1、PortableGamingSpotlight,2014ReviewFebruary20151InstalledBaseSnapshot22014SpendingPatterns3KeyThemes&Takeaways2 Worldwide Smartphones & Tablets Used for Gaming Installed Base Shares by OS, 4Q13 & 4Q1475% 50% +5.2 pts ‐2.3 pts ‐2.8 pts 4Q13 25% 4Q14 Source: IDC0% Android iOS All Othe
2、rs •Theinstalledbase(IB)forsmartphonesandtabletsusedforgamingexceeded1Bin4Q14forthefirsttime•Android’sshareofthisinstalledbaseapproached75%in4Q14•“AllOthers”islargelyWindows,BlackBerryandSymbiandevices3 Worldwide Handheld Game Console SoGware Shipments: Packaged Games & Digital Ful
3、l Game Downloads, 4Q13 & 4Q14*35 30 4Q13 4Q14 25 •Hardwareplatforms20 spanallSKUs15 *Representscombinedpackaged10 gameshipments&digitallyMillions (Units) purchasedcopiesofthesesame5 games(excludestitlesthatreceiveddigitaldistributiononly).0 Nintendo 3DS & Sony PlayStaHon Nintend
5、akeaways5 Worldwide Share of iOS & Google Play Downloads & Consumer Spending AQributable to Games, 4Q13 & 4Q14Games: 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 Pla
6、y iOS App Store Google Play •Gameswere~30%ofdownloadsoniOSand~40%onGooglePlayin4Q14•TheshareofconsumerspendingongamesforGooglePlaygrewincrementallyfrom4Q13to4Q14;itwaseffectivelyflatoniOS6 •Resultsspanapplicablesmartphonesandtablets(plusiPodTouch)Worldwide Mobile & Handheld Game
7、Console Consumer Spending on Games by Quarter, 4Q13–4Q14150 iOS App Store 125 100 Google Play 75 Handheld Game 50 Consoles Indexed Consumer Spending on Games 25 (iOS 4Q13 Indexed to 100) Source: 0 App Annie & IDC 4Q13 1Q14 2Q14 3Q14 4Q14 •iOSAppStoregamerevenuegrewover30%from4