Let the games begin - Insights into the Gaming Industry

Bharath Rao
Bharath RaoAssurance and IT Enthusiast and coincidentally a CA à EY
Let the Games Begin!!
Knowledge Scoop Presentation Series
Some insights of the Gaming Industry
Outline
1
2
3
About the Industry
Gaming – Business Perspective
Gaming – Cyber Security and Safety
1 About the Industry
17 September 2021 Let the Games Begin!!
Page 4
An intro to the world of Gaming
► Economic sector involved in the development, marketing, and monetization
of games
► Games are targeted for users of all age groups and genres
► Kids
► Teens
► Family Games
► Multi Player Games
► eSports
► Two Components
2.74 BN Global Gamers
$159.3 BN Global Revenue
$870 MN Indian Revenue
Hardware
• Consoles and Computing Devices
• Gaming Furniture
• Media and Entertainment Systems
Games
• Computer/Mobile/Console based
games
• Freemium Games
• Gambling Games
300 MN Indian Gamers
48 Exabytes Annual
Online Data Consumption
1 Exabyte equals 1 Million Terabytes
17 September 2021 Let the Games Begin!!
Page 5
Gaming Timeline
2020
195Os 1970s 1980s 1990s 2000s
Launch of the first video
Game – Tennis for two
developed by Brookhaven
National Laboratory, New
York
Launch of other initial games
like Moon Landing, Tic Tac
Toe etc.
Birth of the Video Game
Industry
Introduction of the “Arcade
Games” culture
Introduction of the First
Generation home Game
Consoles
Golden Age of Gaming
Arcade Games and early
Home Computer Games
were at their prime
Galaga, Galaxian, Pac-Man,
Dave
Evolution of PC and Console
based Games
Markets set up for PC
Games, Consoles, Console
Games by Nintendo, Sony
and others
Introduction of Mobile based
games (Snake)
Gaming Industry Boom
Online and Multiplayer Gaming, Social Media Gaming,
and other Genre’s of Gaming, Virtual Reality,
Augmented Reality and Handheld gaming
Increase in Gaming Conventions, Competitions
Benchmarking Games and Equipment to enhance the
technology e.g. 4K, 8K Gaming
17 September 2021 Let the Games Begin!!
Page 6
Games
17 September 2021 Let the Games Begin!!
Page 7
Home Consoles, Handheld and other Gaming Media
Atari 5200 - 1982 Nintendo Entertainment System
(NES) - 1985
Sony Playstation - 1994 XBOX - 2001 Nintendo Switch - 2013
PS5 - 2020 XBOX Series X - 2020
Gameboy - 1989 Nokia N-Gage QD - 2003 Play Station Portable - 2004
Google Stadia - 2019
Facebook Oculus - 2012
17 September 2021 Let the Games Begin!!
Page 8
Gaming Companies
17 September 2021 Let the Games Begin!!
Page 9
Gaming Genres
► Action – First Person Shooter, Fighting, Mission/Story Oriented Games
► Counter Strike, FAU-G, Medal Of Honor, Mortal Kombat etc.
► Sports – Racing, International Sports and Simulation
► Forza, Need for Speed, FIFA, Moto GP, Mario Kart, Microsoft Flight Simulator etc.
► Action Adventure Based Games –
► Red Dead Redemption, Batman, God of War, Assassins Creed, Pokémon etc.
► Strategy Games –
► Command and Conquer, Age of Empires etc.
► Casual Games –
► Candy Crush, Mafia Wars, Farmville, Ludo, Scrabble, Pool, Penguin Diner etc.
2 Gaming – Business
Perspective
17 September 2021 Let the Games Begin!!
Page 11
Gaming Revenue Model for Companies
► Sale of Games by Gaming Companies, Digital Distribution Platforms
► Gaming Accessories and Merchandizing (Limited Edition Consoles,
Games, Clothing etc.,)
► In-Game Purchases of Currency, Items etc.
Licensing and
Royalty
► In-Game Advertising of Brands of Products, Automobiles, Banks etc.,
► Advertisements, Game Avatar/Profile selections such as Football Teams,
Cars, Bikes etc.
► Advertisement Banners, Impressions, referrals
Sponsorship and
Advertising
► Gaming as a Service – Google Stadia, Xbox Game Streaming
► Subscription of Game Programs and Platforms – EA Play, XBOX
Live/Game Pass, PlayStation Network + etc.
