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2011 GDC Online Emerging Trends in GaaS
1. Emerging Trends in Games-as-a-Service
Atul Bagga
Senior Research Analyst, Lazard Capital Markets
2. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?
3. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?
7. 7
Emergence
of
MulD-‐Channel
Games-‐as-‐a-‐Service
LCM
Research
Subscri
pDon
Upfront
Purchase
Ads
&
Others
Virtual
Goods
Console
Game
Mobile
Game
PC
Game
Mul6-‐Channel
Games-‐as-‐a-‐Service
Social
Game
Source:
LCM
Research
9. 9
Video
Game
Market
Size
EsDmate
($
Million)
Source:
LCM
Research
-‐
10,000
20,000
30,000
40,000
50,000
60,000
70,000
2009E
2010E
2011E
2012E
2013E
2014E
2015E
Social
Online
Mobile
Console
10. 10
0
10000
20000
30000
40000
50000
60000
2010E
2011E
2012E
2013E
2014E
2015E
Rest
of
World
U.S.
South
Korea
Japan
Europe
China
Video
Game
Market
Size
EsDmate
($
Million)
Source:
LCM
Research
11. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?
12. 12
Price
DiscriminaDon
Sources:
Unless
otherwise
noted,
images
on
this
and
the
following
slides
are
courtesy
of
the
respec=ve
companies’
Websites.
15. 15
TradiDonal
Models
Represented
Lost
Economic
Value
§ Tradi=onal
gaming
models
didn’t
capitalize
on
the
full
spectrum
of
consumer
demand
§ Game
sa=sfac=on
and
status
were
gained
by
bea=ng
levels
with
skill,
not
by
personaliza=on
and
purchased
status
symbols
§ Consumers
who
were
willing
to
spend
more
on
games
weren’t
able
to,
outside
of
peripherals
and
merchandise
§ Consumer
surplus
represented
lost
economic
value
for
publishers
Supply
Demand
Price
Quan=ty
All
Customers
Pay
One
Price
Some
Customers
Willing
to
Pay
Higher
Prices
Consumer
Surplus
=
Lost
Revenue
$50
$
Source:
LCM
Research
16. 16
Limited
EdiDons
and
Map
Packs
Captured
More
Revenue
(1)
Pricing
is
approximate.
(2)
Source:
Microsog.
§ “Limited”
and
“Collectors”
Edi=on
games
made
headway
in
price
discrimina=on,
capturing
addi=onal
revenue
§ While
this
price
discrimina=on
resulted
in
higher
revenue,
there
were
s=ll
rela=vely
few
op=ons
available
for
hardcore
gamers
§ Further,
these
op=ons
came
at
a
higher
cost
for
publishers:
§ Halo
3
“Legendary
Edi=on”
box
included
a
large,
physical
plas=c
helmet
§ Map
pack
content
has
high
produc=on
cost
§ Yet
the
virtual
model
was
proven:
Map
packs
were
only
available
digitally
on
XBOX
Live,
but
25%
of
players
purchased
them(2)
§ Map
packs
had
PR
hype
equal
to
that
of
the
original
Halo
3
release
Supply
Demand
Price
Quan=ty
Halo
3:
Standard
Pricing(1)
Hardcore
gamers
could
spend
incrementally
more,
if
desired
Yet
S=ll,
Lost
Revenue
$60
Halo
3:
“Limited
Edi=on”
Price(1)
$75
Halo
3:
Map
Pack
Priced
at
$15
$90
$
17. 17
Virtual
Goods
Enable
Perfect
Price
DiscriminaDon
Supply
Demand
Price
Quan=ty
§ While
virtual
map
packs
and
Limited
Edi=on
physical
media
enable
par=al
price
discrimina=on,
virtual
goods
enable
perfect
price
discrimina=on
for
social
games
and
MMOs
§ Some
“hardcore
casual”
gamers
willing
to
spend
$10k+/month
on
virtual
goods
§ There
is
no
“price”
for
the
game
§ In
complex
virtual
economies,
virtual
goods
(e.g.
