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IDEA - Opportunities in the Games Industry - 15 November 2011

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Sean Kauppinen's presentation from AnimfxNZ 2011. Opportunities and market info. More available at www.iesherpa.com

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Page 1: IDEA - Opportunities in the Games Industry  - 15 November 2011
Page 2: IDEA - Opportunities in the Games Industry  - 15 November 2011

Sean Kauppinen• 16+ years experience in the games industry• Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast• CEO or advisory board member to dozens of start-ups• Launched more than 500 titles to date

• Strategy• Business development• Corporate communications• Product Launches• Funding• Marketing

• Online games expertise (more than 20 MMO titles + virtual worlds and social network games)

• Global view due to frequent international travel and contacts (Europe, Asia, North America – now South America)

• Serves on advisory boards for GDC Europe, SXSW Screenburn and is The Special Advisor to The Academy of Interactive Arts & Sciences

Page 3: IDEA - Opportunities in the Games Industry  - 15 November 2011

Opportunities in the Games Industry

As of 15 November, 2011

Page 4: IDEA - Opportunities in the Games Industry  - 15 November 2011

Social Games

• The challenge is getting users• No Zynga virality anymore• Will cost $1-$1.50 Cost Per User• Monetize 2-2.5%• Facebook Ads – (bid low for liquidity and high

for quality) – they deliver at any price!

Page 5: IDEA - Opportunities in the Games Industry  - 15 November 2011

Browser Games

• Flash is the dominant format• Unity will be the dominant format – mobile

and cross-platform – (Flash for mobile is dead – now Flash is native app for mobile)

• Monetization is getting harder, but less competition than true social

• HTML5 is B.S. (standard hasn’t been finalized, no native rendering capability)

Page 6: IDEA - Opportunities in the Games Industry  - 15 November 2011

MMOs

• Free-to-play of “Freemium” is now the prevailing business model

• Expensive to build, but you can make money• User base is growing as more people are

exposed to this model

Page 7: IDEA - Opportunities in the Games Industry  - 15 November 2011

MMOs• The market for online games is growing fast with ABI

Research predicting that The overall online game market will grow to just over $29 billion by 2015 (14.8 percent CAGR).

• IHS Screen Digest released a report outlining the MMO sector in North America and Europe:

• Microtransaction revenue in North America and Europe rose to $1.13 billion in 2010, an increase of 24.2 percent.

• Microtransaction revenue is predicted to reach $1.8 billion in 2015.

• Combined MMOG/MOG revenue in North America and Europe is predicted to reach $3.13 billion in 2015

Page 8: IDEA - Opportunities in the Games Industry  - 15 November 2011

MMOs• According to Newzoo, there are More than 86.5 Million MMO

Gamers in the USA and Europe (excluding Scandinavia and Eastern Europe)– France – 9 Million– Germany – 13 Million– Spain – 6 Million– UK – 11 Million– USA – 47.5 Million

Page 9: IDEA - Opportunities in the Games Industry  - 15 November 2011

Platforms

Page 10: IDEA - Opportunities in the Games Industry  - 15 November 2011

Mobile Devices

• iPhone – Free-to-play (freemium) is now the prevailing model

• Going Free is no longer beneficial as it doesn’t increase sales

• The Android market is severely fractured and full of “profiteers”

• Angry Birds gamed the system, it’s no longer possible

Page 11: IDEA - Opportunities in the Games Industry  - 15 November 2011

Smartphone Growth• China captured the No. 1 position in 2010• Brazil will have a CAGR of 43% over the next five years• India will have a CAGR of 39% over the next five years• Turkey will have a CAGR of 37% over the next five years• Nigeria will have a CAGR of 34% over the next five years• Latin America will be the fastest growing region at a

compound annual growth rate of 48%• Africa and the Middle East will have a 39% CAGR• Pyramid also forecasts sales of 1.8 billion smartphones over

the next five years

Page 12: IDEA - Opportunities in the Games Industry  - 15 November 2011

Freemium

• Freemium games on iOS and Android now account for over 65% of all revenue generated among the Top 100 grossing apps in the App Store

• 25 – 34 year olds account for 49% of total dollars spent

• 35 – 54 year olds account for 28% of total dollars spent

• The average consumer spending money in these games is 32 years old

Page 13: IDEA - Opportunities in the Games Industry  - 15 November 2011

Thanks Flurry!

