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Gameloft games für mobile phones und pads

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Gameloft games für mobile phones und pads Presentation Transcript

  • 1. SHAPING DIGITAL GAMING Ein Blick hinter die Kulissen eines der führenden SpielepublisherDavid Nerici - Business Development Manager Gameloft
  • 2. Disclaimer© 2010 David Nerici. All Figures, Data and Information presented inside this presentation hasbeen taken from public websites and/or reports. The author reserves the right not to beresponsible for the topicality, correctness, completeness or quality of the informationprovided. Liability claims regarding damage caused by the use of any information provided,including any kind of information which is incomplete or incorrect, will therefore be rejected.The author intended not to use any copyrighted material for the publication or, if notpossible, to indicate the copyright of the respective object.The copyright for any material created by the author is reserved. Any duplication or use ofobjects such as images, diagrams, sounds or texts in other electronic or printed publications isnot permitted without the authors agreement. Gameloft and the Gameloft logo areproprietary brands of Gameloft S.A. OEM refers to dedicated Original EquipmentManufacturer. All other trademarks are the property of their respective owners.
  • 3. Schlüsselfaktoren des Erfolges u er nt m de re An
  • 4. von den 3 Säulen des Erfolges
  • 5. Was bedeutet Qualität? für uns... Spielspass Top-Brands techn. Perfektion für jedes Handset das passende Spiel
  • 6. Qualität zahlt sich aus
  • 7. 25% Salesvia Mund-zu-Mundpropaganda Source: Ladygeek
  • 8. 45% Salesvia App Store Empfehlungen Source: David Bell
  • 9. Gameloft Android HD+ Store Android HD Handsets iPhone Niveau erweitertes Spielerlebnis 25% Click-to-Sale Rate
  • 10. Die 3 Säulen des Erfolges
  • 11. x4= Source: Intern
  • 12. Store Sizes Anzahl Apps 300.000 19.897 6.118 14.4981.542 80.000 75.000 150.000 225.000 300.000 Source: OEM
  • 13. MONETARISIERUNG 1.000 Million $ iOS Developer 21 Million $ Android Developer Source: Apple.com / Google.com
  • 14. Store Sizes Potential - installed base 120.000.00020.000.000 250.000.0008.000.000 R KT MA16.000.000 AS SEN M 2.000.000.000 500.000.000 1.000.000.000 1.500.000.000 2.000.000.000 Source: OEM
  • 15. Business mass porting Vertriebskanäle Customer Care Limitierung rechtlicher500+ operator Rahmen Vermarktung Piracy Touch Motion Revenue Share Billing Updates Publishing Partner Lokalisierung Kompitabilität Leistungsfähigkeit Preismodel Source: intern
  • 16. Shop-in-Shope-commerce Lösung FRONT/BACKEND SERVICES hosted & animated by Gameloft Fully XHTML/WML design integrated with Operator billing Source: intern
  • 17. Shop-in-ShopPublishing - weltweit GAMELOFT SiS PUBLISHING PARTNERSCHAFT
  • 18. Top Kategorien 58% Spiele 18% Entertainment 50% Dienstprogramme 30% Social Networks 40% Personalisierung 25% Musik Source: OEM
  • 19. Spiele Anteil Paid 58 % 20 % 23 % 28 %16 % 25 % 50 % 75 % 100 % Source: OEM
  • 20. Free vs. Paid Free Paid 25 % 75 % 57 % 43 %15 % 85 % 24 % 76 % 32 % 68 % 25 % 50 % 75 % 100 % Source: OEM
  • 21. Die 3 Säulen des Erfolges
  • 22. Preise Durchschnitt nach App Store7,00 € 6,064,67 € 4,052,33 € 2,65 € 2,40 € 2,54 0 Source: OEM
  • 23. Preise Durchschnitt nach App Store7,004,672,33 € 2,65 € 2,40 € 2,54 € 2,70 € 2,70 0 Source: OEM
  • 24. Preisstrukturen Beispiel „Die Sims 3“ 2,39 € 6,49 € 8,39 € Source: OEM
  • 25. Preisstrukturen Beispiel „IM+ Messenger“ 7,99 € 36,99 € Source: OEM
  • 26. Pricing Strategien die wir anwenden... - not public -
  • 27. Conclusio Wahl des Channel nach Kategorie ... und nach Leistungs- vergleichbares keine Pricing über fähigkeitKompromisse alle Kanäle
  • 28. Viel Erfolg