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Emerging Trends in Games-as-a-Service
Atul Bagga
Senior Research Analyst, Lazard Capital Markets
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?	
  
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?	
  
4	
  
Top	
  Companies	
  By	
  Revenue	
  CAGR	
  (2008-­‐2010)	
  	
  
5	
  
Top	
  Companies	
  By	
  Revenue	
  CAGR	
  (2008-­‐2010)	
  	
  
0%
10%
20%
30%
40%
50%
60%
70%
80%
0% 20% 40% 60%
EBIT Margin
RevenueCAGR(2008-2010)
Gree Inc.
DeNA Co. Ltd.
Zoo Entertainment Inc.
Gamevil Inc.
Perfect World Co. Ltd.
mixi Inc.
NHN Corp.
NetDragon Websoft Inc.
Tencent Holdings Ltd.
Neowiz Games Corp.
NCsoft Corp.
Netease.com Inc. ADS
Changyou.com Ltd.
Kingsoft Corp. Ltd.
Gameloft S.A.
Source:	
  FactSet	
  
6	
  
Enterprise	
  Value/Sales	
  MulDple	
  U.S.	
  Video	
  
Game	
  Companies	
  Shares	
  	
  
0
1
2
3
4
5
6
7
Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09
ATVI
ERTS
TTWO
THQI
Source:	
  FactSet	
  
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	
  
Emergence	
  of	
  Games-­‐as-­‐a-­‐Service	
  
2010E	
   2015E	
  
Games-­‐as-­‐a-­‐
Product	
  
Games-­‐as-­‐a-­‐
Service	
  
Source:	
  LCM	
  Research	
  
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	
  
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	
  
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	
  
Price	
  DiscriminaDon	
  
Sources:	
  Unless	
  otherwise	
  noted,	
  images	
  on	
  this	
  and	
  the	
  following	
  slides	
  are	
  courtesy	
  of	
  the	
  respec=ve	
  	
  
companies’	
  Websites.	
  
13	
  
Price	
  DiscriminaDon	
  	
  
Source:	
  Caroline	
  Scob;	
  hbp://www.explorecrete.com/gallery/album19/donkey	
  
hbp://www.smokymountainparkarabians.com/	
  	
  
	
  
14	
  
Price	
  DiscriminaDon	
  
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	
  
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	
  
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	
  
$	
  
18	
  
Source:	
  hbp://www.dealbreaker.com/images/entries/Pistol%20Pirate%20Bust.jpg	
  
hbp://socialjus=cenow.files.wordpress.com/2009/01/world-­‐connect-­‐people-­‐community-­‐interna=onal.jpg	
  	
  
19	
  
Build	
  Community	
  
Source:	
  Company	
  Reports,	
  AppData,	
  LCM	
  Research	
  
0	
  
10	
  
20	
  
30	
  
40	
  
50	
  
60	
  
70	
  
80	
  
World	
  of	
  
Warcrag	
  	
  
Cityville	
   The	
  Sims	
  
Social	
  
Angry	
  Birds	
  
20	
  
Source:	
  Acclaim	
  
Big	
  	
  
spenders	
  
Paying	
  Users	
  
Free	
  Users	
  
Mone=za=on	
  
line	
  
$1	
  
$15	
  
ARPU	
  
$100+	
  
Everyone	
  pays	
  Everyone	
  pays	
  
1	
  X	
  
10	
  X	
  
PAY	
  
Ads	
  
Sponsors	
  
21	
  
Longevity	
  &	
  SDckiness:	
  Average	
  Chinese	
  Gamer	
  
ARPPU	
  (RMB/Qtr)	
  
Source:	
  IDC,	
  LCM	
  Research	
  
0	
  
10	
  
20	
  
30	
  
40	
  
50	
  
60	
  
70	
  
80	
  
2003	
   2004	
   2005	
   2006	
   2007	
   2008	
   2009	
   2010	
  
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	
  
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	
  
…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	
  
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	
  
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	
  
27	
  
…And	
  ARPPU	
  Growth	
  A]er	
  IniDal	
  Kneejerk	
  
Source:	
  Company	
  Reports,	
  LCM	
  Research	
  
Es=mated	
  ARPPU	
  
0	
  
50	
  
100	
  
150	
  
200	
  
250	
  
300	
  
350	
  
400	
  
2002	
   2003	
   2004	
   2005	
   2006	
   2007	
   2008	
   2009	
   2010	
  
ARPU	
  RMB/Quarter	
  
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	
  
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	
  
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	
  
31	
  
ARPPU	
  DistribuDon	
  Curve	
  of	
  ZT	
  Online	
  	
  
(20)
-
20
40
60
80
100
120
140
160
- 500 1,000 1,500 2,000
Users ('000)
ARPu($/Month)
Source:	
  Company	
  Reports	
  
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	
  
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	
  
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	
  
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	
  
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	
  
37	
  
Console	
  Games:	
  U.S.	
  Market	
  Size	
  
-15%
-10%
-5%
0%
5%
10%
15%
20%
25%
30%
35%
40%
0
2,000
4,000
6,000
8,000
10,000
12,000
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
Y/YGrowth
$million
Source:	
  NPD	
  
