Your SlideShare is downloading. ×
0
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Dr. Malte Behrmann, Games für Mobile Phones und Pads
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Dr. Malte Behrmann, Games für Mobile Phones und Pads

616

Published on

Published in: Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
616
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Dr. Malte Behrmann, General Secretary Shenzen May 2009 European Game Developer Federation www.egdf.eu
  • 2. 2 European Game Developer Federation: EGDF • ASSOCIATION OF DEVELOPERS: Trade Body & SME NGO • Representation of interests in Brussels as European association of developers • Best Practice exchange • Elaboration of mutual positions (technology, content) • Members: UK, AT, DE, FR, SE, DK, FI, Nor, Be, NL, Lux, Es • The federation represents more than 500 studios, which together employ over 15,500 people.
  • 3. 3 Importance of Games Game development in Europe is an economic, cultural and technological challenge. That means games are important as they are at the crossroads of three issues: • Cultural diversity = democracy • Economic development = jobs • Technology = technological position => Innovation catalyst in the information society
  • 4. 4 Culture: Games are culture • In France this is less an issue, but it is in the rest of Europe: Examples: Germany, Britain, Norway • Impact on society is growing => positive attitude is important to integrate games into the regulation and support initiatives of the information society. • Nevertheless: French Tax credit case is important for Europe • Games as international culture – Dynamic definition of culture (ongoing process) – Development in civilisation of human kind – Does culture always need public funding ? • Games as national culture – Is there something as a French game, a German game ? – Yes: Genre, colours, identification of the creative with environment
  • 5. 5 Games: An economic factor • One of the few growing sectors, but publisher & console deadlock from developer p.o.v. • Content economy: Traditionally hit – driven: Network & Feedback effects, so it is here. • Network effects and economies of scale: – Very few projects reach out to international marketing – clear genre orientation and international stereotypes – Production costs are rising quickly • Creative industries: European developers face international competition from funded game production ecomomies: Canada, Singapur, US, within Europe, Korea, China, US, New: Mexico, even Malta etc. ⇒ Despite the growth independent development becomes more difficult
  • 6. 6 Games: Key Technology Development Technologies • Vital for Europe: Technology for content creation • Tools for the creation of content e.g.: – Middleware – Procedural content – Tools • Standardisation and interoperability – data formats – software interfaces – Flexibility and adaptability Borders are blurring • Today: Content funding much smaller, than the funding for technology. • Technology & Content & Business model 3D Media Internet Online Content Regulation • opportunities for opening up the market for new, creative, quality driven and European content • Network Neutrality in danger –> threat for innovation
  • 7. 7 The traditional value chain
  • 8. 8 Traditional business model: Publisher as Financier Development advance against royalties • Prototype • Some/few bonding and distribution deals • Work for hire – margin 10- 30% (+royalty) • Most financing against monthly milestones • Exponential costs from platform to platform Main Issues • Europe remains a fertile ground for high-end games production but developers face ongoing challenges These include: • Access to funding from outside of publishers • Increasing cost of development, squeezing all but the largest independent developers • Cheaper resource alternatives • Holding onto IP rights is difficult
  • 9. 9 Trends Convergence ? ! it is happening now – surprise ! • It might be called today “Distributability in the Internet Protocol” (“IPTV”, IPhonie”) • This changes – supply and demand (business models) – value chain / value network – audiovisual medium services (linear - non linear) • ! Online games are not so piracy – vulnerable as off line (contrary to music) ! • Consoles – Faster, Stronger, Better… • Human Interfaces – WII, DS… • Online – Direct to consumers • Games are THE functioning interactive content in a 3D internet world – Boom of browser & online games (just a new hype ?) – Community as new shaper – Content aggregator is the new centre – They broaden now to digital content
  • 10. 10 Western retail games versus online & mobile – 27% of market by 2010 – retail’s dominance slowly being eroded Source: Screen Digest
  • 11. 11 New opportunities online & browser games • Business Models in historical development – Advergames in dot com boom – Client based „big online games“ – Browser based – free to play – Item selling works now – In a few years 50% and more … • Allows adoption of alternative & multiple business models – such as dynamic in-game advertising, microtransactions and subscriptions • Allows adoption of alternative content models – user generated content, episodic content, expansion packs • Allow content creators to build relationships directly with consumers and move up the value chain • The opportunities are growing fast but these sectors are also very fragmented and face their own challenges
  • 12. Cooperation & exchanges between the EU and China: Identifying common interests of the cultural industries • Games as new cultural medium • Online is inceasingly relevant • Ubiquitus aproach • Technological cooperation • Mutual cultural understanding 12
  • 13. 13 Any questions left ? Email to Malte.Behrmann@egdf.eu Thank you !

×