Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010

Vision+Media
Vision+MediaVision+Media
Gaming Industry Report,[object Object],Traditional Video gaming,[object Object],Social Gaming,[object Object],Online Gaming,[object Object],Web 2.0/3.0 “activities”,[object Object]
About the Speaker,[object Object],Ian Hetherington,[object Object],Chairman and Chief Strategy Officer of Realtime Worlds http://www.realtimeworlds.com/,[object Object],Board member Vision+Media http://www.visionandmedia.co.uk/,[object Object],1st presented 25 March 2010 at the 1st How-Do/Vision+Media Northwest England’s Creative Industries AGM,[object Object]
The Global Video Game Market,[object Object],In 2008 analysis of the top 3 computer games producers: ,[object Object],UK : £4.03bn (£3.40bn) year-on-year  growth of 18.5% ,[object Object],USA: £14.89bn (£12.51bn) year-on-year  growth of 19%,[object Object],Japan: £4.55bn (£5.37bn) year-on-year  decline of 15%,[object Object]
The UK Video Game Market,[object Object],2008 UK consumer spend on videogames products £4 billion  ,[object Object],(defined as games, consoles and peripherals),[object Object],Wii software sales up 112%, to £481 million,[object Object],Microsoft’s Xbox 360 software sales up 51%,[object Object],PlayStation 3 software sales up 145% to £334 million,[object Object],Research undertaken by How-Do highlights that in 2008:,[object Object],The UK gaming industry is worth an estimated £20 billion worldwide,[object Object]
Fast Forward to 2010,[object Object],We  have a healthy UK Games market?,[object Object],We have a healthy “traditional” UK Games market?,[object Object],The UK has a healthy position in the Global Market,[object Object],All these statements are true….,[object Object],However:,[object Object],Only 1 in 50 game players are playing traditional video games,[object Object],What are the other 49 doing?,[object Object],These 2008 statistics represent product in development in 2005, conceived in 2004,[object Object],Since 2004/5 the social network and gaming worlds have changed beyond recognition,[object Object],Facebook was founded in 2004!,[object Object],World of Warcraft launched 2004!,[object Object],Twitter, first tweet sent March, 2006,[object Object],Where are we NOW?,[object Object]
Current Market Segmentation,[object Object],Industry profile 2010 ,[object Object],Console Gaming – flat(ish) except Wii,[object Object],The Wii platform defined “social” console gaming,[object Object],Nobody saw it coming,[object Object],Online Gaming  - medium/high growth,[object Object],Mobile Gaming – high growth - iPhone,[object Object],Social Gaming – off the scale,[object Object],New interactive web 2.0/3.0 apps,[object Object],obsoletes everything that preceded it,[object Object],What does this tell us?,[object Object],Speed date time……………,[object Object]
Sector Specific - Speed Date,[object Object],Packaged Media,[object Object],Retail shelf - console product ,[object Object],Online (MMO),[object Object],Retail shelf plus subscription,[object Object],Server connected,[object Object],Online persistence,[object Object],Social Network Gaming,[object Object],Facebook, Zynga, Playfish, Crowdstar,[object Object],Mobile – iPhone,[object Object],iTunes, AppStore,[object Object]
Packaged Media/Online market,[object Object],Call of Duty – Modern Warfare II,[object Object],$400m sales in the first 48 hours,[object Object],$200m pre launch commitment,[object Object],15m unit lifetime sales,[object Object],Estimated market value $2bn,[object Object],World of Warcraft,[object Object],Service live 2004,[object Object],$1bn p.a. sales,[object Object],500 development staff,[object Object],Estimated market value $7bn,[object Object],Massive franchise products - the exclusive domain of publishers,[object Object],Highly polarised 90:10 if not 95:5,[object Object],A sequel management business,[object Object],Enormous financial commitment predicated on retail channel support,[object Object],No entry point for Independent developers (royalties) or new IP (risk),[object Object]
Social Network Gaming,[object Object],Farmville ,[object Object],Happy Aquarium,[object Object],Café World ,[object Object],[object Object]
 “Freemium” business model
 Always something for free
 Premium services and item sales
 Development
 Short development cycle – less than 4 months
 Launch – permanent Beta status
 Product design derived from community analytics - Pigs and Chickens
 No sense of a “finished product” with a “push” launch
 Launch is the start of service provision with a Beta product
 Minimal customer support or interaction,[object Object]
 “Freemium” business model
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Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010