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全球遊戲產業概況與趨勢
           Game Industry Landscape
                       and Forecast

                                        雷爵網絡科技 周佳君
                                                Faust Chou
                                       faustcare@gmail.com




Lecture Material of Global Game Industry, 2011 Jun
Global Game Market
Video games has exceed movie box office.




         Lecture Material of Global Game Industry, 2011 Jun
Global Game Market
  Size :
           •2001 $27B
           •2003 $40B
           •2008 $61B
           •2010 $67B
                                     2015 $70.1B
  Genre                        Platform                          Game play




                   Lecture Material of Global Game Industry, 2011 Jun
Global Game Market Summery
•There is not that much difference in market tastes around the world
for mobile games. That being said, there are few games that work
well for all global markets
•Focus now is on networked games and other 3G type content
•Female gamers making up a bigger % of users monthly
•No matter how good game is, proper marketing support essential
•Fast game play better than slow game play. Also, in general,
arcade games easier to market than puzzle or board games
• If at all possible, brand your game

                   Lecture Material of Global Game Industry, 2011 Jun
Global Game Market Summery
•Operators becoming much more picky about which games they
offer. This means differentiation and uniqueness to markets a key
for companies to make money:
   •Branding
   •New genre of game for a certain market
   •Different look and feel in playability
•With new phones coming out faster than ever, ability to port quickly
becoming more important


                   Lecture Material of Global Game Industry, 2011 Jun
Global Game Market Summery
•Mobile gaming business slowly getting bigger. However, expect rapid
consolidation globally in the near future
• Mobile games to look like Xbox and PS2 games
• Developers should focus less on game volume and more on quality
•Almost 90% of successful games have beautiful graphics, and main
character of game should be visually appealing




                    Lecture Material of Global Game Industry, 2011 Jun
Video Game
The biggest entertainment expense
you have to pay




             Lecture Material of Global Game Industry, 2011 Jun
Video Game Market




       Lecture Material of Global Game Industry, 2011 Jun
Video Game Market




       Lecture Material of Global Game Industry, 2011 Jun
24% Spent On Entertainment Is
On Video Games                        Annual Spending
                       Video games            Music concerts     Music
                       Movie ticket           DVD Rental         DVD Purhcase




                                      27%                  24%



                                    7%
                                                            17%
                                         9%
                                                  16%




         Lecture Material of Global Game Industry, 2011 Jun
Global video game software market

        2005 : $30.3 billion
        2009 : $46.5 billion
        2010 : $47.5 billion



        Lecture Material of Global Game Industry, 2011 Jun
VIDEO GAME STACK
   Channel

                   Console                           Cloud                App Stores         Retailers / E-tailers
                  Commerce


Communication

                Console Networks                       ISPs                 3G                    Social
                                                                                                 Networks


Game Content
                Traditional Developer / Publishers            Mobile Developers          Social Developers


  Operating
  Platform
                      Client OS                        Browser               Mobile OS        Social Network



  Hardware
                Game Consoles                            PC                               Mobile / Tablets
                      Lecture Material of Global Game Industry, 2011 Jun
REVENUE CAPTURE                                                REVENUE SPLITTING
                                                                                 • HARDWARE IS THE
                                                                                   ARCH. CONTROL POINT




                                              Console gaming
                                                                         HW
                                                                                 • Console is usually closed
                                                                                   and proprietary,
                                                                                   dominated by a few
                                                                      Content      players
             Retailing                                                           • Big mkt. leaders and small
                                                                                   independent developers
                                                                       Channel   • Many offline and online
   Sub-                     Banner                                                 distribution & retail shops
 scription                   Ads

                                                                                 • Hardware is usually open
                                                                         HW
                                                                                 • SOCIAL GAMES CONTROL
                                                                                   PURCHASE OF VIRTUAL
   User                                                                            GOODS
                           In-Game                                    Content
  Profile                                                                        • APP STORES CONTROL

                                              Cloud gaming
                           Ads (IGA)                                               PHASE OF GAME
   Info                                                                            PURCHASE
              Virtual                                                  Channel   • SOCIAL NETWORK
              Goods                                                                CONTROLS PHASE OF
                                                                                   GAME PLAY
                                                                     Communication
                                                                                 • ISP is important for mobile
                                                                                   games

                                                                         Pmt.    • It becomes more critical due
                                                                                   to emergence of new
                                                                                   payment methods



                         Lecture Material of Global Game Industry, 2011 Jun
BUSINESS THEMES
                 DEMOGRAPHICS                                                    SOCIAL MEDIA
• 40% of men who play console games play                                  • 50% of Facebook’s 500 million active users
10+ hours per week                                      Who’s             play social games
• 41% of Americans plan to purchase 1+            Industry Facebook
                                                       Playing?           • 40% of usage time on Facebook is spent on
games in 2010                                                             gaming        Age
    Age




       <18         18-49        50+
                                                      67%                              8-19        20-49          50+
                                               OF AMERICANS PLAY              • Average age of social media gamer is 29
 • Average age of game players is 35 and                                      • Privacy is a growing concern, Facebook
 has been playing for 12 years
                                              CPU OR VIDEO GAMES
                                                                              announced “Zero Tolerance for Data
CASUAL / MOBILE GAMING                                17%                     Brokers”
                                                                                       REVENUE STREAMS
Americans Who Play Games on
                                                INDUSTRY CAGR IN              Virtual Currency & Goods
      Wireless Devices                          SALES, LAST 10 YRS             • 53% of social gamers have used
                                                                               virtual currency in a game
                                                                     • Virtual goods account for over 90% of
                                                                     revenue for top social game developers
                                                            Subscription Services
     2007           2008           2009                     • Streaming game services revenue forecasted
• Mobile gaming revenue forecasted to reach $10B by         to reach $400mm by 2014
  2014
                                                                                   In-Game Advertising (IGA)
Casual gaming is “Fastest growing mass medium” in                             • In game advertising is forecasted to
history                                                                       reach $1 billion in 2014
• ~3B segment in 2010
• 62% of casual gamers are over the age of 35
• 52% of casual gamers are femaleLecture Material of Global Game Industry, 2011 Jun
TECHNOLOGY THEMES
                                                  NETWORKS & CONNECTIVITY
     Online Platforms & Communities                         Real-Time Data                               Cloud Gaming

                             • Massive                                  • Dynamic                                     • Play games
                               multiplayer                                creative ads;                                 instantly
                               action                                     IGA $1B by
                                                                          2014                                        • No high-end
                             • Connected to                                                                             hardware
                               mainstream                               • Connection to                                 required
                               entertainment                              external
                                                                          systems                                     • No patching
                             • Sharing with                                                                             or upgrading
e.g. xBox Live, PSN,           friends/family
                                                   e.g. EA, IGA WW,     • Macro-social
                                                                                                   e.g. OnLive,
      Facebook                                       Double Fusion        analysis               Zynga, LoLapps

                 HARDWARE & INTERFACE                                                CONTENT & DEVELOPMENT
          SplinterNet                Innovative Controllers              Collaborative/Indie               Dynamic Updates
• Breeds cross-platform
                                                                           Development                 • Feedback enables patches
  interactions and cloud-                                                                                and continuous
  gaming                                                              • Crowdsourcing and open           improvement via cloud
                                                                        publishing networks drive
•         publishes games for                                           long tail dev. and usage
    22 different platforms…
                                                                      • Open APIs/SDKs for mobile
• Increasing gaming power on                                            apps enable critical mass
  mobile devices
                                                                      • Digital distribution negates
      Mobile      Handheld         • Transcending boundaries            restrictive publishing costs   • Geo-based gaming reflects
      +53%          -13%             opens door for partnerships                                         real-world environment


                                       Lecture Material of Global Game Industry, 2011 Jun
PC Game
Most profitable market if you can find the right tips




              Lecture Material of Global Game Industry, 2011 Jun
PC Game Market
BROAD PLATFORM

•Where there are just over 100M current generation
console owners there are over 1B PCs in use globally.

