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Innovation in Games, Game Network and Social Gaming – Will gaming revolutionise the bottom line of the entertainment industry?. 2nd DIGITAL ENTERTAINMENT CONFERENCE Mumbai 11 th November 2008. Top Ten Global Gaming Trends. From the New York Games Conference
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Innovation in Games, Game Network and Social Gaming – Will gaming revolutionise the bottom line of the entertainment industry? 2nd DIGITAL ENTERTAINMENT CONFERENCE Mumbai 11th November 2008
Top Ten Global Gaming Trends From the New York Games Conference • Boost your recession immunity: play a game • Casual Games: Call it whatever you like, but it’s a $2B+ business • The Music Industry may be Dying, but not the Music Genre • Girls, Girls, Girls • MMOs, Money, and Microtransactions
Top Ten Global Gaming Trends • Welcome a new buzzword: Freemium! • Social Gaming: Going Beyond The Basic’s • Everything is a game • The future of the console? • Steve Does It Again • “The gaming industry is the most robust it has ever been, but competition to capture the hearts and time of consumers will become increasingly more difficult. • This era’s version of the Depression styled musical extravaganzas of Judy Garland and Mickey Rooney may just be videogames”
EA Corporate Profile Leading publisher across platforms – PC, console, mobile, online #1 Market Share in North America, Europe, India FY’09 Fcst Revenue ~US$5B; $1.8B Cash on Hand 9,000 Employees Worldwide; 4900 in Studios Strong Partnerships: Time Warner, New Line, MTV, Sony, Microsoft, Nintendo, NBA, others Exclusive Partnerships: FIFA, NFL, ESPN Distribution > 75 Countries
Indian Gaming Market 2006-2008 Pre 2006 – Nascent Market • Primarily PC • No global publisher’s direct involvement 2006-2008 – Gaming Ecosystem Starts Up • Booming economy • EA, MS and Sony sets up office • Launch of consoles – X360, PS3, PSP, Wii • Lower pricing on PC and PS2 games • Market development activity - distribution, merchandising, marketing and PR • Modern retail expansion • Online gaming – Level Up, Sify, Games2Win, Zapak, Kreeda
Indian Gaming Market 2009-2012 PC & Console Market will grow rapidly 4-6x driven by • Rising urban disposable income => spending on consumer electronic and entertainment devices • Indian hunger for entertainment - $5Bn (Rs 20k Crs) M&E market. Gaming @5% = $250MM (Rs 1,000 Crs) • Increase in hardware base –currently 10 million home PC’s and 500,000 consoles, growing at 30-35% p.a => base will double every 3 years • Falling Prices of hardware and software & market segmentation – entry, handheld, next gen, Nintendo Wii • Increase in game software sales – non gamers => casual gamer => social gamer => hardcore gamer • Expansion of Modern Retail down the pop strata Red Flag • Custom duties (>30%) and taxes need to come down
Indian Gaming Market 2009-2012 Online market will take 2-3 years longer to mature BUT will be a larger market eventually. Key drivers : • Access • Rising high speed broadband penetration >10MM • Falling costs of bandwidth < Rs 500 p.m. • Internet Game Room upgrades “cool hangouts” • Global publishers, local server’s • Government push to e-commerce • Content • Locally (not “Local”) relevant content • Global and Indian developers and publishers • Active gaming communities Red Flag • Broadband market needs to be deregulated (similar to NTP 2001)