Subscription Based
Sale of Console,
Computers, Laptops,
Mobile Phones
Sale of Gaming
Accessories, Furniture
Revenue from Games Other Revenue
17 September 2021 Let the Games Begin!!
Page 12
Gaming Revenue Model for Gamers
► Competing in eSports and winning prize money. Some games played
competitively are Tetris, Fortnite, League of Legends, FIFA, World of
Worldcraft (DOTA), PUBG etc.,
► Sponsorship of Gaming Teams for Regional, National and International
Games
eSports and
Competitions
► Revenue earned by Advertisements placed within Online content created
for
► Live Streams
► Gaming Walkthroughs
► Donations paid in platforms such as Patreon etc.,
Content Creation
Average Revenue Per user is expected to hit $19.53 by 2020
17 September 2021 Let the Games Begin!!
Page 13
Sample Budget for a Gaming Room
Item Approx. Amounts in $
Gaming Table 112
Gaming Chair 100
4K Monitor 299
4K TV with HDR10 500
Gaming Keyboard and Mouse 65
Gaming Headset 50
Home Theater Receiver 230
5.1 Channel Speaker 250
Console 399
Internet Connection 40
Total 2045
Per Game Average Cost $35 – $70/game
17 September 2021 Let the Games Begin!!
Page 14
Understanding the Gaming Eco-System
Gaming Studio Game
Gaming
Platform
Gaming
Distribution
Multi-Player
Platforms
Consumer
Content
Management
Platforms
Develops
Ported
Sales
Purchased
Purchased
Monetize
Utilize
• Computers, Mobiles
• Consoles
• Social Media
• Virtual Reality
Rating Agency
3 Gaming – Cyber Security
and Safety
17 September 2021 Let the Games Begin!!
Page 16
Cyber Attacks on the Gaming Industry
17 September 2021 Let the Games Begin!!
Page 17
Cyber Attacks on the Gaming Industry
17 September 2021 Let the Games Begin!!
Page 18
Risks in the Gaming Business – Gaming Companies
CyberSecurity
Licensing
Integrity
Theft
Privacy
► Networks – DDoS, Injection,
► Servers Hosting the Games
► IOT Devices – Kinect, Controllers, VR
► Console Cracking
► Emulators
► Game Cracking/Piracy/Key-Gens
► Cheats and Hacking mechanisms via
► Hardware
► Code Modification
► Virtual Currency
► Game Inventory and Goods
► Privacy of Gamers –
► Minors
► Geographic and other PII information
17 September 2021 Let the Games Begin!!
Page 19
Risks in the Gaming Business – Gamers
Theft
Privacy
► Virtual Currency
► Game Inventory and Goods
► Privacy of Gamers –
► Minors
► Geographic and other PII information
Cyber Bullying
► Cyber Bullying by other gamers
► Online Shaming
► Extortion
Psychological
and Physical
► Addiction
► Lack of Physical Activities – Obesity
► Introvert and Fantasy Living
Positive Impact ► Distraction during Depression and other mental
ailments
► Increased Attention Span
► Boosts Memory
17 September 2021 Let the Games Begin!!
Page 20
Takeaways
Business Perspective
Technology and Safety
Perspective
Psychology Perspective
Expected a growth in Gaming industry
specific to Mobile, VR and AR Gaming
Increase in Game Monetization Methods
beneficial to the Gaming Company and the
Gamers
Overall Gaming industry is expected to
generate $200 BN Global revenue by 2023
India Gaming Revenue is expected to
generate $2.7 BN Revenue by 2023
“Games as a service” is expected to
Penetrate in a strong manner globally
Cybersecurity Initiatives and Practices are
being scaled up by Gaming Companies,
Distribution and other platforms with specific
focus on Availability, Security and Privacy
Efforts for DRM and License Management is
expected to reduce as platform based gaming
is going to take over
More efforts are required to be exercised to
protect Minors from Cyber Bullying, Addiction
and other hazards.
A balance is necessary to have a healthy
physical and mental wellbeing.
Minors are required to be educated to identify
and segregate bad games, cyber bullying,
cyber stalking, protecting their PII.
The doors are open for more people to monetize the enthusiasm surrounding this $160 billion industry.
Thank You
Bharath Rao, Manager, Business Consulting, EY
mailme@bharathraob.com | 8892229220
/bharathraob
Disclaimer: The presentation, information and images contained therein are intended for educational purposes only. Statements, views, thoughts and
opinions expressed in the presentation belong solely to the presenter. The information contained in this presentation is of a general nature and is not
intended to address the circumstances of any particular individual or entity. The presenter disclaims any liability to any person or entity in respect of
anything as the technical contents.
