Indonesia's Mobile Game by Andrew
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  • 1. @agatestudio Indonesia Smartphone Game Opportunity Andrew Publishing Agate Studio
  • 2. @agatestudio@agatestudio MARKET SIZE
  • 3. @agatestudio@agatestudio In Term of Revenue • By end of 2013 AppStore still dominating with 56% market share. • Total smartphone market size: $25,235,244 • Not including revenue from other Android Store, Nokia Store, and feature phone. 35% 44% 21% 2013 AppStore (iPhone) AppStore (iPad) PlayStore http://www.appannie.com/
  • 4. @agatestudio@agatestudio In Term of Users Smartphone Users: 41,6 million by end of 2013 http://www.emarketer.com/
  • 5. @agatestudio@agatestudio Segmentation http://goo.gl/4Ht5fV
  • 6. @agatestudio@agatestudio Segmentation • Apple users (6.11%) still generates 56% revenue – 2013 ARPU: $7.89 • Android users (50.89%) generates 55% revenue – 2013 ARPU: $0.24 • Assumptions: – Unknown devices use Playstore – Other known devices with smaller market share than RIM is not included (SE, Lenovo, LG, etc.) Device Market Share Est. Users Nokia 30.99% 12,89 million Samsung 25.72% 10,7 million Unknown 25.17% 10,47 million Apple 6.11% 2,54 million RIM 4.6% 2,5 million 35% 44% 21% 2013 AppStore (iPhone) AppStore (iPad) PlayStore http://www.appannie.com/
  • 7. @agatestudio@agatestudio PROJECTION
  • 8. @agatestudio@agatestudio Est. Revenue Projection • Assumptions: – Ratio AppStore / PlayStore remains the same – No new store is launching and gain significant revenue 2013 2014 2015 2016 2017 Users 41,600,000 61,200,000 74,800,000 89,800,000 103,600,000 Revenue (USD) 25,235,244 37,124,926 45,374,910 54,474,157 62,845,463
  • 9. @agatestudio@agatestudio BEHAVIOR
  • 10. @agatestudio@agatestudiohttp://goo.gl/wDVLwz
  • 11. @agatestudio@agatestudiohttp://goo.gl/sBPiDb
  • 12. @agatestudio@agatestudiohttp://goo.gl/qRWgls
  • 13. @agatestudio@agatestudio Mobile Phones per Person 44% 48% 7% 1% 1 2 3 >4 http://think.withgoogle.com/mobileplanet/en/downloads/
  • 14. @agatestudio@agatestudio Features • Touchscreen – Yes 55% – No 45% • Qwerty – Yes 75% – No 24% • Large display e.g. like size of an iPhone – Yes 50% – No 45% • Ability to download and install apps – Yes 97% http://goo.gl/3qRsEO
  • 15. @agatestudio@agatestudio Place of Use http://goo.gl/n0VsRO
  • 16. @agatestudio@agatestudio Activities http://goo.gl/n0VsRO
  • 17. @agatestudio@agatestudio Ads? http://goo.gl/n0VsRO
  • 18. @agatestudio@agatestudio Ads? http://goo.gl/n0VsRO
  • 19. @agatestudio@agatestudio Challenges • Global competition – 99% top games on AppStore and PlayStore are global content (not localized) • Payment channels – AppStore only available via Credit Card
  • 20. @agatestudio@agatestudio Opportunity Ideas • Don’t compete with global competition – Niche market, or – Game with local social interaction, or – Target low end Android devices with localization • Most of PlayStore games still doesn’t include local payment channel • NokiaX (Android base) provide direct operator charging and low price range
  • 21. Thank You… Thank You!!!