•In many markets like China, the presence of Internet
cafés makes online gaming accessible to virtually anyone.

NICHE MARKET

•However, while PCs are more prevalent than game
consoles, PC gaming has a few limitations.

•Including MMO and other digital distribution / pay to play
revenue streams, the PC Gaming Alliance pegs the total


PC game market at   $10.7B.
                            Lecture Material of Global Game Industry, 2011 Jun
Online Games is seeing
                significant growth.
US$40,000,000,000


US$30,000,000,000


US$20,000,000,000


US$10,000,000,000



                    2000   2001   2002   2003   2004   2005   2006   2007   2008



               Worldwide Online MP and MMP Games Revenue
                      Lecture Material of Global Game Industry, 2011 Jun
MMO Game Trends
WOW DOMINATION

•Because of the network effect (as the
product base grows, the product becomes
more useful to any onen dividual ), we believe
WoW is likely to maintain its leadership
position for the foreseeable future.


•1.2M Register Members (Pay User)
•2011 Q1GREW     27%
•310 million    2010




                      Lecture Material of Global Game Industry, 2011 Jun
World of Warcrafts




Lecture Material of Global Game Industry, 2011 Jun
Online Games is growing world-wide
Worldwide - Game-savvy new generation leading the market
• Grow up with interactive entertainment, more comfortable with technology than any generation
in history (source: IDSA)
• Over 15 Million people in the US & Europe will pay $1.4B to play online games by YE 2002
(source: Datamation)
• Advertising revenue will be 30 % of the market; bulk of revenue to come from subscriptions
Asia Pacific
• 25%+ of the WW $40B market in 2003 is in Asia Pacific (source: ABN Amro)
• Early adopters due to broadband push in Japan and Asia Pacific
• Korea largest single market for MMP play.
• The Chinese say there are more people playing online games in china than Korea has people.
But they overlook the fact that the Chinese are playing KOREAN GAMES!!




                            Lecture Material of Global Game Industry, 2011 Jun
Online Games is growing world-wide
Americas
• 40% of US homes will have a video game by year end 2002 (source: Carmel Group)
• US on line games revenue predictions range from $4.5B to $5B in 2005 (inputs: Forrester,
Accenture)


Europe
• UK considered proving ground for on-line console services; France/ Germany lead total
console market); Germany largest broadband market
• 27.5% of the WW $40B market in 2003 is in Europe (source: Forrester)
• 12.7 M European homes will have the technology to play on-line console games by 2005, with
50% expected to subscribe to online games.




                        Lecture Material of Global Game Industry, 2011 Jun
Online Games - Industry Snapshot
Revenue vs. expense challenges
    • Online games can cost as much as a movie to create
    • Online games can earn as much revenue as a movie
Changing business models
    • Industry moving from software development model to media/entertainment model
    • Risk & cost is driving fragmentation
Increasing game complexity
    • Higher quality graphics, realism - drives up cost, code complexity
    • More complex game play - drives up development & test time
    • Collaboration, voice, etc become expected features - creates barriers to entry
    • Eroding barriers between what’s real and what’s virtual (in-game pizza?)



                      Lecture Material of Global Game Industry, 2011 Jun
Online Games - Industry Snapshot
Game device fragmentation
    • Multiple major consoles companies: Nintendo, Sony, Microsoft
    • PC’s, PDA’s, phones - and hybrid devices - more every day
    • Connectivity challenges
    • Low bandwidth (phones, some PC’s); vs. broadband required for xBox
    • Broadband has widely varying penetration - US vs. Korea
    • Piracy, Digital Rights Management




                     Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Industry Trends and Drivers
Current Drivers
   • Broadband penetration to the home, enabling digital distribution and online gaming.
   • More powerful PCs and laptops at lower prices.
   • Better graphic processors, more disc space, etc.
   • Improvement in quality of games, often with social elements (VoIP, text chat, etc.).
   • Longer console lifecycles.
   • Growth in adoption of smart phones and other handheld devices that support gaming
   applications.
   • Changing demographics: The web-literacy rate among the target audience has been
   growing constantly.




                         Lecture Material of Global Game Industry, 2011 Jun
Industry Trends and Drivers
Inhibitors
    • Macroeconomic weakness and uncertainty, which impacts consumer spending,
    advertisements and investment.
    • Piracy: Illegal file downloading / disks.
    • Free content available on the Internet, which lowers demand for premium titles.
    • Platform incompatibility: Some hardware cannot play select software.
    • High bar to produce sophisticated titles; costly and time-consuming to develop.




                         Lecture Material of Global Game Industry, 2011 Jun
Online Game in the United States




         Lecture Material of Global Game Industry, 2011 Jun
Online Game in the United States




         Lecture Material of Global Game Industry, 2011 Jun
Mobile Game Market
BRICKBREAKER

•Global market for mobile phone games reached



an estimated     $3.5B               in FY09.

•Growth in the industry appears to have fallen short
of earlier expectations.
•Limitations of handset technology, and a generally
restrictive distribution mechanism likely explains
the shortfall.




                           Lecture Material of Global Game Industry, 2011 Jun
Mobile Game Market
I GAME

•Apple is solving two key hurdles to mobile phone gaming:
      1) customizing every game for every device;
      2) distribution challenges.
•The iPhone/iPod Touch appear to be significantly altering the mobile phone game market.
•Still, control mechanics limit the scope of games thatcan be effectively played. For
instance, using tilt to control games tilts the screen away from the player's field of vision.


•And, using onscreen virtual buttons that leverage Apple's touch sensitive screen also
reduces the available space for depicting the game itself.




