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Annual Report & Accounts 2016 - Major trends in the marketplace
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GVC Holdings PLC Annual Report 2016 10 Major trends in the marketplace THE INDUSTRY IN WHICH WE OPERATE 11% 50% 33% Global online gaming grew by 10% CAGR over the past decade. Europe makes up half of the global online gaming market. A third of all our online gaming is now conducted via a mobile device. Europe Asia/Middle East North America Oceania Latin America & the Caribbean Africa 50% 29% 12% 7% 1% 1% 45 40 35 30 25 20 15 10 5 0 (€bn) 16.1 18.6 20.6 22.8 23.9 26.3 29.1 32.4 35.8 39.8 11% CAGR 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 14 12 10 8 6 4 2 0 (€bn) (%) 35 30 25 20 15 10 5 0 1.2 1.9 2.2 2.7 3.4 4.8 6.6 9.0 10.8 13.1 GLOBAL GROWTH GVC Group operates in the global online/interactive gaming market, a market that was estimated to have been worth approximately €40bn in 2016. Over the past ten years the global interactive gaming market has risen by 11% CAGR. Total market growth in 2016 versus 2015 is forecast to be in line with the 11% ten year CAGR. EUROPE Geographically, Europe is the largest online gaming market, accounting for 50% of the total, it also represented over half of the Group's pro forma NGR in the past year. MOBILE A major driver of industry growth continues to be mobile. In 2016, mobile represented 33% of global interactive gaming revenues, an increase of 21% on the previous year. The statistics in Europe are even more impressive with mobile growth being an estimated 29% year on year. Around 50% of the Group's Sports Labels gross gaming revenue is now via mobile, but this is still behind many of our peers and presents a significant opportunity for the Group.