a
$100k
space
sta=on
in
Entropia
Universe)
can
generate
significant
revenue
for
their
owners,
represen=ng
more
of
an
asset
than
an
expense
§ Jus=fies
high
end
purchases
With
the
true
cost
of
virtual
goods
close
to
zero,
there
is
effec=vely
no
“supply”
curve
–
goods
are
readily
supplied
at
all
price
points
$
22. 22
Game
Spend
As
Percentage
Of
Per-‐
Capita
Income
Source:
LCM
Research
0.00%
0.05%
0.10%
0.15%
0.20%
0.25%
0.30%
0.35%
2003
2004
2005
2006
2007
2008
2009
2010
Games
Spend
as
%
of
Per-‐Capita
Income
U.S.
China
South
Korea
0.00%
0.05%
0.10%
0.15%
0.20%
0.25%
0.30%
0.35%
0.40%
0.45%
0.50%
2003
2004
2005
2006
2007
2008
2009
2010
Games
Spend
as
%
of
Per-‐Capita
Income
-‐
ex-‐Food
23. 23
Players
Willing
To
Spend
More…
Source:
Na6onal
Bureau
of
Sta6s6cs
of
China,
Korea
Game
Development
Ins6tute,
EuroMonitor
Interna6onal
0.00%
0.05%
0.10%
0.15%
0.20%
0.25%
0.30%
U.S.
South
Korea
China
Games
As
%
of
Per
Capita
Income
24. 24
…And
The
Vendors
Are
More
Profitable
-40%
-20%
0%
20%
40%
60%
80%
100%
120%
SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO
Operating Margin ROE
Source:
Company
Reports
25. 25
Legend
of
Mir
2
• 2D
MMORPG,
Mar=al
Arts,
Adventure
• Developed
by
Wemade,
operated
by
Shanda
• Launched
in
China
in
2001
under
subscrip=on
based
model
• Converted
to
free-‐to-‐play
model
in
2005
• PCU
~400-‐500K
26. 26
Mir
2
Revenue’s
Growth
A]er
Model
Change
Source:
Company
Reports
0
50
100
150
200
250
300
350
400
450
2002
2003
2004
2005
2006
2007
2008
2009
2010
Revenue
($
Million)
Year
28. 28
ZT
Online
• 2D
MMORPG,
Mar=al
Arts,
Adventure
• Developed
and
Published
by
Giant
Online
• Launched
in
2007
• Free-‐to-‐play,
pay
for
virtual
goods
model
• PCU:
1
million+
29. 29
70%+
Higher
ARPPU
Compared
to
WOW
0
20
40
60
80
100
120
140
160
180
World of Warcraft ZT Online
ARPU($/Year)
Source:
Company
Reports,
LCM
Research
30. 30
Top
Players
Pay
20x
of
WOW
ARPU
$0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
Top 5% Players 15% Players 80% Players WOW
Source:
Company
Reports,
LCM
Research
32. 32
Examples
of
MoneDzaDon
• Game
Design
(System
for
marriage,
breeding,
paren=ng,
balance
between
males/females)
• Special
In-‐game
Events
(Valen=ne’s
day,
New
Year’s
day,
Sports)
• In-‐game
Promo=ons
• Treasure
Chest
– Special
Bonus
for
Opening
Most
Chests
• Chat
&
Response
33. 33
Virtual
Goods:
Global
Market
Size
EsDmate
($
Million)
-‐
5,000
10,000
15,000
20,000
25,000
2010E
2011E
2012E
2013E
2014E
2015E
Mobile
Social
Network
Online
(off-‐Social
Networks)
Source:
LCM
Research
34. 34
Virtual
Goods:
Global
Market
Size
EsDmate
($
Million)
-‐
5,000
10,000
15,000
20,000
25,000
2010E
2011E
2012E
2013E
2014E
2015E
Rest
of
World
U.S.