                          Lecture Material of Global Game Industry, 2011 Jun
What`s driving the market Growth?
•Increasing availability of digital content, and input/ output devices to take
advantage of digital content
• Next Generation game consoles
• Mobile Phone handset upgrades
• The convergence between Hollywood & Silicon Valley
• Broadband penetration - global households up from 82M to 320M, 31.3% CAGR
• Key technology innovation & industry adoption of open standards and
exponential reductions in storage, processor & networking costs




                       Lecture Material of Global Game Industry, 2011 Jun
Casual Game
Simple games for the mass




            Lecture Material of Global Game Industry, 2011 Jun
Casual Game Sample




Matching Games               Time management                          Hidden Object
                             Games                                    Games




                 Lecture Material of Global Game Industry, 2011 Jun
Casual Game Lessons
• Everyone will buy games on the Internet if they’re designed to appeal to cater to
their interests

• Online, games need to be at the right level of difficulty appeal to the intended
audience

• Work with portals to achieve a large enough audience to generate enough
transaction for profitability

• The success of Xbox Live Arcade shows that hardcore gamers work on consoles
• The logic of light-weight MMOs:
    • 6 or 7 figure budgets (initially)
    • Free to play, up sell with status items (clothing, leader boards ,furniture , etc.)
    • Far shorter development times
    • Modest technical complexity
    • 10-20% of your audience will pay

                        Lecture Material of Global Game Industry, 2011 Jun
Club Penguin
• Flash mini games aimed at kids held together with a virtual world metaphor
• Free to play
• $6/month premium membership for status items
• Key distribution arrangement with Miniclips
• #1 free game site on the Internet, >40m monthly uniques
• Receives 50% of lifetime revenue from users who join CP via Miniclips
• Sold to Disney for   $350m




                        Lecture Material of Global Game Industry, 2011 Jun
Runescape
• Browser-playable, traditional fantasy MMO
• 9 millions active players
• Of which 1 million pay $5/month for premium services
• Plus advertising revenue
• Player acquisition largely by word of mouth




                     Lecture Material of Global Game Industry, 2011 Jun
Social Network Game
Accessible anywhere and at the same time
And will became the biggest power in the industry




             Lecture Material of Global Game Industry, 2011 Jun
What are Social Games?
•Interactive online game based on social network provided
by platforms.

•Initially started as a social application, and later
developed to a text game, then to flash games.




                 Lecture Material of Global Game Industry, 2011 Jun
What are Social Games?
•Current mainstreams are simulation games such as
farming/ running restaurants/ building cities/ managing
aquariums/ raising pets...etc

•Reasons behind the success of simulation games:
Never ending/ asynchronous play time/ comparable with
friends




                Lecture Material of Global Game Industry, 2011 Jun
What are Social Games?




   Lecture Material of Global Game Industry, 2011 Jun
What are Social Games?
•Platforms are currently restricted to SNS but will later on
expand to different social platforms such as portals,
mobiles... Etc

•Distinctive features such as web-based/asynchronous
play time/doesn't require installation/ small size... will
eventually expand the other way




                Lecture Material of Global Game Industry, 2011 Jun
What are Social Games?




   Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?
•In the beginning, we all loved games
•RPG Conquers the Game Market
•Light gamers have no games to play...
•People came to believe that
 “they've never liked games from the beginning”

•Easy games for light gamers return!
 Easy games that people once used to play start coming back to SNS
 Furthermore, these games provide “things to do” as well as entertainments
 between neighbors and friends within the SNS.




                 Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?
• Population = 500+ million active users
•50% of our active users log on to Facebook in any
given day
•Average user has 130 friends
•People spend over 700 billion minutes per month
on Facebook




             Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?
•Global reach
70 translations available on the site
About 70% of Facebook users are outside the
United States




                Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?
•Behavior
People install 20 million applications every day
Average of 10,000 new websites integrate with
Facebook every day
More than 2.5 million websites have integrated with
Facebook, including over 80 of comScore's U.S.
Top 100 websites and over half of comScore's
Global Top 100 websites


             Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?
• Mobility
250+ million active users currently accessing
Facebook through their mobile devices.

There are more than 200+ mobile operators in 60
countries working to deploy and promote Facebook
mobile products


•
              Lecture Material of Global Game Industry, 2011 Jun
Social Network Platform




   Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?




 Lecture Material of Global Game Industry, 2011 Jun
Why Social Games?



And finally BANG!



  Lecture Material of Global Game Industry, 2011 Jun
Present Social Games Market

•Facebook, the No. 1 global SNS has recently
exceeded 450M users / Annual revenue of $1                           billion

•Zynga became 2nd largest merchant of Paypal in 2009,
With daily revenue of $1M / MAU above 1M users / 185 Apps




                Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Lecture Material of Global Game Industry, 2011 Jun
Social Games Future
• extend to iPhone /Androids.
• Future trend of games will contain mobile elements .




                  Lecture Material of Global Game Industry, 2011 Jun
Social Games Future
• Adobe Flash soon will go for apple
•CS5 Released in May 2010/ publishable in “.ipa” format/
operates well/ But Blocked out by Apple's policy




                 Lecture Material of Global Game Industry, 2011 Jun
Social Games Future
• Mobile will bring SNG to the top hill
•Key = Social Graph + Anywhere




                   Lecture Material of Global Game Industry, 2011 Jun
Mobile Game
Significant numbers and social network ability lead
It became the next generation superstar




               Lecture Material of Global Game Industry, 2011 Jun
What is a Mobile Game?

   Embedded
   SMS
   Browser
   Download
       J2ME
       BREW
       iPhone/Android/Blackberry

           Lecture Material of Global Game Industry, 2011 Jun   ©   dux digital
4.0
>   billion mobile users in the world


5.5
>   billion USD mobile games revenue worldwide


6.0
>   billion mobile users in the world forecasted in
    5 years
                                                                  ©   dux digital
             Lecture Material of Global Game Industry, 2011 Jun
9.8
>   billion USD games revenue worldwide
    forecasted in five years


60%
>   the percentage of casual mobile gamers in
    Australia who are female

200
>   Million Java/J2ME games downloaded in 2008

           Lecture Material of Global Game Industry, 2011 Jun   ©   dux digital
34
>   Million iPhone and Touch handsets out there today



1
>   Billion apps downloaded




           Lecture Material of Global Game Industry, 2011 Jun   ©   dux digital
Mobile Game Market
         Number of Mobile Gamers – US (Millions)                                        94.9
                                                                      88.0
                                                   79.0
                                    72.8
                      64.0
         57.4
  45.6




  2008   2009          2010         2011            2012              2013               2014


                                            CAGR (2009 – 2014) 10.6%
                                            Source: eMarketer – US Mobile Gamers – July 2010



                Lecture Material of Global Game Industry, 2011 Jun
Mobile Game Market
140    One Third of Gamers use Mobile
      56%
120                              53%

100                                                                 Console
                                         41%
                  38%                                               MMOs
 80                                                 36%
                                                                    PC/Mac (boxed)
 60                                                                 PC/Mac (digital)
            24%          23%
                                                                    Online Casual
 40
                                                                    Social Networks
 20                                                                 Mobile

  0
              US Gamers by Platform

                                                     Source: newzoo – US National Gamers Survey 2010


              Lecture Material of Global Game Industry, 2011 Jun
Mobile Game Market
           Investor / Publisher Feedback
 •   Apple - $1billion dollars to developers
 •   200,000 applications - $5,000 / app (ave)
 •   < 5% of mobile downloads are monetized
 •   Social Mobile is the next hot area of growth
 •   Excited by the rapid adoption of tablets
 •   Investor - “I don’t need another flash developer – I can
     get 20 for the price of 1 in Indonesia. We need
     developers who understand game mechanics and how
     they are used to make money.”

