The Bu$iness of Games LATAM Sept_2011
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Transcript of The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games September 23, 2011 – Mexico City
Justin Berenbaum Theseus Games, Inc.
Agenda A Perfect Storm
◦ The Effects
Retail by the Numbers
◦ The Retail Model(s)
◦ Where We Were
◦ Where We Are
◦ Where We’re Going
The Social Market
Mobile
Trends
Conclusion
◦ Take-A-Ways
◦ Fortune-Telling
Questions 2 Theseus Games, Inc.
A PERFECT STORM
Theseus Games, Inc. 3
A Perfect Storm – 2009 to 2011
• U.S. economy in recession spilling over into the world economy
• Beginning of a steady and long decline in retail software sales
• Dramatic rise and adoption of iPhone and then Android (mobile apps)
• Meteoric rise of Facebook
4 Theseus Games, Inc.
The Effects
• Apple convinced people content (apps) should be “free”
• Facebook / Zynga – Virtual goods through micro-transactions
• Free to play MMO’s and Virtual Worlds
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The Effects
• Dramatic rise in the adoption of digital distribution
• The big word “CLOUD”
• Going from Product model to “Service” model
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RETAIL BY THE NUMBERS
Theseus Games, Inc. 7
Traditional Retail Model
8 Theseus Games, Inc.
Wholesale (Gross Revenue to Publisher)
$48.00
Cost of Goods (Includes 1st Party Royalty)
-$8.00
Variable Sales & Marketing (Commissions, MDF’s, etc.)
-$9.00
Gross Profit Per Unit $31.00
Licensor Royalties - (if any)
Developer Royalties - 20% of Gross
Profit
Model seems OK, assuming you can move most of your units at full MSRP
Retail Price = $60.00
Used Game Retail Model
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Used Price $55.00
Maximum Trade-In Value -$30.00
Revenue to Publisher -$0.00
Gross Profit Per Unit to GameStop $25.00
Good for Consumers – Maybe Good for Publishers – Doubtful
Good for Developers – Yeah right!
The Rise and Fall of Retail
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$5.1 $6.3 $6.9 $6.6
$9.4 $10.3 $10.0 $9.9 $10.5
$12.5
$18.0
$21.4 $19.7
$18.6
1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
U.S. Videogame Industry Revenue (in Billions) Retail Only, Subscriptions and Digital Distribution Excluded
Source: NPD?
Platform Breakdown
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6%
10%
9%
43%
6%
11%
15%
Total U.S. Games Spend (in Billions): 2010 $24.7 (-2% vs 2009)
Consoles: $10.6 (-29% vs ‘09)
PC/Mac (boxed): $2.1 (-19% vs ‘09)
PC/Mac (download): $2.5 (+60% vs ‘09)
Mobile Devices: $1.6 (+46% vs ‘09)
MMOs: $2.7 (+27% vs ‘09)
Casual game portals: $3.7 (+34% vs ‘09)
Social networks: $1.5 (+66% vs ‘09)
Source: Newzoo, 2010
Traditional Platform Trends
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Console 2008 2009 2010 2011–YTD*
4,365,219 4,738,151 5,910,598 5,471,806
12,154,986 8.912,394 8,320,295 5,536,184
5,363,229 5,288,667 7,220,353 6,513,403
14,765,991 15,065,468 10,596,169 5,644,388
7.802,298 5,698,096 5,149,101 4,098,014
Total 44,451,723 39,702,776 37,196,516 27,263,795
Worldwide Hardware
Source: VGChartz – *Through September 18, 2011
The Not So Pretty Picture
Theseus Games, Inc. 13
10%
27%
12% 33%
18% 20%
20%
24%
21%
15%
2008 2011
Worldwide Hardware Market Share
Source: VGChartz
Retail Down but Not Out
14 Theseus Games, Inc. Source: DFC Intelligence & Gamasutra
$19.3
$29.9
$37.9
$29.7
$27.0 $24.6
$17.5
$20.0 $18.5
2010 2013 2016
Hardware Games Sales
Retail Games Spend
Digital Games Revenue
$66.5
$76.9 $81.0
Worldwide Game Revenue (in Billions)
THE SOCIAL MARKET
Theseus Games, Inc. 15
The Social Epidemic
Source: http://www.pamorama.net/2011/01/30/65-terrific-social-media-infographics/ 16 Theseus Games, Inc.
The Rise of Facebook – December 2009
Global Domination
Source: http://www.pamorama.net/2011/01/30/65-terrific-social-media-infographics/ 17 Theseus Games, Inc.
Unstoppable Force
18 Theseus Games, Inc.
Audience Growth on Facebook Position Country July 2011
(millions of users)
12-Month Growth
ALL 712.4 33.5%
1 United States 151.4 16.8%
2 Indonesia 38.9 33.3%
3 United Kingdom 29.9 11.2%
4 Turkey 29.5 64.2%
5 India 29.5 23.4%
6 Mexico 26.8 51.5%
7 Philippines 25.3 42.3%
8 France 22.7 16.6%
9 Italy 21.2 77.6%
10 Brazil 19.8 16.0%
11 Germany 19.5 48.9%
12 Canada 16.6 6.6%
13 Argentina 15.6 33.2%
Source: http://gold.insidernetwork.com/facebook
Position Country July 2011 (millions of users)
12-Month Growth
14 Colombia 14.6 30.1%
15 Spain 14.4 26.4%
16 Malaysia 11.2 34.8%
17 Australia 10.6 60.3%
18 Thailand 10.4 13.5%
19 Taiwan 9.9 32.1%
20 Venezuela 9.1 26.4%
21 Chile 8.5 18.6%
22 Egypt 7.9 54.4%
23 Poland 6.4 56.4%
24 Peru 6.3 59.2%
25 Pakistan 4.8 59.6%
The Social Games Market
600M Active Facebook Users
Social Game Players 318M (53%) 258M
60M (19%) Addicted Players
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Facebook Social Game Metrics
Source: Lightspeed Research – September 13, 2010
Extrapolates to: 712MM users, 377MM Social Game Players, 72MM addicted.
