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Casual Games Industry Progress, Opportunities & Players. Three main areas of focus Connecting the Industry Action Groups Industry Education. Casual Games Association. Developers Publishers Distributors Portals Tools Industry Organizations PC Mobile Consoles EVERYONE.

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Presentation Transcript
slide1

Casual Games Industry

Progress, Opportunities & Players

casual games association
Three main areas of focus

Connecting the Industry

Action Groups

Industry Education

Casual Games Association
casual games association connect everyone
Developers

Publishers

Distributors

Portals

Tools

Industry Organizations

PC

Mobile

Consoles

EVERYONE

Casual Games Association - Connect: Everyone
casual games association connect in all ways
Connecting the Casual Games Industry

CGA Conferences: Kyiv, Amsterdam & Seattle

Minna Mingle networking socials

Action Group Meetings

Industry Magazine

Casual Games Association -Connect: In All Ways
casual games industry
Casual Games Industry
  • Progress
    • Why are we Here?
  • Opportunities
    • Current stable growth direction & revenues
  • Players & Their Business Models
casual games why are we here
Casual games are a big business—bigger, perhaps, than many people realize.

Online download, subscription & advertising revenues reached

$713 million (USD) in 2005 and are estimated to grow to

$1.56 billion (USD) in 2008.

The casual games industry is maturing

Bigger budgets

DS, PSP, XBLA, Retail

Alternative revenue models

Casual Games – Why Are We Here?
just the online casual space is
Just the online casual space is….
  • Bigger than EU & US MMO space
  • Bigger than Retail PC space
  • About the same as:
    • The online US newspaper industry
    • 1 Month of US film box office sales
    • 2005 Music download sales
    • ½ of the 2006 Music download sales
      • (10% of total music market)
    • 1/15 of the US Fitness industry
casual games hit driven market
Sales distribution of downloadable games. Percentage of Units Sold

Top 5 Games 35%

Top 10 Games 60%

Top 20 Games 75%

This shouldn’t be scary, but you must make high quality content to succeed

High quality content is the KEY to a successful industry

Casual Games – Hit Driven Market
slide9

Source: Compiled RealNetworks top-10 listings

www.game-sales-charts.com (by James Gwertzman)

Casual Games – Getting Crowded

Number of “Top 10” games released on RealNetworks (by quarter)

casual games shorter shelf life
Casual Games - Shorter shelf life…

Source: Compiled RealNetworks top-10 listings

www.game-sales-charts.com (by James Gwertzman)

Ricochet Xtreme

Zuma

Super Collapse II

Bejeweled

Gutterball 3D

Bejeweled II

Puzzle Inlay

Feeding Frenzy

Bookworm

Diner Dash

Cake Mania

money facts what you can you do
Money Facts – what you can you do
  • 80-100 Million USD in 2006 for Israeli casual games companies
  • PopCap Games’ 2006 consumer spend was approx 80 Million USD
  • RealNetworks’ Q4 2006 revenue was 24 Million USD. 2006 revenue was 86 Million USD, a 53% increase over 2005.
  • A “hit” downloadable game will sell approx 400K copies, 4-10 USD a copy = 1.6 – 4.0 Million in revenue.
casual games you
Which brings us to…

YOU contributing to creating high quality content is very important to the casual games industry’s (and your) success.

Don’t assume that you can enter the market without hard work. The industry's growth hasn’t gone un-noticed.

Casual Games & YOU!
casual games industry1
Casual Games Industry
  • Progress
    • Why are we Here?
  • Opportunities
    • Current stable growth direction (what is working now)
  • Players & Their Business Models
content is queen
Content is Queen
  • The most successful and stable companies own IP
    • They are taking in less money – and have more employees (and larger houses)
content pipeline how are they doing it
Content Pipeline – how are they doing it?
  • Create a number of prototypes (10-20)
  • Develop a downloadable casual game
  • Launch the casual game on their website
    • Iterate as necessary
  • Broad portal launch
  • DS, PSP, XBLA, Retail, Mobile
    • Puzzle Quest & Cake Mania are in the top 10 retail DS games (after 1st party games)
    • PopCap Games is the #1 developer of XBLA games
    • Casual game shelf space is increasing at Retail
    • Bejeweled constituted 15% of Jamdat’s revenues before their sale to EA
customer interaction
Customer Interaction
  • Being the go-to place is nice
    • But it is hard to compete with portal destinations
customer facing how they are doing it
Customer facing – how they are doing it
  • Custom store/user interface
    • User generated merchandizing
    • Traditional merchandizing
  • Customer Acquisition
    • Purchase traffic
    • Internet Marketing
    • Build off of IP
  • No one has made a successful “YouTube of games”
  • Success: Pogo, Shockwave, Big Fish, PopCap
a note about chasing youtube
A note about chasing YouTube …
  • Think about how you listen to music –
  • Think about how you watch to movies –
  • Think about how you consume books –
  • Think about how you play video games –
  • Clubs – Theatre – Living Room/Den/Office
  • MTV – E Entertainment - G4
  • Amazon (30% of market)
b2b technology
B2B - Technology
  • Easier to enter
  • Easier to flip
  • Good place to enter market
  • But is harder to maintain placement
  • Most of Israel’s companies are here
opportunities
Opportunities
  • Should you enter the market?
  • Should you bank on growing the market?
  • Should you expand?
  • Should you try something new?
casual games industry2
Casual Games Industry
  • Progress
    • Why are we Here?
  • Opportunities
    • Current stable growth direction & revenues
  • Players & Their Business Models
consumer facing
Consumer Facing
  • Non-portals
    • RealNetworks
    • Big Fish Games
    • Shockwave/Atom/MTV
    • MiniClip (webgames)
    • Pogo (subscription)
  • Portals
    • Yahoo
    • Microsoft
content
Content
  • Big Fish Games
  • Sandlot Games
  • PopCap
  • MumboJumbo
  • Pogo
  • Reflexive
  • RealNetworks
  • MTV