                Lecture Material of Global Game Industry, 2011 Jun
Japan’s main Social Network Service Players
As the most challenging mobile market in the
world, Japan got various new trends.




               Lecture Material of Global Game Industry, 2011 Jun
Casual Games in Japan




 Lecture Material of Global Game Industry, 2011 Jun
Brand Extension: TV Game Show

                               • “Very profitable”
                               • Mobilized web games
                               • Game rules mimics shows
                               • Monthly game packs add new
                               answers & puzzles




                                “Jeopardy”, “Wheel of Fortune”
                                by Sony Pictures Digital Entertainment




     Lecture Material of Global Game Industry, 2011 Jun
Multimedia Composition
                          • “Text to picture” engine
                          • Type in text message (eg SMS)
                          • Send to fun mail short code with your
                          targets address
                          • Fun Mail engine picks images to match
                          your text
                          • Sends as EMS/MMS/… based on
                          recipient




 Lecture Material of Global Game Industry, 2011 Jun
Multimedia Composition
                          • Use SanRio’s “Hello Kitty” to
                          send messages to your friends.
                          • You can choose what outfit she
                          wears and different compositions




 Lecture Material of Global Game Industry, 2011 Jun
Trend: Game Packs - bundling
                                             • New games every
                                             month to stop
                                             unsubscribing
                                             • For $1/month take up
                                             to three games
                                             • Using Tetris to bring
                                             people in and other
                                             games to keep them




    Lecture Material of Global Game Industry, 2011 Jun
Trend: Multiplayer games
                            • Ranked #3 on docomo’s game pack
                            menu
                            • Good variety of games including
                            board
                            games and sports like Billiards
                            • Packet fees are still very high and
                            ICPs don’t get a cut, so little motivation
                            to get users rack up huge packet fee
                            bills.
                            • Example: a game of othello will cost
                            50cents per player
                            • Korea is much more flourishing for
                            multiplayer where the biz model
                            supports CPs




  Lecture Material of Global Game Industry, 2011 Jun
Trend: 3D Games

               • Docomo regards the ‘505’ handset as a
               PlayStation 1
               • Currently many japanese game companies are
               porting hit 3D PS1 titles to mobile
               • RidgeRacer was the pack-in game for the PS1.
               Different makers are bundling games with their
               handsets.




Lecture Material of Global Game Industry, 2011 Jun
Cross Media: link to Web
                                  • Play on PC
                                  • Pay via Mobile.
                                  • Purchase virtual objects using
                                  Premium SMS
                                  • Multiplayer Graphic Chat




  Lecture Material of Global Game Industry, 2011 Jun
JooJoo: Social Game Portal




Social game portal
• Raise pets with your friends
• Non-realtime Battle games with other users
• Paid gifts and other virtual items
• Write blog articles to raise your in-game level
• Your avatar shows up in games and also on your blog and home page


                 Lecture Material of Global Game Industry, 2011 Jun
Operation: events, goods, community, metrics




In social games the post-launch service operation is a critical success factor.
Pikkle has deep experience in running these services.
 Japanese users also expect a high-level of customer support. We also know
how to build activity in the fan communities around our games.


                      Lecture Material of Global Game Industry, 2011 Jun
Operation: events, goods, community, metrics




  • The mobile phone is a PlayStation!
  • Almost identical to the PlayStation version: Devil Car and Easter Eggs!
  • Created a new high 500yen price point for premium content
  • Blockbuster - the most expensive mobile game yet
  • 100,000 downloads sold!
  • The SH53 handset sold 500K units, so we achieved 20% penetration

                    Lecture Material of Global Game Industry, 2011 Jun
Monetizing the Social Games




    Lecture Material of Global Game Industry, 2011 Jun
Package: Monthly Rental




  Lecture Material of Global Game Industry, 2011 Jun
On the small screen: the brand is King
On mobile, branded games hugely outsell unbranded
• The tiny mobile phone storefront gives just an instant for consumers to
decide which game to download
• Well-known games win every time
• Namco is a giant in the Japanese game industry with group consolidated
turnover of $1.4BN in 2002




                      Lecture Material of Global Game Industry, 2011 Jun
Docomo Weekly Guide
• Very high traffic mobile site which is a guide to what’s new on i-mode
• A way for the carrier to include more “editorial opinion” than just straight rankings
• “weekly guide” you could foresee Docomo’s stance like “contents magazine”.
• Never be a CP on their own to enable an even field for the content providers
• Introducing “what’s new”
• Special Feature
• Sites that use new tech or handsets
• Emoji graphics
• Tips and Tricks
• Single Banner ad




                       Lecture Material of Global Game Industry, 2011 Jun
Trend: mobile charts
• Site Ranking creates a fair competitive field
• Different carriers rank their games in different ways – number of subscribers, page
accesses, or revenue.




                      Lecture Material of Global Game Industry, 2011 Jun
Mobile games boost ARPU!
• Voice ARPU is falling everywhere, but data is rising
• Games create significant data traffic – the second “S” curve
• Our well known brands are helping operators attract a mass market
mobile game audience and launch their data services


                                              Launch of the 503, japan’s first java capable
                                              mobile phone helped Namco subscriptions
                                              to take off and now similar Java launches
                                              are happening all over the world.




                     Lecture Material of Global Game Industry, 2011 Jun
Mobile Game Market Trends

• Mobile is a growth area for game development
• Significant number of existing gamers are
  using mobile devices
• Business model – marketing and monetization
• Investor interest in social mobile gaming




           Lecture Material of Global Game Industry, 2011 Jun
US Game Market
Branded games and music is the driving force
for game market in US.




             Lecture Material of Global Game Industry, 2011 Jun
US Game Market
          2008 Top U.S. Interactive Entertainment Software
                              Publishers

                                                         EA
                                                         ACTIVISION
                               20%
             24%                                         NINTENDON NA
                                                         TAKE-TWO
     3%                                                  UBISOFT
                                     17%                 THQ
     4%
                                                         MICROSOFT
      4%
                                                         SONY
        5%                17%
              6%                                         OTHERS




           Lecture Material of Global Game Industry, 2011 Jun
US Game Market
                   Publisher Top Brands (U.S. Sales 2008)

Electronic Arts         Activision                  Nintendo             Take-two




 Rock band             Guitar Hero                Mario Brother        Grand theft Auto
 US$ 662M              US$ 992M                    US$ 761M              US$ 361M




                  Lecture Material of Global Game Industry, 2011 Jun
US Game Market




       Lecture Material of Global Game Industry, 2011 Jun
China Game Market
A young market with internet cafe as main
distribution channel.