Behind the Numbers
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Social Game User Characteristics
Have up to 10 friends playing the same social games as them
55%
Have invited their friends to join them
59%
Play on a mobile device 12%
Source: Lightspeed Research – September 13, 2010
A Marketer’s Dream
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Have a Facebook account
75% 63%
Social gamers have responded to some kind of marketing activity to get game rewards
39%
Social games are “more likely” to buy products from a brand/company that has sponsored or advertised in a social game
26%
Social Game Metrics for Marketers
Source: Lightspeed Research – September 13, 2010
The Local Opportunity
22 Theseus Games, Inc.
MOBILE
Theseus Games, Inc. 23
The Mobile Landscape
Android OS 50%
Apple iOS 25%
RIM BlackBerry OS
15%
Microsoft Windows
Mobile / WP7 7%
Palm / Web OS 2% Symbian OS
1%
24 Theseus Games, Inc.
Smartphone Market Snapshot – Recent Acquirers
Source: The Nielsen Company, March 2011, Nielsen Mobile Insights, National
Mobile Market Shift
61%
35%
39%
65%
January 2011 June 2011
% Revenue from Freemium Games
% Revenue from Premium Games
25 Theseus Games, Inc. Sources: iTunes App Store, Flurry Analytics, Flurry Analysis
Revenue Generated U.S. App Store Top 100 Grossing Games
A Deeper Dive
22%
32% 29%
14%
3% 5%
16%
49%
28%
2%
13-17 18-24 25-34 35-54 55+
Relative Time Spent Playing Relative Money Spent
26 Theseus Games, Inc. Sources: iTunes App Store, Flurry Analytics, Flurry Analysis
Mobile Freemium Games
Age Group (in years)
TRENDS
Theseus Games, Inc. 27
Theseus Games, Inc. 28
ACQUISITION
The 800 Pound Gorilla
Applies to games on any platform. How do you attract customers?
Brand is Everything
29 Theseus Games, Inc.
Brand
Console
PC
Smartphone
Tablet
The Ecosystem
Gaming Key Trends
Customer Acquisition Costs (CAC) - Rising Game Development Costs (Including Mobile & Social)– Rising
“Viral Effect” (K or K-Factor) – Falling
The 80-20 rule has become 95-5 or more
Importance of Brand
Casual Core
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A Rapidly Maturing Market Means
CONCLUSION
Theseus Games, Inc. 31
Take-A-Ways
32 Theseus Games, Inc.
Do small things really well / Don’t reinvent the wheel
Find Partners
Be relevant for your target market
Build a relationship with your customers
Take-A-Ways
33 Theseus Games, Inc. Not sure who to attribute this to, but it is very accurate
My Crystal Ball
34 Theseus Games, Inc.
Retail finding a way to be relevant
Android Market Place Economy evolving
Small innovations will drive big money
Call of Duty Outsells Battlefield - Brand Wins
QUESTIONS?
Theseus Games, Inc. 35
THANK YOU! – MUCHAS
GRACIAS!
Theseus Games, Inc. 36
Justin Berenbaum President Theseus Games, Inc. [email protected] Twitter: scslug
All research, trademarks and trade names are ™ and © their respective owners.
APPENDIX
Theseus Games, Inc. 37
Playing the Game
Theseus Games, Inc. 38
ACQUISITION
MONETIZATION
$ / User LTV > CAC
Non-Viral User Sources FB Ads, Offer Walls, Display Banners, Cross Promotion,
Fan Pages, Others
Refine Marketing / Create New
Opportunities
Viral User Sources Wall Posts, Streams, Invites, Email, Others
RETENTION
K
Revenue Sources Virtual Goods, Offers,
Advertising, Merchandise, etc.
Social Game Revenue Funnel
Social Definitions Customer Acquisition Cost (CAC): Total dollars spent
acquiring each new customer from all sources. Engagement / Customer Retention: How long someone
plays your game and how often they come back.
Monthly Average Users (MAU’s): The total number of unique users your game has on a month by month basis.
Daily Average Users (DAU’s): The total number of unique users your game has on a day by day basis (these users are the most likely to spend money on your game).
39 Theseus Games, Inc.
Social Definitions
Monetization ◦ ARPU – Average Revenue per User: Total revenue divided by your
total user base.
◦ ARPPU – Average Revenue Per Paying user: Total revenue divided by
the total number of users who paid for anything in your game.
“Viral Effect” (K or K-Factor): How much is your game
spread by users. A higher K factor can help reduce your
customer acquisition costs.
Life Time Value (LTV): Total value of a user over the lifetime
of that user. How much money did your customer spend
playing your game before they stopped.
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Retail Display of Game Cards
Retail adoption has already occurred. They are seeking ways to derive revenue from the virtual space.
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