South
Korea
Japan
Europe
China
Source:
LCM
Research
35. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?
36. 36
Mid-‐session
vs.
Persistent
Games
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
AppStore Facebook -
Now
Facebook-
May, 09
Persistent
Mid-session
Source:
AppData,
LCM
Research
38. 38
Average
Game
Play
Hours
Per
Week
On
Console
0.0
5.0
10.0
15.0
20.0
25.0
2006 2007 2008 2009
Source:
The
Nielsen
Company
39. 39
Games
Going
Social
–
What
We
Have
Seen
• Facebook
opening
up
a
new
market
similar
to
Wii
• 55%
of
Facebook
users
play
games
on
Facebook
and
Games
account
for
~40%
of
page
views
of
Facebook
• Facebook
games
not
just
games
but
also
a
mean
of
communica=on,
a
mean
to
express
oneself
in
virtual
environment
40. 40
Gaming
Versus
Expression
0
50
100
150
200
250
Video Game Luxury Goods
$Billion
Source:
Bain
&
Company,
PWC
41. Trends
in
Social
Games
• Focus
on
Mone=za=on
– Conversion
– Adver=sing
– Payment
mechanisms
• Pla6orm
maturing
– IPs
Maber
• Social
Games
outside
Facebook
– Using
Facebook
social
graph
– New
pla6orms
• Mobile
another
wave
of
disrup=on
– Loca=on:
convergence
of
physical
and
virtual
world
41
42. Focus
on
MoneDzaDon
–
ARPU
($/MAU)
42
Source:
Company
Reports,
LCM
Research
-‐
2.00
4.00
6.00
8.00
10.00
12.00
14.00
Mixi
DeNA
Gree
Giant
ChangYou
US
Social
Games
US
MMO
43. Focus
on
MoneDzaDon
–
ARPU
Adjusted
for
GDP
43
-‐
50
100
150
200
250
300
350
400
450
500
Mixi
DeNA
Gree
Giant
ChangYou
US
Social
Games
US
MMO
Source:
LCM
Research
44. Focus
on
MoneDzaDon:
AdverDsing
44
Advertising
Virtual Goods -
Indirect Payment
Virtual Goods -
Direct Payment
Playdom 5-10% 15% 75-80%
Kabam NA 10% 90%
Rekoo 10% NA 90%
Serious Business 10% 10% 80%
Source:
LCM
Research
45. Focus
on
MoneDzaDon:
AdverDsing
$0.00
$0.20
$0.40
$0.60
$0.80
$1.00
$1.20
WebMD
The
Knot
Yahoo!
Demand
Media
Social
Games
ARPU/DAU
45
Source:
comScore,
Company
Reports
47. 47
Social
Games
Outside
Facebook
• Social
feature
no
longer
a
proprietary
of
SNS
• Users
want
to
stay
connected
with
friends
–
to
brag,
to
compete,
to
have
a
fun-‐experience
together
• Mone=za=on
of
DeNA
vs.
Mixi
• First
itera=on
of
social
games
outside
Facebook
already
there
• Next
itera=on
of
social
games
with
deeper
integra=on/social
games
from
ground
up
– Imagine
a
social
shooter,
ac=on
game
–
trophy
save
your
real-‐life
friend
in
virtual
environment
48. ARPU
Comparison–
Game
Centric
SNS
Vs.
