Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013
1. Pillsbury Winthrop Shaw Pittman LLP
Mobile Platforms and Business Models
Presented by:
Riaz Karamali, Partner
Palo Alto, California
riaz.karamali@pillsburylaw.com
Monday, October 07, 2013
Gamer Technology Law
New technologies, opportunities, regulations
and business models
2. Foundation: Common Revenue Models
Show Me the Money!
Advergames
Advertisements
Auctions – Player Trades
Crowd-Funding
Free Games
In-App Purchases
Real Product Sale
Selling Games
Subscriptions
1 Mobile Platforms and Game Revenue Models
3. Revenue Model: Advergames
Game is made to a specific advertisement campaign of a company.
Different types: above the line, below the line and through the line
Pros
Simple production
Shared risk
Cons
Shared risk (brand and developer)
Unlikely to be a hit – capped upside
2 | Mobile Platforms and Game Revenue Models
4. Revenue Model: Advertisements
Using ads inside games.
Different types: static, dynamic, product placement, others
Pros
Users aren't charged for this and allows apps to be free.
Cons
Less money per user, need great user base to make good money.
3 | Mobile Platforms and Game Revenue Models
5. Revenue Model: Auctions / Player Trades
Create in game or parallel online economy around virtual goods.
Pros
Can be lucrative and engaging to users.
Cons
Best suited for virtual worlds and MMORPGs.
Fraught with real world issues.
4 | Mobile Platforms and Game Revenue Models
6. Revenue Model: Crowd-Funding
Use a crowd-funding platform to pre-sell the game
Pros
Cut out the publisher
Validate demand prior to large investment in development
Engage your community
Cons
The odds are stacked against lesser known developers
Managing a successful kickstarter campaign is a full time job
5 | Mobile Platforms and Game Revenue Models
7. Revenue Model: Free Games
Game devs use free version of games to promote the paid version, use free
games just to promote themselves or in combination with other revenue
model.
In combination with free: shareware / paid upgrades or solicit domations
Pros
Lowers barrier to download
Cons
Cannibalization
Can lower quality of user interactions with each other
6 | Mobile Platforms and Game Revenue Models
8. Revenue Model: In-App Purchases
One of the most successful models for mobile games.
Game is a free-to-play game that sells virtual goods to let users accelerate
things, get more money or buy special thing.
Goods – functional, decorative or functional AND decorative
Pros
Users can decide how much to spend – hello whales!
Cons
Need strategy to engage users to pay for goods
without alienating them or skewing gameplay
7 | Mobile Platforms and Game Revenue Models
9. Revenue Model: Real Product Sale
Sell products around your game and sell them to players within game setting
Pros
Source of revenue beyond game itself
Cons
Players must be fan of game outside of game setting
8 | Mobile Platforms and Game Revenue Models
10. Revenue Model: Selling Games
This is the most common revenue model
Pros
Easy and straighforward
Quick results
Users are familiar with this model
Ability to change pricing / have “sales”
Cons
Some players will not buy; so demand is reduced
May invite free imitators
9 | Mobile Platforms and Game Revenue Models
11. Revenue Model: Subscription
Players pay a periodic fee to play.
Pros
Recurring revenue
Cons
Frequent updates
Difficult to manage
10 | Mobile Platforms and Game Revenue Models
12. Hybrid Approach: Using Multiple Models
Free Games + Ads
Selling Game
This is a good combination to earn money both ways,
using a limited free version to let people try your game
but still monetizing them with ads and if they like it sell
the game.
In-App Purchases
+
Ads
A nice combination to have a good number of users
and monetize them in two ways: Selling premium
options (ex. Virtual goods) and ads. This way you
monetize even the user that don't buy premium
options
Selling Games
+
In-App Purchases
This combination is selling game and using in-app
purchases to sell virtual goods to maximize the game
revenue.
11 | Mobile Platforms and Game Revenue Models
A few possible examples:
13. Changing Gears
12 | Mobile Platforms and Game Revenue Models
King Quits Advertising Since It Earns
So Much On Candy Crush Purchases
Game developers are using a number of different revenue models:
• Some game provide multiple revenue models within one games
• Other games are changing their revenue models as they build and engage a player
foundation
14. App Stores
13 | Mobile Platforms and Game Revenue Models
When in the initial
stages of game
development,
developers should
clearly outline
monetization strategy
and goals and align
those with legal and
regulatory guidelines
15. Mobile Operating Systems:
Competitors and Also-Rans
14 Mobile Platforms and Game Revenue Models
Operating System Units 2012 2012% 2011%
Android 136 million 75% 57%
Apple 26.9 million 14.9% 13.8%
Blackberry 7.7 million 4.3% 9.5%
Microsoft Windows 3.6 million 2.0% 1.2%
Symbian 4.1 million 2.3% 14.6%
Linux Mobile 2.8 million 1.5% 3.3%
16. Analysis of Key Terms and Conditions Governing
Software Application Development and Distribution
15 | Mobile Platforms and Game Revenue Models
17. Case Study: Crowd-Funding
Typical Scenario – product pre-sales
Android Terms
Open distribution policy – no problem
Apple Terms
Apps must be sold through the AppStore
50 promo codes per version
Possible Solutions
Brief free period
Gifting
Special donor version with unlock code
Special deal with Apple (e.g. Amazon free apps)
16 Mobile Platforms and Game Revenue Models
18. Questions?
Riaz Karamali | Partner
Pillsbury Winthrop Shaw Pittman LLP
2550 Hanover Street | Palo Alto, CA 94304-1115
Dir 650.233.4052 | Fax 650.233.4545 | Cell 650.814.5597
Email: riaz.karamali@pillsburylaw.com
Bio: http://www.pillsburylaw.com/riaz.karamali
17 | Mobile Platforms and Game Revenue Models