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	
  
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	
  
Gaming	
  Versus	
  Expression	
  
0
50
100
150
200
250
Video Game Luxury Goods
$Billion
Source:	
  Bain	
  &	
  Company,	
  PWC	
  
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	
  
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	
  
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	
  
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	
  
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	
  
MoneDzaDon	
  –	
  Payment	
  Mechanisms	
  
0	
  
100	
  
200	
  
300	
  
400	
  
500	
  
600	
  
700	
  
800	
  
900	
  
1000	
  
Dec-­‐10	
   Jan-­‐11	
   Feb-­‐11	
   Mar-­‐11	
   Apr-­‐11	
   May-­‐11	
   Jun-­‐11	
  
Mobage	
  ARPU	
  –	
  Before	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  &	
  	
   	
  	
  	
  	
  	
  	
  A]er	
  Carrier	
  Billing	
  
Source:	
  DeNA	
  
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	
  	
  	
  	
  
ARPU	
  Comparison–	
  Game	
  Centric	
  SNS	
  Vs.	
  
Broad	
  SNS	
  
Mixi	
   Mobage	
  
Approximately	
  10x	
  
Source:	
  DeNA	
  
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	
  
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	
  
51	
  
Social	
  Game:	
  Global	
  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	
  
Adver=sing	
  
Virtual	
  Goods	
  
Source:	
  LCM	
  Research	
  
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	
  
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?	
  
Mobile:	
  Next	
  Wave	
  of	
  DisrupDon	
  
54	
  
Source:	
  Interna=onal	
  Telecommunica=on	
  Union,	
  NPD	
  
Smartphone	
  Market	
  PotenDal	
  
55	
  
Source:	
  LCM	
  Research	
  
0
50
100
150
200
250
300
350
400
450
U.S. Europe
Mobile
Subscribers
Smartphone
Users
Smartphone	
  Market	
  PotenDal	
  
Smartphone	
  Vs.	
  Feature	
  Phone	
  –	
  U.S.	
  
0%	
  
10%	
  
20%	
  
30%	
  
40%	
  
50%	
  
60%	
  
70%	
  
80%	
  
90%	
  
100%	
  
2008	
  
Q2	
  
2008	
  
Q3	
  
2008	
  
Q4	
  
2009	
  
Q1	
  
2009	
  
Q2	
  
2009	
  
Q3	
  
2009	
  
Q4	
  
2010	
  
Q1	
  
2010	
  
Q2	
  
2010	
  
Q3	
  
2010	
  
Q4	
  
2011	
  
Q1	
  
2011	
  
Q2	
  
2011	
  
Q3	
  
Featurephone	
  
Smartphone	
  
Source:	
  	
  The	
  Nielsen	
  Company	
  
Global	
  Smartphone	
  Installed	
  Base	
  
58	
  
Source:	
  Ericson	
  
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
2010E 2011E 2012E 2013E 2014E 2015E 2016E
User	
  Preference	
  Towards	
  Games	
  
Android	
  Opens	
  Up	
  Another	
  Opportunity	
  
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	
  
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	
  
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	
  
No	
  Contract,	
  Android	
  =	
  $150	
  
Source:	
  www.flipkart.com	
  
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	
  
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	
  
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?	
  
68	
  
	
  
	
  
QUESTIONS?	
  