             Lecture Material of Global Game Industry, 2011 Jun
China Game Market
  China a Vast but Hard to Tap Market


NO CONSOLE MARKET

INTERNET / GAME CAFÉ BOOM
China’s online game market rose 63% Y/Y in
CY08 to $2.8B.
But, China is banning foreign investment in
online games.

YOUNG MARKET
70% of China’s 298 million Internet users are
under the age of 30, and 65% of those have
played online games.




                     Lecture Material of Global Game Industry, 2011 Jun
China Game Market
 Online Game Type                               China online game type




                                                                         MMORPG
                                                                         STRETEGY
                                                                         COMPETITION
                                                                         CASUAL


•MMORPG(Massively Multiplayer online Role Playing Game)
• Strategy: Team work strategy (ex: Sango Online)
• Competition: race game or shoot game (ex: CS online)
• Casual game: gambling game or game for fun(ex: porker. Mahjong)


                    Lecture Material of Global Game Industry, 2011 Jun
Thank you for your time




    Lecture Material of Global Game Industry, 2011 Jun

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全球遊戲產業概論

  • 1. 全球遊戲產業概況與趨勢 Game Industry Landscape and Forecast 雷爵網絡科技 周佳君 Faust Chou faustcare@gmail.com Lecture Material of Global Game Industry, 2011 Jun
  • 2. Global Game Market Video games has exceed movie box office. Lecture Material of Global Game Industry, 2011 Jun
  • 3. Global Game Market Size : •2001 $27B •2003 $40B •2008 $61B •2010 $67B 2015 $70.1B Genre Platform Game play Lecture Material of Global Game Industry, 2011 Jun
  • 4. Global Game Market Summery •There is not that much difference in market tastes around the world for mobile games. That being said, there are few games that work well for all global markets •Focus now is on networked games and other 3G type content •Female gamers making up a bigger % of users monthly •No matter how good game is, proper marketing support essential •Fast game play better than slow game play. Also, in general, arcade games easier to market than puzzle or board games • If at all possible, brand your game Lecture Material of Global Game Industry, 2011 Jun
  • 5. Global Game Market Summery •Operators becoming much more picky about which games they offer. This means differentiation and uniqueness to markets a key for companies to make money: •Branding •New genre of game for a certain market •Different look and feel in playability •With new phones coming out faster than ever, ability to port quickly becoming more important Lecture Material of Global Game Industry, 2011 Jun
  • 6. Global Game Market Summery •Mobile gaming business slowly getting bigger. However, expect rapid consolidation globally in the near future • Mobile games to look like Xbox and PS2 games • Developers should focus less on game volume and more on quality •Almost 90% of successful games have beautiful graphics, and main character of game should be visually appealing Lecture Material of Global Game Industry, 2011 Jun
  • 7. Video Game The biggest entertainment expense you have to pay Lecture Material of Global Game Industry, 2011 Jun
  • 8. Video Game Market Lecture Material of Global Game Industry, 2011 Jun
  • 9. Video Game Market Lecture Material of Global Game Industry, 2011 Jun
  • 10. 24% Spent On Entertainment Is On Video Games Annual Spending Video games Music concerts Music Movie ticket DVD Rental DVD Purhcase 27% 24% 7% 17% 9% 16% Lecture Material of Global Game Industry, 2011 Jun
  • 11. Global video game software market 2005 : $30.3 billion 2009 : $46.5 billion 2010 : $47.5 billion Lecture Material of Global Game Industry, 2011 Jun
  • 12. VIDEO GAME STACK Channel Console Cloud App Stores Retailers / E-tailers Commerce Communication Console Networks ISPs 3G Social Networks Game Content Traditional Developer / Publishers Mobile Developers Social Developers Operating Platform Client OS Browser Mobile OS Social Network Hardware Game Consoles PC Mobile / Tablets Lecture Material of Global Game Industry, 2011 Jun
  • 13. REVENUE CAPTURE REVENUE SPLITTING • HARDWARE IS THE ARCH. CONTROL POINT Console gaming HW • Console is usually closed and proprietary, dominated by a few Content players Retailing • Big mkt. leaders and small independent developers Channel • Many offline and online Sub- Banner distribution & retail shops scription Ads • Hardware is usually open HW • SOCIAL GAMES CONTROL PURCHASE OF VIRTUAL User GOODS In-Game Content Profile • APP STORES CONTROL Cloud gaming Ads (IGA) PHASE OF GAME Info PURCHASE Virtual Channel • SOCIAL NETWORK Goods CONTROLS PHASE OF GAME PLAY Communication • ISP is important for mobile games Pmt. • It becomes more critical due to emergence of new payment methods Lecture Material of Global Game Industry, 2011 Jun
  • 14. BUSINESS THEMES DEMOGRAPHICS SOCIAL MEDIA • 40% of men who play console games play • 50% of Facebook’s 500 million active users 10+ hours per week Who’s play social games • 41% of Americans plan to purchase 1+ Industry Facebook Playing? • 40% of usage time on Facebook is spent on games in 2010 gaming Age Age <18 18-49 50+ 67% 8-19 20-49 50+ OF AMERICANS PLAY • Average age of social media gamer is 29 • Average age of game players is 35 and • Privacy is a growing concern, Facebook has been playing for 12 years CPU OR VIDEO GAMES announced “Zero Tolerance for Data CASUAL / MOBILE GAMING 17% Brokers” REVENUE STREAMS Americans Who Play Games on INDUSTRY CAGR IN Virtual Currency & Goods Wireless Devices SALES, LAST 10 YRS • 53% of social gamers have used virtual currency in a game • Virtual goods account for over 90% of revenue for top social game developers Subscription Services 2007 2008 2009 • Streaming game services revenue forecasted • Mobile gaming revenue forecasted to reach $10B by to reach $400mm by 2014 2014 In-Game Advertising (IGA) Casual gaming is “Fastest growing mass medium” in • In game advertising is forecasted to history reach $1 billion in 2014 • ~3B segment in 2010 • 62% of casual gamers are over the age of 35 • 52% of casual gamers are femaleLecture Material of Global Game Industry, 2011 Jun
  • 15. TECHNOLOGY THEMES NETWORKS & CONNECTIVITY Online Platforms & Communities Real-Time Data Cloud Gaming • Massive • Dynamic • Play games multiplayer creative ads; instantly action IGA $1B by 2014 • No high-end • Connected to hardware mainstream • Connection to required entertainment external systems • No patching • Sharing with or upgrading e.g. xBox Live, PSN, friends/family e.g. EA, IGA WW, • Macro-social e.g. OnLive, Facebook Double Fusion analysis Zynga, LoLapps HARDWARE & INTERFACE CONTENT & DEVELOPMENT SplinterNet Innovative Controllers Collaborative/Indie Dynamic Updates • Breeds cross-platform Development • Feedback enables patches interactions and cloud- and continuous gaming • Crowdsourcing and open improvement via cloud publishing networks drive • publishes games for long tail dev. and usage 22 different platforms… • Open APIs/SDKs for mobile • Increasing gaming power on apps enable critical mass mobile devices • Digital distribution negates Mobile Handheld • Transcending boundaries restrictive publishing costs • Geo-based gaming reflects +53% -13% opens door for partnerships real-world environment Lecture Material of Global Game Industry, 2011 Jun
