Research GamesMobile Brasil 2013

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This research is conducted with the companies Blend, Sioux, ESPM and with the partnership of ACIGAMES (Industrial and Commercial Association for games in Brazil) on the gaming market in Mobile and Tablets for 2013 in Brazil

Transcript of Research GamesMobile Brasil 2013

Page 1: Research GamesMobile Brasil 2013
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RESEARCH DEVELOPERS

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PARTNERSHIP

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METHODOLOGY

STRUCTUREDQUANTITATIVEQUIZ

ONLINE PANEL

The methodology aims to achieve higher

quality of information and depth of

responses.

The panel also allows project partners to

interact again, anytime, with the

respondents, in order to gain depper

analysis.

Among the panelists, representative of the

online population in Brazil, the study got

participation of 823 respondents, 14-84

years, been held

from 2 to September 16.

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RESEARCH TARGET The study was conducted within online population from all around Brazil, according to the map, and proportional to the regional online stage from each state.

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The Gamer Monetize Brands Connected So what?

RESEARCH LEVELS

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The Gamer Monetize Brands Connected So what?

LEVEL 1RESEARCH LEVELS

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DO YOU STILL THINK IT IS “BOYS ONLY”?

The Gamer - Universalization

Declared to play at least one electronic game

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WE ARE “MULTI-PLATAFORM” PLAYERSWith lower penetration, they play with Portable Video Game (21%) and the iPod (14%).

The Gamer – How they play

* There are games played all along the day, as the strategy ones. ** When aided ‘do you use you mobile for gaming?’ it raises to 81%

**

*

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AND OUR PREFERENCE IS FOR ACTION AND ADVENTURE…

The Gamer – Preferred Styles

* STRATEGY is extended not only for the complex ones, but also the ones we call ‘social’, and ‘ligthers’.

*

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BUT THE FACT IS: WE PLAY IT ALL

The Gamer – Preferred Styles

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SOCIAL NETWORK, MUSIC AND GAMES.THE MOBILE IS OUR BUDDY.

The Gamer – What do you do on your mobile?

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The Gamer Monetize Brands Connected So what?

LEVEL 2RESEARCH LEVELS

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Monetize – How they consume Apps

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Monetize – Price experience

Higher price paid for:

* Exchange rate: US$1 ≅ R$2,183

Consider it FAIR or even

CHEAP

(it is not a matter of price it self, but the huge offer for

FREE at their disposal)

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Monetization – The track to monetization

To get in for free, and get money in the engagement has being a successful track.

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Monetize – Purchase behavior

WHO HAS ALREADY BROUGTH…

Would pay for, again? Reasons to not pay againHave already paid for items within a free game?

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Monetize - Advertisement

IS IT POSSIBLE ADVERTISE WITHOUT BEING INVASIVE?

Where do you get updated info?

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OPINION ABOUT ADVERTISEMENT

Monetize - Advertisement

Do you accept to download a FREE game with advertising within?

Do the ads DISTURB the game?

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The Gamer Monetize Brands Connected So what?

LEVEL 3RESEARCH LEVELS

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Brands Connected – Operational System they have now

SMARTPHONES

TABLETS

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WHAT IS THE BEST SMARTPHONE BRAND IN THE MARKET?

SAMSUNG WAS CONSIDERED THE BEST IN 47% OF RESPONDENTS

Brands Connected – Operational System they have now

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The Gamer Monetize Brands Connected So what?

LEVEL 4RESEARCH LEVELS

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A time ago talking was the only function

for a phone. Technological improvement

has leverage this handset to a more

powerful trigger. It has being also used to

synchronize e-mails, increasing the

productivity of people.

A few years back that usage has dropped

compared to access to social networks,

instant messaging and games.

These habits have empowered the

entertainment category, and specially the

game, who represent the mobile product

most accessed / downloaded by users.

Conclusions – Species evolution

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The mobile market has huge

impact on games

massification.

It’s the 2ª largest

platform, beaten only by

PC.

Conclusions – Game Mobile shows off its strength

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Nowadays there is a huge range of

games from several styles, and

different forms of monetization.

It's a very competitive environment,

and each time more challenging to

find a model for profitability.

On the other hand is an extremely

important market since there are

more mobiles than people in the

country and the demand for games

remains increasing.

Conclusions – Game Mobile shows off its strength

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WHO BELIEVES IT AS A NICHE THING, WILL TAKE THE RISK TO MISS THIS

OPPORTUNITTY.

Conclusions – Trend to Universalization

Women are

already 41% of

Brazilian gamers

Games vary from an extended range

of styles (action and adventure are

main ones, but there are many. As

strategy, preferred by women. Or

‘Shooting’, preferred by hardcore

gamers)

They (should say ‘we’) play

it even on workplace. But

we don’t need to get

worried, because that

doesn’t necessarily mean

less productivity.

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Conclusions – To monetize

• To buy game Apps is increasingly hard to accept -

the excess of high quality free options contribute to

this inertia. Even those who already bought, aren’t

interested on buying again.

• But when it comes to buying items ’within’ a game,

we are more susceptible to do so.

• Ads are 'accepted', but strongly criticized for

disturbing the game. To combine them within the

game environment, avoiding the disrupt in user

experience (preferably improving it), means finding

the 'Holy Grail' of advertising in Games.

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Conclusions – Operational System and Brands

• The Android operational system has absolute

leadership and is who dictates the consumer’s

buying behavior. The users are more likely to

consume “free” apps than paid ones, reflecting to

the research’s result.

• Even with a relatively low market share, the

strength of Apple’s brand is great, just behind of

Samsung.

• Nokia, in its turn, brought relevance to the

Windows Phone operational system focused on the

“first smartphone” that has shelf price below R$

500.

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CONTACTSGuilherme Camargo, CEO-Partner ([email protected]) and Game Marketing Teacher @ ESPM

Lucas Pestalozzi, general manager ([email protected])

Moacyr Alves Junior, President ACIGAMES ([email protected])