Portable Gaming Spotlight, 2014 Review February 2015 1 Installed Base Snapshot
2 2014 Spending Patterns
3 Key Themes & Takeaways
2 Worldwide Smartphones & Tablets Used for Gaming Installed Base Shares by OS, 4Q13 & 4Q14 75% 50% + pts - pts - pts 4Q13 25% 4Q14 0% Source: IDC Android iOS All Others • The installed base (IB) for smartphones and tablets used for gaming exceeded 1B in 4Q14 for the first time • Android’s share of this installed base approached 75% in 4Q14 • “All Others” is largely Windows, BlackBerry and Symbian devices 3 Worldwide Handheld Game Console So ware Shipments: Packaged Games & Digital Full Game Downloads, 4Q13 & 4Q14* 35 30 4Q13 4Q14 25 • Hardware platforms 20 span all SKUs 15 * bined packaged 10 game shipments & digitally purchased copies of these same Millions (Units) 5 games (excludes titles that received digital distribution only). 0 Nintendo 3DS & Sony PlaySta on Nintendo DS & 2DS Vita & PSP DSi Source: IDC • The global installed base for handheld game consoles ended 2014 at ~175MM devices • Full game software shipments/sales volumes in 4Q14 were 5% below that of 4Q13, but this was almost entirely due to decreased DS/DSi demand 4 1 Installed Base Snapshot
2 2014 Spending Patterns
3 Key Themes & Takeaways
5 Worldwide Share of iOS & Google Play Downloads & Consumer Spending A ributable to Games, 4Q13 & 4Q14 Games: Share of App Store Games: Share of App Store Downloads Consumer Spending 100% 100% 75% 75% 4Q13 4Q14 50% 50% 25% 25% Source: App Annie 0% 0% iOS App Store Google Play iOS App Store Google Play • Games were ~30% of downloads on iOS and ~40% on Google Play in 4Q14 • The share of consumer spending on games for Google Play grew incrementally from 4Q13 to 4Q14; it was effectively flat on iOS • Results span applicable smartphones and tablets (plus