Page 14: IDEA - Opportunities in the Games Industry  - 15 November 2011

Smart TVs

• Publishers are currently looking at their own virtual consoles

• Android and the Chrome OS are making headway in this market

• Developing on Unity could be a smart way to get on these systems

• This is the way the industry is approaching emerging markets in Asia, Latin America and China – markets where consoles are scarce and there’s massive piracy

Page 15: IDEA - Opportunities in the Games Industry  - 15 November 2011

International Markets

• Russia• Brazil• Latin America• USA• Korea• China• Asia Pacific

Page 16: IDEA - Opportunities in the Games Industry  - 15 November 2011

DFC Estimates Global Videogame Market to Reach $81 billion in 2016

Page 17: IDEA - Opportunities in the Games Industry  - 15 November 2011

• The market is expected to grow from $66 billion in 2010 to $81 billion in 2016

• In 2013, online delivery of games and online business models will surpass sales of physical retail software

• The traditional worldwide interactive entertainment market reached a high of $58 billion in 2008

• Over the next few years, there is expected to be a steady decline at retail, reaching a low of $43 billion in 2016

• Total worldwide sales of online games are expected to increase from $19.3 billion in 2010 to $37.9 billion by 2016

Page 18: IDEA - Opportunities in the Games Industry  - 15 November 2011

Russia – Mail.ru• 40+ MMO Games, with 35 million players• 70+ Social Network Games, with 45 million

players• Legend: Legacy of the Dragons, developed in-

house, is a bestselling online game in Russia and Europe.

• AllodsOnline is the most ambitious Russian game development ever, with $15m budget.

• Perfect World is the most popular client-based online game in Russia.

Page 19: IDEA - Opportunities in the Games Industry  - 15 November 2011

Legend: Legacy of the Dragons• The internally developed “Legend: Legacy of the

Dragons” is an award winning browser-based MMORPG with a fully animated asynchronous dynamic combat system, castle sieges and global PvP with up to 1,000 simultaneous players.

• Free-to-Play business model• More than 8 million players globally, 5 million in

Europe• ARPPU more than 120 €• 6+ month customer lifetime

Page 20: IDEA - Opportunities in the Games Industry  - 15 November 2011

Brazil• 190 Million Brazilians• 189 Million Mobile phones• 17.5 Million – 3G Network mobile phones• 75 Million Internet users • 60 Million Computers • Brazil makes up 65% of South American Economy • 98,000 Internet Cafes• $165 million virtual goods market in 2010 –

virtual good sales are predicted to double to $320 million in 2014

Page 21: IDEA - Opportunities in the Games Industry  - 15 November 2011

Latin America• Mexico – $42.5 Million in 2010• Guatemala – $2.3 Million in 2010• Costa Rica – $1.2 Million in 2010• Panama – $1.7 Million in 2010• Dominican Republic – $3.1 Million in 2010• Venezuela – $11.9 Million in 2010• Colombia $44 Million in 2010• Argentina – $19.1 Million in 2010• Ecuador – $4.5 Million in 2010• Peru – $15.4 Million in 2010• Bolivia – $2.3 Million in 2010• Paraguay – $0.8 Million in 2010• Chile – $13.3 Million in 2010• Uruguay – $3.4 Million in 2010

Page 22: IDEA - Opportunities in the Games Industry  - 15 November 2011
Page 23: IDEA - Opportunities in the Games Industry  - 15 November 2011

Social Gaming in Japan was $1.43 Billion in 2010

• Social gaming in Japan was $326 million in 2009

• 37 percent of all social game users have spent money on a social game

• 20 percent are still spending money• 30 percent of social game players own a

smartphone

Page 24: IDEA - Opportunities in the Games Industry  - 15 November 2011

U.S. Digital Distribution Market for Digital Content

• 51% of Xbox 360 and PlayStation 3 console owners in the US downloaded digital content in 2011

• 40% downloaded digital content in 2010• 39% downloaded digital content in 2009• DLC generated more than $875 million in sales in 2011• EEDAR estimated DLC to rise to $1 billion in 2012• 20 million consumers in North America bought DLC in the

past 12 months• 14 million consumers bought DLC in 2010• 9 million consumers bought in 2009• EA also release numbers stating that their ORIGIN digital

distribution platform now has 5 million users.

Page 25: IDEA - Opportunities in the Games Industry  - 15 November 2011

Digital Distribution

Page 26: IDEA - Opportunities in the Games Industry  - 15 November 2011

Korea

• Approximately 61% of Korean smartphone users play games on their phone

• In a market dominated by Samsung, LG and other local handset manufacturers, Apple has been able to carve market share with 2 million and counting units of the iPhone being sold in Korea

Page 27: IDEA - Opportunities in the Games Industry  - 15 November 2011

China

• There are 235 million registered social network game players in China

• There are 150 million active social network game players in China

• 64.8 percent of registered social network game players in China are active players

• The number of registered players grew 33.7 percent over the past year

Page 28: IDEA - Opportunities in the Games Industry  - 15 November 2011

China• China’s Online Games Industry has a 21.4%

growth-rate in 2011• Niko Partners estimates market size in China as

$5.8 billion for 2011.• The market was $4.8 billion last year.• 2009 was the first year to see games on social

networking sites in China, generating $80 million in revenues by Niko’s estimate.

• By 2010, the amount of revenue generated from these social networking games had reached $500 million.

Page 29: IDEA - Opportunities in the Games Industry  - 15 November 2011

Asia Pacific

• Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam are fast growing

• By 2014, there will be more than 90 million gamers throughout these six Asian emerging markets

• Southeast Asia Online Game Market is $405.7 million in 2010

• Will grow to $833.7 million by 2014