1 / 31

Casual Games: Where It’s All Going

Casual Games: Where It’s All Going. Rob Glaser Founder & CEO, RealNetworks. Where It All Started. Games For The Rest of Us. Why Did It Take So Long?. Before the Internet: No easy way to try casual games No dedicated place to learn about & buy them Lots of shovelware

norm
Download Presentation

Casual Games: Where It’s All Going

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Casual Games: Where It’s All Going Rob Glaser Founder & CEO, RealNetworks 1

  2. Where It All Started 2

  3. 3

  4. 4

  5. Games For The Rest of Us 5

  6. Why Did It Take So Long? • Before the Internet: • No easy way to try casual games • No dedicated place to learn about & buy them • Lots of shovelware • In the early Internet period: • Web games became popular, but advertising didn’t work well, so no way to get paid! • Not enough bandwidth for easy downloading 6

  7. Broadband To The Rescue!US Households with Broadband (millions) Sources: Jupiter Internet Access Model, Updated 2005 (US Only) 7

  8. Total Worldwide Internet Users 845M Current Broadband Subscribers194M Great Growth Potential Worldwide Source: eMarketer, May 2005 8

  9. Where We Are Today • Industry-standard Try-Before-You-Buy model has yielded a robust PC download business • Dozens of successful individual games • Profitable subscription services • Growing customer bases in 3 regions • North America, Europe, and Japan • Real downloads over 750,000 games a day 9

  10. Challenges And Opportunities • Integrating with off-line properties • New ways to monetize game play • New connected platforms • New markets & new interaction models 10

  11. 11

  12. The 98% Opportunity • 750,000 downloads/day, but • Only 2% result in a consumer paying for a game • Early ad models didn’t work because either • Consumers found the ads intrusive, or • Consumers ignored the ads 12

  13. The 98% Solution: Advertising Done Right • Ads *must* be designed right, not overly intrusive • Ads *must* feel contextually correct -- sponsorships, skinning, and product placement are all parts of good execution. • Fortunately, a successful model to build on: • Clicktopia – our Dutch online game experience 13

  14. Banner Pre-roll 14

  15. New Banner Reminder 15

  16. Original Banner Leave Behind 16

  17. Integrating Ads into Downloadable Games • Rich media between game levels • Real partnership with Eyeblaster • We will test & try multiple models • “Extra” free game-play • Full free games for library games • Other windowing models 17

  18. 18

  19. 19

  20. Casual Games & New Platforms • Mobile • Next generation handhelds • Next generation consoles 20

  21. Mobile is a Great Opportunity • Massive number of IP-enabled devices • The ultimate go-everywhere device • Casual games are a great fit with the constraints of mobile phones • Small screens • Relatively slow processors • 70.5% of mobile game revenue is in casual games 21

  22. Luxor and Other Great Casual Games are Leading the Way 22

  23. Off-deck/D2C is a ball-buster But, 2 Big Issues • Device fragmentation 23

  24. EMERGE -- Our Solution to Fragmentation • From a single code base, EMERGE supports • Over 300 handsets (BREW and J2ME) • More than 100 carriers • 11 languages • Some features filtered out to find the optimized balance for each handset to create as rich a user experience as possible Panasonic X60 Nokia 3200 SonyEricsson F5001 24

  25. How EMERGE Can Work For You • EMERGE dramatically reduces porting costs • 1/3 or less compared to other porting methods • Currently partnering with game developers: • For More Information: http://mrgoodliving.com/emerge 25

  26. Nintendo on DS/Train your Brain is Capitalizing on the Health and Education Benefits of Casual Games • Current research opens even more markets and opportunities – games are good for your health! • Research has shown that gaming activity that uses problem solving skills will slow age-related declines in mental ability. • Gaming has also been shown to help with pain management and education 26

  27. XBOX 360 Live Arcade • Bringing the casual download model to the console • It’s early, but conversion to purchase is encouraging • Xbox is bringing a new demographic to casual games • The hardened gamer stops slaying dragons to play a game of Uno? Yes… 27

  28. Casual Games & Community • What is it? • Shared high scores • IM and chat around or during game • User generated content • Message boards • Ratings • Multiplayer games • Competitive • Collaborative • Different users have different goals and desires • Key is to offer a wide range of choices • Now is the time to experiment 28

  29. Learning From Around the World 29

  30. Model is to Pay for Items & Social Status, Not Basic Game-play 30

  31. Casual Games: Ready for Prime-time • Together, we’ve built a very successful PC games business • Major growth opportunities in many dimensions: • PC ad-supported Casual Games done right • Mobile and Next Gen Handhelds & Consoles • New underlying models around community & social status • Worldwide Growth • While there are challenges, if we work together the future opportunity is limitless! 31

More Related