  • 16. PC Game Most profitable market if you can find the right tips Lecture Material of Global Game Industry, 2011 Jun
  • 17. PC Game Market BROAD PLATFORM •Where there are just over 100M current generation console owners there are over 1B PCs in use globally. •In many markets like China, the presence of Internet cafés makes online gaming accessible to virtually anyone. NICHE MARKET •However, while PCs are more prevalent than game consoles, PC gaming has a few limitations. •Including MMO and other digital distribution / pay to play revenue streams, the PC Gaming Alliance pegs the total PC game market at $10.7B. Lecture Material of Global Game Industry, 2011 Jun
  • 18. Online Games is seeing significant growth. US$40,000,000,000 US$30,000,000,000 US$20,000,000,000 US$10,000,000,000 2000 2001 2002 2003 2004 2005 2006 2007 2008 Worldwide Online MP and MMP Games Revenue Lecture Material of Global Game Industry, 2011 Jun
  • 19. MMO Game Trends WOW DOMINATION •Because of the network effect (as the product base grows, the product becomes more useful to any onen dividual ), we believe WoW is likely to maintain its leadership position for the foreseeable future. •1.2M Register Members (Pay User) •2011 Q1GREW 27% •310 million 2010 Lecture Material of Global Game Industry, 2011 Jun
  • 20. World of Warcrafts Lecture Material of Global Game Industry, 2011 Jun
  • 21. Online Games is growing world-wide Worldwide - Game-savvy new generation leading the market • Grow up with interactive entertainment, more comfortable with technology than any generation in history (source: IDSA) • Over 15 Million people in the US & Europe will pay $1.4B to play online games by YE 2002 (source: Datamation) • Advertising revenue will be 30 % of the market; bulk of revenue to come from subscriptions Asia Pacific • 25%+ of the WW $40B market in 2003 is in Asia Pacific (source: ABN Amro) • Early adopters due to broadband push in Japan and Asia Pacific • Korea largest single market for MMP play. • The Chinese say there are more people playing online games in china than Korea has people. But they overlook the fact that the Chinese are playing KOREAN GAMES!! Lecture Material of Global Game Industry, 2011 Jun
  • 22. Online Games is growing world-wide Americas • 40% of US homes will have a video game by year end 2002 (source: Carmel Group) • US on line games revenue predictions range from $4.5B to $5B in 2005 (inputs: Forrester, Accenture) Europe • UK considered proving ground for on-line console services; France/ Germany lead total console market); Germany largest broadband market • 27.5% of the WW $40B market in 2003 is in Europe (source: Forrester) • 12.7 M European homes will have the technology to play on-line console games by 2005, with 50% expected to subscribe to online games. Lecture Material of Global Game Industry, 2011 Jun
  • 23. Online Games - Industry Snapshot Revenue vs. expense challenges • Online games can cost as much as a movie to create • Online games can earn as much revenue as a movie Changing business models • Industry moving from software development model to media/entertainment model • Risk & cost is driving fragmentation Increasing game complexity • Higher quality graphics, realism - drives up cost, code complexity • More complex game play - drives up development & test time • Collaboration, voice, etc become expected features - creates barriers to entry • Eroding barriers between what’s real and what’s virtual (in-game pizza?) Lecture Material of Global Game Industry, 2011 Jun
  • 24. Online Games - Industry Snapshot Game device fragmentation • Multiple major consoles companies: Nintendo, Sony, Microsoft • PC’s, PDA’s, phones - and hybrid devices - more every day • Connectivity challenges • Low bandwidth (phones, some PC’s); vs. broadband required for xBox • Broadband has widely varying penetration - US vs. Korea • Piracy, Digital Rights Management Lecture Material of Global Game Industry, 2011 Jun
  • 25. Lecture Material of Global Game Industry, 2011 Jun
  • 26. Industry Trends and Drivers Current Drivers • Broadband penetration to the home, enabling digital distribution and online gaming. • More powerful PCs and laptops at lower prices. • Better graphic processors, more disc space, etc. • Improvement in quality of games, often with social elements (VoIP, text chat, etc.). • Longer console lifecycles. • Growth in adoption of smart phones and other handheld devices that support gaming applications. • Changing demographics: The web-literacy rate among the target audience has been growing constantly. Lecture Material of Global Game Industry, 2011 Jun
  • 27. Industry Trends and Drivers Inhibitors • Macroeconomic weakness and uncertainty, which impacts consumer spending, advertisements and investment. • Piracy: Illegal file downloading / disks. • Free content available on the Internet, which lowers demand for premium titles. • Platform incompatibility: Some hardware cannot play select software. • High bar to produce sophisticated titles; costly and time-consuming to develop. Lecture Material of Global Game Industry, 2011 Jun
  • 28. Online Game in the United States Lecture Material of Global Game Industry, 2011 Jun
  • 29. Online Game in the United States Lecture Material of Global Game Industry, 2011 Jun
  • 30. Mobile Game Market BRICKBREAKER •Global market for mobile phone games reached an estimated $3.5B in FY09. •Growth in the industry appears to have fallen short of earlier expectations. •Limitations of handset technology, and a generally restrictive distribution mechanism likely explains the shortfall. Lecture Material of Global Game Industry, 2011 Jun
  • 31. Mobile Game Market I GAME •Apple is solving two key hurdles to mobile phone gaming: 1) customizing every game for every device; 2) distribution challenges. •The iPhone/iPod Touch appear to be significantly altering the mobile phone game market. •Still, control mechanics limit the scope of games thatcan be effectively played. For instance, using tilt to control games tilts the screen away from the player's field of vision. •And, using onscreen virtual buttons that leverage Apple's touch sensitive screen also reduces the available space for depicting the game itself. Lecture Material of Global Game Industry, 2011 Jun
  • 32. What`s driving the market Growth? •Increasing availability of digital content, and input/ output devices to take advantage of digital content • Next Generation game consoles • Mobile Phone handset upgrades • The convergence between Hollywood & Silicon Valley • Broadband penetration - global households up from 82M to 320M, 31.3% CAGR • Key technology innovation & industry adoption of open standards and exponential reductions in storage, processor & networking costs Lecture Material of Global Game Industry, 2011 Jun
  • 33. Casual Game Simple games for the mass Lecture Material of Global Game Industry, 2011 Jun
  • 34. Casual Game Sample Matching Games Time management Hidden Object Games Games Lecture Material of Global Game Industry, 2011 Jun
