movies grew faster than online music digital games and apps excluding games
    Online movies includes all video ondemand subscription rental and retail services
    Online movies show strong growth video apps build audiences but monetize elsewhere
    Top video viewing apps by worldwide iOS and Google
    Play downloads 2013
    Rank App Publisher Business
    model
    1 YouTube Google Free
    2 Netflix Netflix Free
    3 百度视频 (Baidu Video) Baidu Free
    4 Youku Youku Tudou Free
    5 PPS Baidu Free
    Apps help build online movie video audiences but
    subscription services go outside app store billing
    Subscription video services that offer movies such as Netflix
    and Amazon PrimeLOVEFiLM are growing but apps do not
    yet play much of a role directly driving spend

    Instead apps deliver but do not charge for content Movie
    subscription and transactional services favor a direct billing
    relationship with consumers and one that is outside the 30
    share of spend taken by app store owners

    With Apple and Google offering their own movie services an
    app that wishes to use inapp purchases to charge for content
    would be at a significant price disadvantage in order to
    maintain a healthy margin

    Two of the top five video viewing apps are from US companies
    and three are from China countries with large audiences and
    strong movie industries Leading search companies Google
    and Baidu account for three of the top apps underscoring the
    importance of video for online advertising as well as premium
    content
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    0
    4
    8
    12
    16
    20
    2012 2013
    Game apps* Apps* outside games
    Movie tiein apps* associated with top 10 box office
    grossing** movies worldwide grouped by category
    Number of apps

    Movie initial theatrical release date
    Movie tiein apps go beyond video content
    The importance of apps for movie studios and distributors
    goes beyond simply delivering video Apps particularly
    games that tie in to a new movie release can provide a
    valuable marketing tool to drive awareness of new releases
    as well as providing an additional revenue stream

    Examples of movie tiein apps outside of games include
    interactive children’s story books photo customization and
    augmented reality apps

    Apps provide promotion as well as monetization
    Apps are a now vital marketing tool for Hollywood movies as
    wells as providing additional revenue In 2012 seven of the
    top 10 grossing movies had associated tiein apps In 2013 all
    of the top 10 grossing movie titles had tiein apps

    Across those twenty movies 20 of the 26 apps produced were
    built to both promote the movie and also monetize users
    through the app

    Freemium dominated movie tiein apps
    The freemium business model became much more prominent
    among movie tiein apps in 2013 reflecting the overall trend in
    the app stores toward generating consumer spend through in
    app purchases No movie tiein apps used the business model
    of a paid app with inapp purchases in 2013
    Movie tiein apps grow audiences and provide additional revenues
    0
    4
    8
    12
    16
    20
    2012 2013
    Free Freemium Paid Paid with inapp purchases
    Movie tiein apps* associated with top 10 box office
    grossing** movies worldwide by business model
    Number of apps

    Movie initial theatrical release date
    * From iOS App Store and Google Play Excludes apps accompanying BluRay
    and DVD releases ** Worldwide grosses as of February 9 2014
    * From iOS App Store and Google Play Excludes apps accompanying BluRay
    and DVD releases ** Worldwide grosses as of February 9 2014
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    Apps provide longer term awareness and revenue opportunity for movie brands
    Tiein apps help studios drive freemium
    spend
    Video services usually charge either per title
    or per month and so cannot match the same
    level of freemium spend success as games
    which encourage repeat purchases and
    place no limit on how much a user can
    spend Movie tiein apps and games that go
    beyond video content can help movie IP
    better exploit freemium models
    Movierelated apps can drive audiences and spend for more than just new releases
    Apps can also provide longer term awareness and revenue opportunities for movie IP and brands Angry Birds Star
    Wars shows how a popular brand (in this case both a mobile and movie brand) can generate strong spend Jurassic
    Park™ Builder is another app that has found continued success even long after the movie’s theatrical release As well
    as spend games and other apps can build and maintain audiences for particular IP sowing the seeds for future movie
    and merchandise success While not movie IP Rovio’s Angry Birds shows how a strong mobile brand and audience can
    translate to revenues in a variety of different businesses
    Top movierelated game apps* by worldwide iOS and Google Play
    spend 2013
    Rank App Publisher Business model
    1 The Hobbit Kingdoms Kabam Freemium
    2 Despicable Me Gameloft Freemium
    3 Jurassic Park™
    Builder FremantleMedia Freemium
    4 Fast & Furious 6 The
    Game Kabam Freemium
    5 Angry Birds Star Wars Rovio Various (Primarily paid on
    iOS free on Google Play)
    * This table lists apps that are primarily affiliated with specific movies not apps that are
    primarily related to TV or other media
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    Game apps drive growth in wider digital games market taking share from
    other digital platforms
    Digital Game Trends
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    75
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    2012 2013
    Digital games excluding apps Game apps**
    Yearly digital game spend for key countries*
    Indexed Spend