1 sur 21

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Let the games begin - Insights into the Gaming Industry

  • 1. Let the Games Begin!! Knowledge Scoop Presentation Series Some insights of the Gaming Industry
  • 2. Outline 1 2 3 About the Industry Gaming – Business Perspective Gaming – Cyber Security and Safety
  • 3. 1 About the Industry
  • 4. 17 September 2021 Let the Games Begin!! Page 4 An intro to the world of Gaming ► Economic sector involved in the development, marketing, and monetization of games ► Games are targeted for users of all age groups and genres ► Kids ► Teens ► Family Games ► Multi Player Games ► eSports ► Two Components 2.74 BN Global Gamers $159.3 BN Global Revenue $870 MN Indian Revenue Hardware • Consoles and Computing Devices • Gaming Furniture • Media and Entertainment Systems Games • Computer/Mobile/Console based games • Freemium Games • Gambling Games 300 MN Indian Gamers 48 Exabytes Annual Online Data Consumption 1 Exabyte equals 1 Million Terabytes
  • 5. 17 September 2021 Let the Games Begin!! Page 5 Gaming Timeline 2020 195Os 1970s 1980s 1990s 2000s Launch of the first video Game – Tennis for two developed by Brookhaven National Laboratory, New York Launch of other initial games like Moon Landing, Tic Tac Toe etc. Birth of the Video Game Industry Introduction of the “Arcade Games” culture Introduction of the First Generation home Game Consoles Golden Age of Gaming Arcade Games and early Home Computer Games were at their prime Galaga, Galaxian, Pac-Man, Dave Evolution of PC and Console based Games Markets set up for PC Games, Consoles, Console Games by Nintendo, Sony and others Introduction of Mobile based games (Snake) Gaming Industry Boom Online and Multiplayer Gaming, Social Media Gaming, and other Genre’s of Gaming, Virtual Reality, Augmented Reality and Handheld gaming Increase in Gaming Conventions, Competitions Benchmarking Games and Equipment to enhance the technology e.g. 4K, 8K Gaming
  • 6. 17 September 2021 Let the Games Begin!! Page 6 Games
  • 7. 17 September 2021 Let the Games Begin!! Page 7 Home Consoles, Handheld and other Gaming Media Atari 5200 - 1982 Nintendo Entertainment System (NES) - 1985 Sony Playstation - 1994 XBOX - 2001 Nintendo Switch - 2013 PS5 - 2020 XBOX Series X - 2020 Gameboy - 1989 Nokia N-Gage QD - 2003 Play Station Portable - 2004 Google Stadia - 2019 Facebook Oculus - 2012
  • 8. 17 September 2021 Let the Games Begin!! Page 8 Gaming Companies
  • 9. 17 September 2021 Let the Games Begin!! Page 9 Gaming Genres ► Action – First Person Shooter, Fighting, Mission/Story Oriented Games ► Counter Strike, FAU-G, Medal Of Honor, Mortal Kombat etc. ► Sports – Racing, International Sports and Simulation ► Forza, Need for Speed, FIFA, Moto GP, Mario Kart, Microsoft Flight Simulator etc. ► Action Adventure Based Games – ► Red Dead Redemption, Batman, God of War, Assassins Creed, Pokémon etc. ► Strategy Games – ► Command and Conquer, Age of Empires etc. ► Casual Games – ► Candy Crush, Mafia Wars, Farmville, Ludo, Scrabble, Pool, Penguin Diner etc.