  • 35. Casual Game Lessons • Everyone will buy games on the Internet if they’re designed to appeal to cater to their interests • Online, games need to be at the right level of difficulty appeal to the intended audience • Work with portals to achieve a large enough audience to generate enough transaction for profitability • The success of Xbox Live Arcade shows that hardcore gamers work on consoles • The logic of light-weight MMOs: • 6 or 7 figure budgets (initially) • Free to play, up sell with status items (clothing, leader boards ,furniture , etc.) • Far shorter development times • Modest technical complexity • 10-20% of your audience will pay Lecture Material of Global Game Industry, 2011 Jun
  • 36. Club Penguin • Flash mini games aimed at kids held together with a virtual world metaphor • Free to play • $6/month premium membership for status items • Key distribution arrangement with Miniclips • #1 free game site on the Internet, >40m monthly uniques • Receives 50% of lifetime revenue from users who join CP via Miniclips • Sold to Disney for $350m Lecture Material of Global Game Industry, 2011 Jun
  • 37. Runescape • Browser-playable, traditional fantasy MMO • 9 millions active players • Of which 1 million pay $5/month for premium services • Plus advertising revenue • Player acquisition largely by word of mouth Lecture Material of Global Game Industry, 2011 Jun
  • 38. Social Network Game Accessible anywhere and at the same time And will became the biggest power in the industry Lecture Material of Global Game Industry, 2011 Jun
  • 39. What are Social Games? •Interactive online game based on social network provided by platforms. •Initially started as a social application, and later developed to a text game, then to flash games. Lecture Material of Global Game Industry, 2011 Jun
  • 40. What are Social Games? •Current mainstreams are simulation games such as farming/ running restaurants/ building cities/ managing aquariums/ raising pets...etc •Reasons behind the success of simulation games: Never ending/ asynchronous play time/ comparable with friends Lecture Material of Global Game Industry, 2011 Jun
  • 41. What are Social Games? Lecture Material of Global Game Industry, 2011 Jun
  • 42. What are Social Games? •Platforms are currently restricted to SNS but will later on expand to different social platforms such as portals, mobiles... Etc •Distinctive features such as web-based/asynchronous play time/doesn't require installation/ small size... will eventually expand the other way Lecture Material of Global Game Industry, 2011 Jun
  • 43. What are Social Games? Lecture Material of Global Game Industry, 2011 Jun
  • 44. Why Social Games? •In the beginning, we all loved games •RPG Conquers the Game Market •Light gamers have no games to play... •People came to believe that “they've never liked games from the beginning” •Easy games for light gamers return! Easy games that people once used to play start coming back to SNS Furthermore, these games provide “things to do” as well as entertainments between neighbors and friends within the SNS. Lecture Material of Global Game Industry, 2011 Jun
  • 45. Why Social Games? • Population = 500+ million active users •50% of our active users log on to Facebook in any given day •Average user has 130 friends •People spend over 700 billion minutes per month on Facebook Lecture Material of Global Game Industry, 2011 Jun
  • 46. Why Social Games? •Global reach 70 translations available on the site About 70% of Facebook users are outside the United States Lecture Material of Global Game Industry, 2011 Jun
  • 47. Why Social Games? •Behavior People install 20 million applications every day Average of 10,000 new websites integrate with Facebook every day More than 2.5 million websites have integrated with Facebook, including over 80 of comScore's U.S. Top 100 websites and over half of comScore's Global Top 100 websites Lecture Material of Global Game Industry, 2011 Jun
  • 48. Why Social Games? • Mobility 250+ million active users currently accessing Facebook through their mobile devices. There are more than 200+ mobile operators in 60 countries working to deploy and promote Facebook mobile products • Lecture Material of Global Game Industry, 2011 Jun
  • 49. Social Network Platform Lecture Material of Global Game Industry, 2011 Jun
  • 50. Why Social Games? Lecture Material of Global Game Industry, 2011 Jun
  • 51. Why Social Games? And finally BANG! Lecture Material of Global Game Industry, 2011 Jun
  • 52. Present Social Games Market •Facebook, the No. 1 global SNS has recently exceeded 450M users / Annual revenue of $1 billion •Zynga became 2nd largest merchant of Paypal in 2009, With daily revenue of $1M / MAU above 1M users / 185 Apps Lecture Material of Global Game Industry, 2011 Jun
  • 53. Lecture Material of Global Game Industry, 2011 Jun
  • 54. Lecture Material of Global Game Industry, 2011 Jun
  • 55. Lecture Material of Global Game Industry, 2011 Jun
  • 56. Lecture Material of Global Game Industry, 2011 Jun
  • 57. Lecture Material of Global Game Industry, 2011 Jun
  • 58. Social Games Future • extend to iPhone /Androids. • Future trend of games will contain mobile elements . Lecture Material of Global Game Industry, 2011 Jun
  • 59. Social Games Future • Adobe Flash soon will go for apple •CS5 Released in May 2010/ publishable in “.ipa” format/ operates well/ But Blocked out by Apple's policy Lecture Material of Global Game Industry, 2011 Jun
  • 60. Social Games Future • Mobile will bring SNG to the top hill •Key = Social Graph + Anywhere Lecture Material of Global Game Industry, 2011 Jun
  • 61. Mobile Game Significant numbers and social network ability lead It became the next generation superstar Lecture Material of Global Game Industry, 2011 Jun
  • 62. What is a Mobile Game?  Embedded  SMS  Browser  Download  J2ME  BREW  iPhone/Android/Blackberry Lecture Material of Global Game Industry, 2011 Jun © dux digital
  • 63. 4.0 > billion mobile users in the world 5.5 > billion USD mobile games revenue worldwide 6.0 > billion mobile users in the world forecasted in 5 years © dux digital Lecture Material of Global Game Industry, 2011 Jun
  • 64. 9.8 > billion USD games revenue worldwide forecasted in five years 60% > the percentage of casual mobile gamers in Australia who are female 200 > Million Java/J2ME games downloaded in 2008 Lecture Material of Global Game Industry, 2011 Jun © dux digital
  • 65. 34 > Million iPhone and Touch handsets out there today 1 > Billion apps downloaded Lecture Material of Global Game Industry, 2011 Jun © dux digital
  • 66. Mobile Game Market Number of Mobile Gamers – US (Millions) 94.9 88.0 79.0 72.8 64.0 57.4 45.6 2008 2009 2010 2011 2012 2013 2014 CAGR (2009 – 2014) 10.6% Source: eMarketer – US Mobile Gamers – July 2010 Lecture Material of Global Game Industry, 2011 Jun
  • 67. Mobile Game Market 140 One Third of Gamers use Mobile 56% 120 53% 100 Console 41% 38% MMOs 80 36% PC/Mac (boxed) 60 PC/Mac (digital) 24% 23% Online Casual 40 Social Networks 20 Mobile 0 US Gamers by Platform Source: newzoo – US National Gamers Survey 2010 Lecture Material of Global Game Industry, 2011 Jun
  • 68. Mobile Game Market Investor / Publisher Feedback • Apple - $1billion dollars to developers • 200,000 applications - $5,000 / app (ave) • < 5% of mobile downloads are monetized • Social Mobile is the next hot area of growth • Excited by the rapid adoption of tablets • Investor - “I don’t need another flash developer – I can get 20 for the price of 1 in Indonesia. We need developers who understand game mechanics and how they are used to make money.” Lecture Material of Global Game Industry, 2011 Jun