    * United States United Kingdom Germany France Russia Japan
    South Korea
    Game apps quickly catching up with digital games in spend but still half the size
    Digital games spend grows but is dwarfed by growth in
    game apps across all countries analyzed in this report
    particularly Japan and South Korea (already among the strongest
    mobile games markets)

    Digital games is the leading global content category
    Globally digital games (outside apps) is by far the largest digital
    content category measured by IHS and App Annie in 2013 with
    more than double the spend on all apps** (the next highest
    category) PC is the strongest platform for digital games spend
    with China the largest country overall

    Game apps take market share
    Game apps are beginning to take share away from other digital
    games Across the key countries analyzed in this report digital
    games spend (excluding apps) grew yearoveryear by only 2
    compared with 29x growth in game apps

    Japan first for mobilefirst
    Japan which has always had a more mobilefirst approach is the
    only country where spend is higher on mobile game apps than on
    other types of digital games (including mobile web) In Japan
    apps have disrupted the traditionally strong mobile browser
    based games business as consumers have quickly shifted to
    smartphone apps

    Digital games spend excluding apps includes all PC online social browser (incl mobile web) online console smart TV and videostreamed games spend –
    across all business models excluding mobile app store and downloadable feature phone game spend
    ** iOS App Store and Google Play
    New consoles will drive digital games growth
    The new generation of consoles the Microsoft Xbox
    One and Sony PlayStation 4 will drive future growth in
    digital games IHS forecasts that 41 of games spend
    on these devices will be digital by 2017 including
    service subscriptions to Xbox Live Gold and PS Plus
    This is up from 24 in 2013 and driven significantly by
    Sony platform subscriptions on PS4 game download
    sales of new big budget releases and opportunities for
    continued spend on paid addons

    29x growth
    10x growth
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    Top grossing game app publishers are now largely mobilecentric PC online companies
    turn to mobile
    Eight of the top 10 game app publishers in 2013
    were largely mobilecentric
    Electronic Arts and South Korea’s CJ Group were two
    publishers that offer content and games spanning a
    broad range of platforms where mobile is just a part of
    them (albeit a growing one)

    Many of the other top ten game app publishers also
    offer content on nonmobile platforms but the majority
    of these are now firmly mobilecentric companies in
    terms of their current strategy and revenue mix

    This presents a challenge to many established online
    games companies which may see audiences migrate to
    mobile and therefore mobilefocused companies taking
    share away from online
    The leading PC online games companies have
    recognized the threat and are focusing investments on
    mobile for future growth and overseas expansion

    Top publishers by worldwide iOS and Google Play game
    spend 2013
    Rank Publisher Headquarters
    1 GungHo Online Japan
    2 Supercell Finland
    3 King United Kingdom
    4 Electronic Arts United States
    5 LINE Japan
    6 GREE Japan
    7 CJ Group South Korea
    8 DeNA Japan
    9 Kabam United States
    10 Gameloft France
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    US holds the lead in overall digital content spend South Korea has highest
    digital spend per capita and Japan leads in mobile spend
    Country Trends
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    US has a broad mix of
    content spend
    The United States is the
    largest digital content market
    in the world Its lead is driven
    primarily by its larger
    population as compared to
    other mature markets as well
    as the success of a broad
    range of content with movies
    music games and apps all
    making a strong contribution

    South Korea stands out for
    monetization
    South Korea meanwhile
    stands out for its high digital
    content spend per capita
    thanks to online games Its
    fastgrowing mobile app
    market could propel it beyond
    Japan for mobile app
    monetization per device
    United States leads in digital content spend while South Korea monetizes better
    United States
    United Kingdom
    Germany
    France Russia*
    Japan
    South Korea
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    75
    100
    125
    0 100M 200M 300M 400M
    Digital content spend vs population 2013

    Indexed Consumer Spend

    Population
    Average spend per capita for countries shown * Russia spend excludes online music
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    Digital content spend in Japan and South
    Korea up by at least 40 yearoveryear in
    2013
    One driving factor is their higher growth in
    devices per capita While devices per capita is
    lower in these countries than in several others
    it is catching up

    The other driving factor for Japan and South
    Korea is their greater growth in digital content
    spend per device particularly on mobile apps

