Gold rush in games
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Transcript of Gold rush in games
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Games: Past, Present
&The Way Forward
The gold rush in gaming, past and present
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What we will cover
How old is a gamer that buys games?
Who plays more games? Male or female?
What type of games are king?
It’s the era of apps
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Age of a common gamer
35
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WOMEN age 18 or older represent a significantly
greater portion of the game-playing population
(33%) than boys age 17 or younger (18%).Male & F
emale
56% 44%
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What happened in 2008
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What type of games ruled
Game Played
Puzzle/Board/Game_x000d_Show/Trivia/Card (47%)Multi-Player Universe (11%)Games Such as Bejeweled and Diner Dash (14%)Action/Sports/ Strategy/Role-Play(16%)Other (12%)
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Casual games were HUGEStress relief, Relax etc
Moral : Anytime anywhere
2B USD Market
Accessible, downloadable, carefree approach
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Did anything change in
2009?
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If you don’t do mobile you are outdatedIt’s the era of apps
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The Big Numbers : Apple
Addressable base of 50m+ devices
30m iPhones and 20m iPod touches
More than 3 billion App Store downloads
7.4m iPhones sold in Q3 2009
17.8% share of smartphone market (Canalys)
2.5% share of ALL global handsets (Strategy Analytics)
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Developers Striking It Rich
10m Paid iPhone games sold by Gameloft sincethe launch of the App Store
$1,687 Revenues per hour of dvpt time forNimbleBit’s Scoops ($269,929 total)
2m Tap Tap Revenge 3 downloads in a weeklast Christmas after going free
10 daysHow long it took Playmesh to rack up1m free downloads of iFarm
13.5m Downloads of Backflip Studios games inseven months ($1.75m of revenue)
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Analysts’ Big Numbers
$2.8 billion iPhone games revenues in 2014 – 24% of handheld market (DFC)
18.7 billion App downloads in 2014 – of which 20%will be from Apple devices (Ovum)
610 million Paid apps in first 2bn iPhone downloads – generating $900m of
developer revenues (Pinch Media)
36 million Number of iPhones that Apple will sell in 2010 (Piper Jaffray)
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Top Paid Games chart
Avg Price: $2.34
11 games at 99c
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In-App Payments
Success
TTR3 in Top Grossing chart – has sold 1m songs
Eliminate – 500k downloads in a week (but not in TG chart)
Other (paid game) examples show mixed results too
Pocket God – in-app payments 27% of its revenues
Freeverse – tens of thousands of Flick Fishing payments
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Casual games are still HUGEStress relief, Relax, while waiting for someone, travelling
Moral : Anytime anywhere – and in your pocket
5B USD Market
Accessible, downloadable, carefree approach, many choices
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What made good games
On-screen changes - Change UI
Generous score – Give millions of points
Sound – Get good sound fx
Low pressure - Make new ways to loose, not only time based
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.. And bad games
Make it really hard
Require too much, technically – too much memory, too much space
Give it a terrible name or theme
Expect users to read.
Make it challenging and cerebral – games should not have one solutions only
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Solution was
"The mum test“ – Get your mom to test. Most testers are male, but most casual gamers are female.
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Or just hypes?
…future?
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Reference
Slides Sources
1-5 2008 Entertainment Software Association report on game sales data
9 - 13 10 trends in iphone gaming by Stuart Dredge http://www.slideshare.net/stuartdredge/10-trends-in-iphone-gaming-2953401
16 AR Drone – from Parrot. http://ardrone.parrot.com/parrot-ar-drone/videos/