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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?  
  • 4. 4   Top  Companies  By  Revenue  CAGR  (2008-­‐2010)    
  • 5. 5   Top  Companies  By  Revenue  CAGR  (2008-­‐2010)     0% 10% 20% 30% 40% 50% 60% 70% 80% 0% 20% 40% 60% EBIT Margin RevenueCAGR(2008-2010) Gree Inc. DeNA Co. Ltd. Zoo Entertainment Inc. Gamevil Inc. Perfect World Co. Ltd. mixi Inc. NHN Corp. NetDragon Websoft Inc. Tencent Holdings Ltd. Neowiz Games Corp. NCsoft Corp. Netease.com Inc. ADS Changyou.com Ltd. Kingsoft Corp. Ltd. Gameloft S.A. Source:  FactSet  
  • 6. 6   Enterprise  Value/Sales  MulDple  U.S.  Video   Game  Companies  Shares     0 1 2 3 4 5 6 7 Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09 ATVI ERTS TTWO THQI Source:  FactSet  
  • 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  
  • 8. Emergence  of  Games-­‐as-­‐a-­‐Service   2010E   2015E   Games-­‐as-­‐a-­‐ Product   Games-­‐as-­‐a-­‐ Service   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.  
  • 13. 13   Price  DiscriminaDon     Source:  Caroline  Scob;  hbp://www.explorecrete.com/gallery/album19/donkey   hbp://www.smokymountainparkarabians.com/      
  • 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   $  
  • 18. 18   Source:  hbp://www.dealbreaker.com/images/entries/Pistol%20Pirate%20Bust.jpg   hbp://socialjus=cenow.files.wordpress.com/2009/01/world-­‐connect-­‐people-­‐community-­‐interna=onal.jpg    
  • 19. 19   Build  Community   Source:  Company  Reports,  AppData,  LCM  Research   0   10   20   30   40   50   60   70   80   World  of   Warcrag     Cityville   The  Sims   Social   Angry  Birds  
  • 20. 20   Source:  Acclaim   Big     spenders   Paying  Users   Free  Users   Mone=za=on   line   $1   $15   ARPU   $100+   Everyone  pays  Everyone  pays   1  X   10  X   PAY   Ads   Sponsors  
  • 21. 21   Longevity  &  SDckiness:  Average  Chinese  Gamer   ARPPU  (RMB/Qtr)   Source:  IDC,  LCM  Research   0   10   20   30   40   50   60   70   80   2003   2004   2005   2006   2007   2008   2009   2010  
  • 22. 22   Game  Spend  As  Percentage  Of  Per-­‐ Capita  Income     Source:  LCM  Research   0.00%   0.05%   0.10%   0.15%   0.20%   0.25%   0.30%   0.35%   2003   2004   2005   2006   2007   2008   2009   2010   Games  Spend  as  %  of  Per-­‐Capita  Income   U.S.   China   South  Korea   0.00%   0.05%   0.10%   0.15%   0.20%   0.25%   0.30%   0.35%   0.40%   0.45%   0.50%   2003   2004   2005   2006   2007   2008   2009   2010   Games  Spend  as  %  of  Per-­‐Capita  Income  -­‐  ex-­‐Food  
  • 23. 23   Players  Willing  To  Spend  More…   Source:  Na6onal  Bureau  of  Sta6s6cs  of  China,  Korea  Game  Development  Ins6tute,  EuroMonitor   Interna6onal   0.00%   0.05%   0.10%   0.15%   0.20%   0.25%   0.30%   U.S.   South  Korea   China   Games  As  %  of  Per  Capita  Income  
  • 24. 24   …And  The  Vendors  Are  More  Profitable   -40% -20% 0% 20% 40% 60% 80% 100% 120% SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO Operating Margin ROE Source:  Company  Reports  
  • 25. 25   Legend  of  Mir  2   •  2D  MMORPG,  Mar=al  Arts,  Adventure     •  Developed  by  Wemade,  operated  by  Shanda   •  Launched  in  China  in  2001  under  subscrip=on  based  model   •  Converted  to  free-­‐to-­‐play  model  in  2005     •  PCU  ~400-­‐500K  
  • 26. 26   Mir  2  Revenue’s  Growth  A]er  Model  Change   Source:  Company  Reports   0   50   100   150   200   250   300   350   400   450   2002   2003   2004   2005   2006   2007   2008   2009   2010   Revenue  ($  Million)   Year  
  • 27. 27   …And  ARPPU  Growth  A]er  IniDal  Kneejerk   Source:  Company  Reports,  LCM  Research   Es=mated  ARPPU   0   50   100   150   200   250   300   350   400   2002   2003   2004   2005   2006   2007   2008   2009   2010   ARPU  RMB/Quarter  
  • 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 $1,800 Top 5% Players 15% Players 80% Players WOW Source:  Company  Reports,  LCM  Research  
  • 31. 31   ARPPU  DistribuDon  Curve  of  ZT  Online     (20) - 20 40 60 80 100 120 140 160 - 500 1,000 1,500 2,000 Users ('000) ARPu($/Month) Source:  Company  Reports  
  • 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  
  • 37. 37   Console  Games:  U.S.  Market  Size   -15% -10% -5% 0% 5% 10% 15% 20% 25% 30% 35% 40% 0 2,000 4,000 6,000 8,000 10,000 12,000 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Y/YGrowth $million Source:  NPD  
  • 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  
  • 46. MoneDzaDon  –  Payment  Mechanisms   0   100   200   300   400   500   600   700   800   900   1000   Dec-­‐10   Jan-­‐11   Feb-­‐11   Mar-­‐11   Apr-­‐11   May-­‐11   Jun-­‐11   Mobage  ARPU  –  Before                        &                A]er  Carrier  Billing   Source:  DeNA  
  • 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 $0.99 Source:  Apple  
  • 51. 51   Social  Game:  Global  Market  Size  EsDmate    ($   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   Adver=sing   Virtual  Goods   Source:  LCM  Research  
  • 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
  • 57. Smartphone  Vs.  Feature  Phone  –  U.S.   0%   10%   20%   30%   40%   50%   60%   70%   80%   90%   100%   2008   Q2   2008   Q3   2008   Q4   2009   Q1   2009   Q2   2009   Q3   2009   Q4   2010   Q1   2010   Q2   2010   Q3   2010   Q4   2011   Q1   2011   Q2   2011   Q3   Featurephone   Smartphone   Source:    The  Nielsen  Company  
  • 58. Global  Smartphone  Installed  Base   58   Source:  Ericson   0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 2010E 2011E 2012E 2013E 2014E 2015E 2016E
  • 60. Android  Opens  Up  Another  Opportunity  
  • 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  
  • 64. No  Contract,  Android  =  $150   Source:  www.flipkart.com  
  • 65. 65   Global  Mobile  Games  Market  Size  EsDmate  ($   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?  
  • 68. 68       QUESTIONS?