2. 6 waves

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2. 6 waves

  1. 1. G-Star 2011 Arthur ChowChief Operating Officer
  2. 2. Agenda 6waves Background The Social Gaming Market Major Trends in Social Gaming
  3. 3. 6waves Major Milestones
  4. 4. Largest independent publisher on Facebook 28% 35% 23% 1% 10% 3%
  5. 5. Revenue Trend of Video Games Digi-Capital projection, June 2011
  6. 6. More Interesting Data Games As A Games As A Service ProductOver 5 years till +16% - 1% 2015 Virtual Goods Sales Social Social Mobile Games Games +19% CAGR +30% CAGR +34% CAGR $5.2 billion $8.9 billion $22.5 billion In 2015 Source: Lazard Capital Markets Oct 2011
  7. 7. World Map of Social Networks
  8. 8. The Global Social Phenomenon When online, the average American spends more time on: Source: SingleGrain
  9. 9. Growth of Users of Facebook http://www.benphoster.com/facebook-user-growth-chart-2004-2010/
  10. 10. Growth of Users of Facebook www.socialbakers.com
  11. 11. Good growth in users …but what about games? Source: Appdata
  12. 12. Good growth in users …but what about games? Source: Appdata
  13. 13. 6waves Lolapps still see growth Source: Appdata
  14. 14. Ravenskye City growth
  15. 15. Yet is there Room for New Entrants?
  16. 16. Strong Growth for Newly Published Games
  17. 17. Major Trends Better Monetization Major Trends For Social Games Brands Matter Competition
  18. 18. Major Trends Better Monetization Major Trends For Social Games Brands Matter Competition
  19. 19. Better Monetization Facebook Credits  Trust  Frictionless payments  Increasing coverage and support with regional payment providers Improvement in game quality  Better game designs  Better reasons to pay
  20. 20. Facebook Credit adoption Significant increase in Pay Rate Switched to FBC as in-game currencies Pay Rate Source: 6waves Internal
  21. 21. MAU vs. Paying Users MAU maintained at similar levels while paying users increased MAU (index) Pay Users (index) Source: 6waves Internal
  22. 22. Major Trends Better Monetization Major Trends For Social Games Brands Matter Competition
  23. 23. Brands Matter! Need to differentiate into a crowded gaming market Leverage existing fan base on Facebook Facilitate user’s conversion and virality and CPI Improves pay rate and monetization
  24. 24. Major Trends Better Monetization Major Trends For Social Games Brands Matter Competition
  25. 25. Global Competition  Early social gaming companies becoming established  Traditional gaming companies entering  Startups continue to flush into the market
  26. 26. Self PublishingPros Cons Retain all profits (or loss!)  Prohibitive cost of marketing and Grow the game at own pace promotion  Takes longer to ramp up  Lack of viral channels  Limited life cycle  Dilutes developer focus and resources
  27. 27. Work with PublishersPros Cons Achieve rapid boost for growth  Revenue share Relationship with platform  Resources to implement Benefits of scale suggestions Significant, optimized marketing spend Each party focuses on strengths Value-added services
  28. 28. Partner - Publisher Model Publishers provide services that bring social games to scale, while allowing developers to focus on building and maintaining great games Additional Marketing
  29. 29. Proven Success Stories 6waves has published numerous hits to over millions of users all over the world
  30. 30. Summary Many untested More genres Users expect branded better games gamesStill growing Social Willing to Games spend
  31. 31. Ready to Join the Party? Initiative to support Independent developers www.6waves.com/fund

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