  • 10. 2 Gaming – Business Perspective
  • 11. 17 September 2021 Let the Games Begin!! Page 11 Gaming Revenue Model for Companies ► Sale of Games by Gaming Companies, Digital Distribution Platforms ► Gaming Accessories and Merchandizing (Limited Edition Consoles, Games, Clothing etc.,) ► In-Game Purchases of Currency, Items etc. Licensing and Royalty ► In-Game Advertising of Brands of Products, Automobiles, Banks etc., ► Advertisements, Game Avatar/Profile selections such as Football Teams, Cars, Bikes etc. ► Advertisement Banners, Impressions, referrals Sponsorship and Advertising ► Gaming as a Service – Google Stadia, Xbox Game Streaming ► Subscription of Game Programs and Platforms – EA Play, XBOX Live/Game Pass, PlayStation Network + etc. Subscription Based Sale of Console, Computers, Laptops, Mobile Phones Sale of Gaming Accessories, Furniture Revenue from Games Other Revenue
  • 12. 17 September 2021 Let the Games Begin!! Page 12 Gaming Revenue Model for Gamers ► Competing in eSports and winning prize money. Some games played competitively are Tetris, Fortnite, League of Legends, FIFA, World of Worldcraft (DOTA), PUBG etc., ► Sponsorship of Gaming Teams for Regional, National and International Games eSports and Competitions ► Revenue earned by Advertisements placed within Online content created for ► Live Streams ► Gaming Walkthroughs ► Donations paid in platforms such as Patreon etc., Content Creation Average Revenue Per user is expected to hit $19.53 by 2020
  • 13. 17 September 2021 Let the Games Begin!! Page 13 Sample Budget for a Gaming Room Item Approx. Amounts in $ Gaming Table 112 Gaming Chair 100 4K Monitor 299 4K TV with HDR10 500 Gaming Keyboard and Mouse 65 Gaming Headset 50 Home Theater Receiver 230 5.1 Channel Speaker 250 Console 399 Internet Connection 40 Total 2045 Per Game Average Cost $35 – $70/game
  • 14. 17 September 2021 Let the Games Begin!! Page 14 Understanding the Gaming Eco-System Gaming Studio Game Gaming Platform Gaming Distribution Multi-Player Platforms Consumer Content Management Platforms Develops Ported Sales Purchased Purchased Monetize Utilize • Computers, Mobiles • Consoles • Social Media • Virtual Reality Rating Agency
  • 15. 3 Gaming – Cyber Security and Safety
  • 16. 17 September 2021 Let the Games Begin!! Page 16 Cyber Attacks on the Gaming Industry
  • 17. 17 September 2021 Let the Games Begin!! Page 17 Cyber Attacks on the Gaming Industry
  • 18. 17 September 2021 Let the Games Begin!! Page 18 Risks in the Gaming Business – Gaming Companies CyberSecurity Licensing Integrity Theft Privacy ► Networks – DDoS, Injection, ► Servers Hosting the Games ► IOT Devices – Kinect, Controllers, VR ► Console Cracking ► Emulators ► Game Cracking/Piracy/Key-Gens ► Cheats and Hacking mechanisms via ► Hardware ► Code Modification ► Virtual Currency ► Game Inventory and Goods ► Privacy of Gamers – ► Minors ► Geographic and other PII information
  • 19. 17 September 2021 Let the Games Begin!! Page 19 Risks in the Gaming Business – Gamers Theft Privacy ► Virtual Currency ► Game Inventory and Goods ► Privacy of Gamers – ► Minors ► Geographic and other PII information Cyber Bullying ► Cyber Bullying by other gamers ► Online Shaming ► Extortion Psychological and Physical ► Addiction ► Lack of Physical Activities – Obesity ► Introvert and Fantasy Living Positive Impact ► Distraction during Depression and other mental ailments ► Increased Attention Span ► Boosts Memory
  • 20. 17 September 2021 Let the Games Begin!! Page 20 Takeaways Business Perspective Technology and Safety Perspective Psychology Perspective Expected a growth in Gaming industry specific to Mobile, VR and AR Gaming Increase in Game Monetization Methods beneficial to the Gaming Company and the Gamers Overall Gaming industry is expected to generate $200 BN Global revenue by 2023 India Gaming Revenue is expected to generate $2.7 BN Revenue by 2023 “Games as a service” is expected to Penetrate in a strong manner globally Cybersecurity Initiatives and Practices are being scaled up by Gaming Companies, Distribution and other platforms with specific focus on Availability, Security and Privacy Efforts for DRM and License Management is expected to reduce as platform based gaming is going to take over More efforts are required to be exercised to protect Minors from Cyber Bullying, Addiction and other hazards. A balance is necessary to have a healthy physical and mental wellbeing. Minors are required to be educated to identify and segregate bad games, cyber bullying, cyber stalking, protecting their PII. The doors are open for more people to monetize the enthusiasm surrounding this $160 billion industry.
  • 21. Thank You Bharath Rao, Manager, Business Consulting, EY mailme@bharathraob.com | 8892229220 /bharathraob Disclaimer: The presentation, information and images contained therein are intended for educational purposes only. Statements, views, thoughts and opinions expressed in the presentation belong solely to the presenter. The information contained in this presentation is of a general nature and is not intended to address the circumstances of any particular individual or entity. The presenter disclaims any liability to any person or entity in respect of anything as the technical contents.