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APPNATION IV SAN FRANCISCO, CA DECEMBER 11-12, 2012

APPNATION IV - Jefferies Presentation

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Page 1: APPNATION IV - Jefferies Presentation

APPNATION IVSAN FRANCISCO, CADECEMBER 11-12, 2012 

Page 2: APPNATION IV - Jefferies Presentation

Internet & Interactive Entertainment

December 2012

APPNATION IVGamer Nation: A Global Mass Market Emerges

Moderator:Brian Pitz: Senior Internet & Interactive Entertainment Analyst; Jefferies

Panelists:George Jones: Director of Programming, Games / Action; WikiaWill Kassoy: CEO; AdColonyEros Resmini: SVP, Marketing & Developer Relations; GREE

Brian [email protected]

212.336.7413

Brian [email protected]

212.284.2491

Timothy O’[email protected]

212.284.3415

Sachin Khattar, [email protected]

212.323.3381

Stan Velikov, [email protected]

212.284.2140

Jefferies & Company, Inc.

Page 3: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

[email protected] 3

Companies on Panel / Biographies

George Jones: Director of Programming, Games / Action; Wikia

Wikia operates the world’s largest network of collaboratively published video game, entertainment, and lifestyle content on the web. With 1B monthly page views and 53MM unique visitors (+9MM add’l mobile uniques), Wikia now has 250K different wikis of which 50K are focused on gaming.

Will Kassoy: CEO; AdColony

AdColony operates a leading HD mobile video ad network. AdColony’s video ad network serves video ads instantly with its proprietary Instant-Play technology on the most popular apps in the world across Apple’s iOS and Google’s Android platforms.

Eros Resmini: SVP, Marketing & Developer Relations; GREE

GREE is a leading mobile social gaming company based in Japan, with a focus on creating and supporting unique free-to-play content. GREE has had a #1 grossing mobile game in 51 countries, with 2 million loyal players. The company acquired Funzio earlier in 2012.

Page 4: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

[email protected] 4

Themes to be Explored by Panel

What happens to consoles during the next hardware cycle?

• Large file sizes, low latency requirements, and digital entertainment content (Netflix, etc) have isolated consoles from disruption, for now. With next-gen hardware on the horizon, what happens going forward?

• Is the $60 fixed retail price the right model going forward, or will we see new models over time?

Where does mobile gaming go over time?

• As smartphones and tablets realize vast, global audiences, what are the implications on mobile gaming? What sort of growth are you seeing, and what are the differences between iOS vs. Android and smartphone vs. tablet usage?

• Can mobile games ever make the jump to the big screen (TV)?

What do new business models look like going forward?

• Asian gaming companies are pioneering here; what are the lessons for the West? (and vice versa)

• Looking at new business models (free to play with IAP, paid downloads, subscription, ads), what is the right model going forward?

• How will data / analytics improve the economics for developers?

first, let’s review some key industry trends

Page 5: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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Global Console Install Base of 239 Million is Largest Ever (and Still Growing!)

December 2005

December 2006

December 2007

December 2008

December 2009

December 2010

December 2011

December 2012

0

50

100

150

200

250

300

0%

20%

40%

60%

80%

100%

120%

140%

7th Gen Console Global Install Base (Millions, Left Axis)

vs. Y/Y Growth (Right Axis)

Wii Xbox 360 PS3

Source: NPD, VGChartz

new hardware cycle resets this install base

Page 6: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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No Clear Winner or Loser This Hardware Cycle (but What About the Next Cycle?)

Wii 98 Million

41%

Xbox 360 72 Million

30%

PS370 Million

29%

Global Console Market Share

239 Million Current-Gen ConsolesSource: NPD, VGChartz

Page 7: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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Retail Sales of Video Games Peak During Holidays (but Digital Sells Year Round)

Jan-0

6

Mar

-06

May

-06

Jul-0

6

Sep-0

6

Nov

-06

Jan-0

7

Mar

-07

May

-07

Jul-0

7

Sep-0

7

Nov

-07

Jan-0

8

Mar

-08

Jun-0

8

Aug-08

Oct

-08

Dec

-08

Feb-0

9

Apr-09

Jun-0

9

Aug-09

Oct

-09

Dec

-09

Feb-1

0

Apr-10

Jun-1

0

Aug-10

Oct

-10

Jan-1

1

Mar

-11

May

-11

Jul-1

1

Sep-1

1

Nov

-11

Jan-1

2

0

10

20

30

40

50

60

70

80

Monthly Unit Retail Sales of Video Game Software in the US (Millions)

Call of Duty: Black OpsJust Dance 2

Pokemon:Black / White

Call of Duty: MW3Just Dance 3Skyrim

Battlefield:BC2God of War 3

New Super Mario BrosCall of Duty: MW2

Call of Duty: WaWWii Play, Wii Fit

Guitar Hero 5

Super Smash Bros Brawl

GTA: IV

Call of Duty 4Guitar Hero 3Assassin’s Creed

Madden NFL 07Zelda: Twilight PrincessCall of Duty 3

Red DeadMadden 12Gears 3

Source: NPD

Page 8: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 20110

50

100

150

200

250

300

US Unit Video Game Software Sales - Retail Only (Mil-lions)

Retail Sales of Video Games Peaked in 2008

7th Gen Hardware Cycle

-4% CAGR+9% CAGR

Source: NPD

Page 9: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

[email protected] 9

Comparing Digital Revenue at Leading US Video Game Publishers (3Q 2012)   Total Revenue ($MM)* Digital Revenue ($MM)* % of Total Digital Revenue Y/Y Growth

Activision Blizzard 751 427 56.9% 10.6%Electronic Arts 1080 314 29.1% 45.4%Take-Two Interactive

283 57 20.0% 108.0%

Total 2114 797 37.7% 26.8%Source: Jefferies, Company

US Publishers Already Generating $3.75 of Every $10.00 Through Digital Means

What is Digital Revenue?

Downloadable Content (DLC) – Call of Duty Map Packs ($15 / per download)

Subscriptions – WoW ($15 / month), EA Sports Season Ticket ($25/ year)

Free to Play / Freemium – League of Legends, FarmVille

In-Game Advertising – Primarily on mobile games

Mobile – Angry Birds, Clash of Clans, supports many business modelsdigital revenue can be more profitable given it bypasses the retail channel

*non-GAAP revenue, note can be lumpy over time based on release schedule

Page 10: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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Mobile Usage is Increasing the Global Addressable Market by a Factor of Five

Android

iOS

Other

Smartphones - 1.1 Billion42% CAGR

Wii 98 Million

41%

Xbox 360 72 Million

30%

PS370 Million

29%

Console - 239 Million19% CAGR

excludes tablets!Source: Informa, IDC, NPD

new hardware cycleresets install base

Page 11: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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Mobile Explosion Creates Challenges for Traditional Handheld Gaming

Source: Nintendo forecast provided 9/30/12; Jefferies Estimates

DS 3DS iPad iPhone0

20

40

60

80

100

120

140

160

180

Apple vs. NintendoGlobal Unit Hardware Ests. (Millions; 12 Mos.

Ending Mar '13)

Page 12: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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Cumulative Console vs. iOS Global Install Base (Millions)

2007 2008 2009 2010 2011 20120

100

200

300

400

500

600

700

800

iPhone iPad Wii Xbox 360 PS3

iOS

Console

Source: Apple, NPD, Jefferies

Page 13: APPNATION IV - Jefferies Presentation

Jefferies and Company, Inc.

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An Increasingly Crowded Market

Retail Facebook App Store

hundreds of games thousands of games hundreds of thousands

discoverability is a challenge