  • 69. Japan’s main Social Network Service Players As the most challenging mobile market in the world, Japan got various new trends. Lecture Material of Global Game Industry, 2011 Jun
  • 70. Casual Games in Japan Lecture Material of Global Game Industry, 2011 Jun
  • 71. Brand Extension: TV Game Show • “Very profitable” • Mobilized web games • Game rules mimics shows • Monthly game packs add new answers & puzzles “Jeopardy”, “Wheel of Fortune” by Sony Pictures Digital Entertainment Lecture Material of Global Game Industry, 2011 Jun
  • 72. Multimedia Composition • “Text to picture” engine • Type in text message (eg SMS) • Send to fun mail short code with your targets address • Fun Mail engine picks images to match your text • Sends as EMS/MMS/… based on recipient Lecture Material of Global Game Industry, 2011 Jun
  • 73. Multimedia Composition • Use SanRio’s “Hello Kitty” to send messages to your friends. • You can choose what outfit she wears and different compositions Lecture Material of Global Game Industry, 2011 Jun
  • 74. Trend: Game Packs - bundling • New games every month to stop unsubscribing • For $1/month take up to three games • Using Tetris to bring people in and other games to keep them Lecture Material of Global Game Industry, 2011 Jun
  • 75. Trend: Multiplayer games • Ranked #3 on docomo’s game pack menu • Good variety of games including board games and sports like Billiards • Packet fees are still very high and ICPs don’t get a cut, so little motivation to get users rack up huge packet fee bills. • Example: a game of othello will cost 50cents per player • Korea is much more flourishing for multiplayer where the biz model supports CPs Lecture Material of Global Game Industry, 2011 Jun
  • 76. Trend: 3D Games • Docomo regards the ‘505’ handset as a PlayStation 1 • Currently many japanese game companies are porting hit 3D PS1 titles to mobile • RidgeRacer was the pack-in game for the PS1. Different makers are bundling games with their handsets. Lecture Material of Global Game Industry, 2011 Jun
  • 77. Cross Media: link to Web • Play on PC • Pay via Mobile. • Purchase virtual objects using Premium SMS • Multiplayer Graphic Chat Lecture Material of Global Game Industry, 2011 Jun
  • 78. JooJoo: Social Game Portal Social game portal • Raise pets with your friends • Non-realtime Battle games with other users • Paid gifts and other virtual items • Write blog articles to raise your in-game level • Your avatar shows up in games and also on your blog and home page Lecture Material of Global Game Industry, 2011 Jun
  • 79. Operation: events, goods, community, metrics In social games the post-launch service operation is a critical success factor. Pikkle has deep experience in running these services. Japanese users also expect a high-level of customer support. We also know how to build activity in the fan communities around our games. Lecture Material of Global Game Industry, 2011 Jun
  • 80. Operation: events, goods, community, metrics • The mobile phone is a PlayStation! • Almost identical to the PlayStation version: Devil Car and Easter Eggs! • Created a new high 500yen price point for premium content • Blockbuster - the most expensive mobile game yet • 100,000 downloads sold! • The SH53 handset sold 500K units, so we achieved 20% penetration Lecture Material of Global Game Industry, 2011 Jun
  • 81. Monetizing the Social Games Lecture Material of Global Game Industry, 2011 Jun
  • 82. Package: Monthly Rental Lecture Material of Global Game Industry, 2011 Jun
  • 83. On the small screen: the brand is King On mobile, branded games hugely outsell unbranded • The tiny mobile phone storefront gives just an instant for consumers to decide which game to download • Well-known games win every time • Namco is a giant in the Japanese game industry with group consolidated turnover of $1.4BN in 2002 Lecture Material of Global Game Industry, 2011 Jun
  • 84. Docomo Weekly Guide • Very high traffic mobile site which is a guide to what’s new on i-mode • A way for the carrier to include more “editorial opinion” than just straight rankings • “weekly guide” you could foresee Docomo’s stance like “contents magazine”. • Never be a CP on their own to enable an even field for the content providers • Introducing “what’s new” • Special Feature • Sites that use new tech or handsets • Emoji graphics • Tips and Tricks • Single Banner ad Lecture Material of Global Game Industry, 2011 Jun
  • 85. Trend: mobile charts • Site Ranking creates a fair competitive field • Different carriers rank their games in different ways – number of subscribers, page accesses, or revenue. Lecture Material of Global Game Industry, 2011 Jun
  • 86. Mobile games boost ARPU! • Voice ARPU is falling everywhere, but data is rising • Games create significant data traffic – the second “S” curve • Our well known brands are helping operators attract a mass market mobile game audience and launch their data services Launch of the 503, japan’s first java capable mobile phone helped Namco subscriptions to take off and now similar Java launches are happening all over the world. Lecture Material of Global Game Industry, 2011 Jun
  • 87. Mobile Game Market Trends • Mobile is a growth area for game development • Significant number of existing gamers are using mobile devices • Business model – marketing and monetization • Investor interest in social mobile gaming Lecture Material of Global Game Industry, 2011 Jun
  • 88. US Game Market Branded games and music is the driving force for game market in US. Lecture Material of Global Game Industry, 2011 Jun
  • 89. US Game Market 2008 Top U.S. Interactive Entertainment Software Publishers EA ACTIVISION 20% 24% NINTENDON NA TAKE-TWO 3% UBISOFT 17% THQ 4% MICROSOFT 4% SONY 5% 17% 6% OTHERS Lecture Material of Global Game Industry, 2011 Jun
  • 90. US Game Market Publisher Top Brands (U.S. Sales 2008) Electronic Arts Activision Nintendo Take-two Rock band Guitar Hero Mario Brother Grand theft Auto US$ 662M US$ 992M US$ 761M US$ 361M Lecture Material of Global Game Industry, 2011 Jun
  • 91. US Game Market Lecture Material of Global Game Industry, 2011 Jun
  • 92. China Game Market A young market with internet cafe as main distribution channel. Lecture Material of Global Game Industry, 2011 Jun
  • 93. China Game Market China a Vast but Hard to Tap Market NO CONSOLE MARKET INTERNET / GAME CAFÉ BOOM China’s online game market rose 63% Y/Y in CY08 to $2.8B. But, China is banning foreign investment in online games. YOUNG MARKET 70% of China’s 298 million Internet users are under the age of 30, and 65% of those have played online games. Lecture Material of Global Game Industry, 2011 Jun
  • 94. China Game Market Online Game Type China online game type MMORPG STRETEGY COMPETITION CASUAL •MMORPG(Massively Multiplayer online Role Playing Game) • Strategy: Team work strategy (ex: Sango Online) • Competition: race game or shoot game (ex: CS online) • Casual game: gambling game or game for fun(ex: porker. Mahjong) Lecture Material of Global Game Industry, 2011 Jun
  • 95. Thank you for your time Lecture Material of Global Game Industry, 2011 Jun