    Messaging platforms help drive growth
    A major factor behind app spend growth in
    both Japan and South Korea is the rise of
    apps and games tied to the leading social and
    messaging apps in those markets – LINE and
    KakaoTalk respectively
    Device install base includes all internet connected mediaenabled devices smartphones tablets PCs TV and HH consoles Smart TVs Set Top Boxes Digital
    Media Adapters (eg Apple TV) BluRay players [excludes feature phones]
    Digital content spend growing fast in Japan and South Korea driven by gains in both
    device adoption and spend per device
    United States
    United Kingdom
    Germany
    France
    Russia
    Japan
    South Korea
    0
    50
    100
    150
    200
    250
    300
    0 1 2 3
    2012 2013
    Yearly devices per capita vs digital content spend per device

    Indexed spend per device

    Devices per capita
    * Russia spend excludes online music
    Mobilecentric markets
    Another major factor of the growth in spend is that Japan and South Korea have always been among the strongest mobile
    content markets and had a more mobilefirst approach even in the days of feature phones

    Compared to some Western markets Japan and South Korea initially had slower smartphone adoption – a result of the
    advanced nature of their feature phones – but as adoption has ramped up so have smartphone and tablet app spend
    Low user
    monetization
    High user
    monetization
    Low device
    install base
    High device
    install base
    *
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    0 20 40 60 80 100
    United States
    United Kingdom
    Germany
    France
    Japan
    South Korea
    Digital games excluding apps Game apps* Online music Online movies Apps* excluding games
    Digital content spend breakdown by country 2013 Composition of digital content spend 2013
    Share of digital content spend
    •  The United States has the widest range of content spend and the highest devices per capita across the broadest range
    of devices
    •  The United Kingdom has the highest online music spend per capita Online music is the second best performing
    category in the UK but will likely be overtaken by game apps in the coming years
    •  South Korea’s advanced mobile market (it has the highest 4G penetration) digital games spend and rapidly growing
    mobile app market give it the biggest overall digital content spend per capita
    •  Japan leads when it comes to mobilefirst with game apps disrupting digital and mobile web games to take the top spot
    as the leading digital content category
    •  France has seen little growth beyond game apps and has fallen behind Germany in per capita spend
    •  Germany’s digital games market is strong but game apps are growing and have overtaken online movies
    Culture and distribution channels shape digital content spend worldwide
    * iOS App Store and Google Play
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    •  Strongth growth in online movies and game apps but
    online games held the lead
    •  Apps account for a smaller proportion of overall
    content spend than in other markets – US consumers
    spend on a range of content
    •  The US has the highest connected device per capita
    ratio providing opportunities for all types of media
    •  Game apps’ growth took it past online music spend
    and will likely challenge online movies in the coming
    years



    •  One of the strongest European markets the UK is
    close in per capita and per device activity to the US
    •  Successful US services do not need to expend as
    much effort in localizing content for the UK market
    •  Game apps saw the strongest growth taking share
    from online games which saw a slight decline
    •  Strong growth in game apps was not enough to see it
    overtake online music The UK has the highest per
    capita spend on online music in this study but game
    apps will likely overtake it in 2014
    US and UK Consumers buy a range of content online movies and game apps grow
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    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend United States
    Indexed Spend

    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend United Kingdom
    Indexed Spend

    * iOS App Store and Google Play * iOS App Store and Google Play
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    •  Game apps surpassed other types of digital games as
    spend shifted from mobile web games toward game
    apps
    •  Apps rather than mobile more generally are the key
    disruptive factor currently – Japan was already the
    biggest per capita mobile content market with its strong
    feature phone market The shift from feature phones to
    smartphones will help it grow further but disrupts
    established players
    •  Japan’s homegrown publishers and developers are
    among the top performers as strong local knowledge is
    needed for success there They may look to expand
    internationally to see further growth


    •  South Korea comes out on top in various measures for the
    mobile and digital content markets South Korea leads for 4G
    penetration – it is the first country to reach over 50 for LTE
    subscribers
    •  Digital games give South Korea the highest per capita digital
    content spend of any country covered in this report
    •  If game apps take further share from other types of digital
    games South Korea could overtake Japan for per capita
    mobile spend
    •  Local content trends are also important Apps integrated with
    social and messaging platform KakaoTalk dominate spend in
    South Korea’s app stores
    Japan Apps disrupt mobilefirst Japanese market
    South Korea Online games and advanced mobile industry propel South Korea spend
    0
    25
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    75
    100
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    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend Japan
    Indexed Spend

    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend South Korea
    Indexed Spend