Broad
SNS
Mixi
Mobage
Approximately
10x
Source:
DeNA
49. As
Plaiorm
Matures;
IPs
Become
More
Important
49
2009 2006
Game Publisher Game Publisher
1 Battlefield 1943 Electronic Arts Geometry Wars Bizzare Creations
2 Castle Crashers The Behemoth Gauntlet Midway Games
3 Trials HD Microsoft Games Smash TV Midway Games
4 Hasbro Family Game Night Electronic Arts Bejeweled II Oberon
5 Shadow Complex Microsoft Games Zuma Oberon
6 Marvel vs. Capcom 2 Capcom Bankshot Billiards PixelStrom
7 Magic: The Gathering Wizards Of the Coast Outpost Kaloki NinjaBee
8 UNO Gameloft Mutant Storm Reloaded Microsoft Games
9 Worms Microsoft Games Joust Midway Games
10 Peggle PopCap Games Wik: Fable of Souls Reflexive Entertainment
Source:
IGN,
Majornelson.com
50. As
Plaiorm
Matures;
IPs
Become
More
Important
50
Rank Game Publisher Price
1 The Sims Electronic Arts $6.99
2 The Oregon Trail Gameloft $4.99
3 Need for Speed: Undercover Electronic Arts $4.99
4 Madden NFL 10 Electronic Arts $4.99
5 Tiger Woods PGA Tour Electronic Arts $0.99
6 Assassin's Creed: Altair Chronicles Gameloft $4.99
7 Flight Control Firemint $0.99
8 Cooking Mama Taito $6.99
9 Civilization Revolution Take-Two $6.99
10 Wheel of Fortune Sony $0.99
Source:
Apple
52. 52
Social
Gaming:
WW
Market
Size
EsDmate
($
Million)
-‐
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
2010E
2011E
2012E
2013E
2014E
2015E
Rest
of
World
U.S.
Japan
Europe
China
Source:
LCM
Research
53. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?
54. Mobile:
Next
Wave
of
DisrupDon
54
Source:
Interna=onal
Telecommunica=on
Union,
NPD
55. Smartphone
Market
PotenDal
55
Source:
LCM
Research
0
50
100
150
200
250
300
350
400
450
U.S. Europe
Mobile
Subscribers
Smartphone
Users
61. Tablets
Open
Up
Another
Opportunity
0
5
10
15
20
25
30
35
40
1
2
3
4
5
Millions
Quarter
Since
Launch
CumulaDve
Sales
Of
iPad
vs.
iPhone
vs.
iPod
iPad
iPhone
iPod
Source:
Apple
62. Tablets
Open
Up
Another
Opportunity
0
50
100
150
200
250
300
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
Millions
Quarter
Since
Launch
CumulaDve
Sales
Of
iPad
vs.
iPhone
vs.
iPod
iPod
iPhone
iPad
Source:
Apple
63. Skipping
The
PC
Web?
0
200
400
600
800
1000
1200
Popula=on
Internet
Users
Broadband
Users
Mobile
Subscribers
Number
of
Subscribers
in
India
(Million)
63
Source:
Telecom
Regulatory
Authority
of
India,
InternetWorldStats.com
65. 65
Global
Mobile
Games
Market
Size
EsDmate
($
Million)
-‐
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
2010E
2011E
2012E
2013E
2014E
2015E
Social
Games
Downloadable
Games
Source:
LCM
Research
66. 66
Global
Mobile
Games
Market
Size
EsDmate
($
Million)
-‐
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
2010E
2011E
2012E
2013E
2014E
2015E
Rest
of
World
U.S.
South
Korea
Japan
Europe
China
Source:
LCM
Research
67. Agenda
• Games-‐as-‐a-‐Service
– Lines
blurring
between
pla6orms;
Tablets,
Set-‐top
boxes
– Innova=on
by
startups
• Virtual
Goods
– Perfect
Price
Discrimina=on
– Enhance
Community/Curb
Piracy
– Higher
quality
of
earning
(a)
Predictability,
(b)
Life=me
Value
• Social
Games
– Ver=cal
Games
– Mone=za=on
(a)
Conversion,
(b)
Adver=sing
– Pla6orms
dedicated
for
games
• Mobile
Games
– Rise
of
persistent
games
– Mobile
an
extension
of
other
pla6orms
– Dominated
by
a
few?