    * iOS App Store and Google Play * iOS App Store and Google Play
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    •  Germany overtook France in terms of digital content
    spend per capita in 2013 having lagged just behind in
    2012
    •  Digital games and online music saw some growth but
    online movies struggled to impress
    •  France has the lowest per capita connected device
    ratio of the Western European countries in this study
    •  Game apps will likely overtake movies to become the
    second highest digital content category in 2014
    •  Germany’s strong digital games market achieved
    impressive growth in 2013 German content spend per
    capita however lagged behind the UK which is the
    leading European market
    •  Game apps overtook Germany’s online movie market
    in 2013 but Germany also has a relatively strong
    physical movies market in which sales in 2013 were
    up on 2012 against the wider international trend
    •  Further growth in game apps in 2014 will see it take a
    solid second place ahead of online music
    France Falling behind for total digital content spend
    Germany Online games spend grows
    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend France
    Indexed Spend

    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps*
    Online movies Online music
    Apps* excluding games
    Yearly digital content spend Germany
    Indexed Spend

    * iOS App Store and Google Play * iOS App Store and Google Play
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    •  Digital games is the dominant content category in
    Russia but game apps have been growing rapidly
    (with 26x growth yearoveryear) to take a strong
    second place

    •  Russia provides content companies with strong
    opportunities for further growth – its relatively low
    connected device install base means further
    smartphone and tablet adoption will see continued
    improvement in content spend
    •  Consumer spend on online content is relatively low in
    Russia but companies are also more willing to
    support adfunded services than they are elsewhere
    As a result overall spend will be driven by a variety of
    business models
    Russia Lower connected device install base means room for growth
    0
    25
    50
    75
    100
    125
    2012 2013
    Digital games excluding apps Game apps*
    Online movies Apps* excluding games
    Yearly digital content spend Russia
    Indexed Spend

    * iOS App Store and Google Play
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    Key Takeaways
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    Apps drive growth in global digital content market
    •  Worldwide consumer spend on digital movies games and apps grew 30 from 2012 to 2013
    •  Mobile apps were a critical part of that growth with overall app spend jumping 23x yearoveryear
    •  Digital games is the biggest content category with consumer spend of 34B excluding apps Spend on Game apps
    grew 29x from 2012 to 2013 across seven key markets and Game apps are driving overall digital games growth
    •  Apps also drive growth in consumer spend beyond the app stores To attract a significant mobile audience many
    online music and movie subscription services use apps to deliver content but go around app store billing to
    maintain margins
    •  Online movie spend grew 21 worldwide yearoveryear Moviebranded apps are important beyond direct video
    app revenue because tiein apps promote new titles strengthen brands and bring in new revenue streams for
    movie studios and distributors

    Digital content trends vary by country
    •  US is the leading digital content market given its maturity and broad range of content
    •  Japan and South Korea each saw digital content spend grow at least 40 from 2012 to 2013 due to increasing
    device adoption and skyrocketing game app spend per device
    •  The UK leads in Europe with a strong online music market second to online games
    Key Takeaways
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    © 2014 IHS & App Annie
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    +
    26
    •  Online Movies includes all consumer spend on online subscription services and transactional (retail and rental) movie content Advertising
    revenues are not included
    •  Online Music includes all consumer spend on online on demandaccess radio and bookclub subscriptions and online music retail
    services Advertising revenues are not included
    •  Digital Games Excluding Apps includes all consumer spend on PC online social browser (including mobile browser) online console
    smart TV and video streamed games across all business models Advertising revenues and smartphone and tablet app store spend are
    not included
    •  Consumer spend and download estimates for Apps Game Apps and Apps Excluding Games are all derived from App Annie Intelligence
    Consumer spend estimates for apps in this report represent spend on paid downloads and inapp purchases in the iOS App Store and
    Google Play Inapp advertising revenues are not included
    •  The app store share of consumer spend on apps is assumed to be a uniform 30 across all countries for both stores
    •  All apps and publishers are reported under their parent publishers where available for example the PPS app is reported under its parent
    publisher Baidu rather than its direct publisher PPSTV
    •  Similar versions of the same app with different names are unified and ranked as a single app (eg Angry Birds Star Wars Angry Birds
    Star Wars Free Angry Birds Star Wars HD and Angry Birds Star Wars HD Free are aggregated and ranked as a single Angry Birds Star
    Wars unified app)
    •  Occasionally a publisher may decide to shift an existing app from the Games category to a category other than Games In this report
    apps are divided into Games and Apps Excluding Games based on the publisher’s categorization as of midJanuary 2014
    •  In the iOS App Store an app can be categorized under a Primary Category as well as an optional Secondary Category If an app has a
    Primary Category of Games and a Secondary Category of Entertainment it is classified under Games in this report If the app’s Primary
    Category is Entertainment and its Secondary Category is Games then it is classified under Apps Excluding Games In Google Play an
    app can be put under only one category so there is no doublecategorization
    Report Methodology

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