mid-core gaming      immersive experience and casual gameplaycompromise or best of both worlds?                           ...
mid-core gaming  immersive experience
mid-core gaming   casual gameplay
mid-core gaming             immersive experience and casual gameplay  Golf VI           Cygnet               Panamera     ...
mid-core gaming               immersive experience and casual gameplay  Golf VI                Cygnet                     ...
edgeworld
key trends shaping the mid-core market                                         1. Old love never diesThe love for an immer...
sizing the mid-core market                 where to start? market size per segment/platform?        US      UK      German...
sizing the mid-core market                    where to start? money versus time spend?             “core” segments/platfor...
sizing the mid-core market                    First: our conclusion         US                                        Euro...
sizing the mid-core market                           What did we analyze?                       Age            10-30 All g...
sizing the mid-core market                           What did we analyze?                       Age             30-50 All ...
sizing the mid-core market                                What did we analyze?                             Age            ...
sizing the mid-core market                                     Mid-core market                             Age            ...
sizing the mid-core market       Mid-core opportunity > smaller drop in core/casual players and payers                    ...
profiling the mid-core market           do typical mid-core gamers spend more? comparing age groups.         +6%          ...
Remember: there are more drivers than age!              shaping the mid-core market            1. Old love never dies     ...
profiling the mid-core market       do not focus on one screen!
mid-core gaming      immersive experience and casual gameplayWestern mid-core market potential >$2bn
mid-core gaming      immersive experience and casual gameplaycompromise or best of both worlds?                           ...
mid-core gaming      immersive experience and casual gameplaycompromise or best of both worlds?                           ...
Casual Connect 2012: Mid-core gaming
Casual Connect 2012: Mid-core gaming
Casual Connect 2012: Mid-core gaming
Casual Connect 2012: Mid-core gaming
Casual Connect 2012: Mid-core gaming
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Casual Connect 2012: Mid-core gaming

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Mid-Core Gaming. Sizing and Profiling the Opportunity in Western and Emerging Markets

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Casual Connect 2012: Mid-core gaming

  1. 1. mid-core gaming immersive experience and casual gameplaycompromise or best of both worlds? Peter Warman CEO Newzoo 2012 peter@newzoo.com
  2. 2. mid-core gaming immersive experience
  3. 3. mid-core gaming casual gameplay
  4. 4. mid-core gaming immersive experience and casual gameplay Golf VI Cygnet Panamera EnzoVolkswagen Aston Martin Porsche FerrariBejeweled Army Attack League of Legends EVE online PopCap Digital Chocolate Riot Games CCP
  5. 5. mid-core gaming immersive experience and casual gameplay Golf VI Cygnet Panamera EnzoVolkswagen Aston Martin Porsche FerrariBejeweled Army Attack League of Legends EVE online PopCap Digital Chocolate Riot Games CCP Technically, League of Legends is a “mid-core” MMO, meaning you don’t have to play for 40 hours a week to enjoy it. The market for mid-core MMOs is vast—much larger than for hard-core MMOs such as World of Warcraft--in that the unique immersive aspects of MMO play are available to a much larger, casual gaming audience.
  6. 6. edgeworld
  7. 7. key trends shaping the mid-core market 1. Old love never diesThe love for an immersive game experience does not go away as people grow older. It is just that the entry barrier and gameplay is not adapted to their “new life”. Their love remains largely answered in the current market. Mid-core games could be the answer, activating gamers that have stopped playing core-games. 2. More gamers to comeOver the past ten years, games have become an integral part of every youngsters life. Mid-core games can ensure that these young core gamers keep playing immersive games as they grow older. 3. Time is Money As youngsters start a working and family life leisure time becomes scarce. At the same time they have more money tospend. To get the most out of leisure time, they are prepared to spend more money to enjoy. Mid-core games cater to this. Free-to-play is the only way to let people feel the casual gameplay. 4. New interfaces. Everywhere Intuitive interfaces (e.g. on tablet and phones) have forced core genre games to offer easier controls and adaptedinterfaces. Still these are very successful. Consumers are getting used to this type of interactivity increasing the appealtowards core gamers as well as increasing the potential player base. In addition, these interfaces allow gaming in new places and social settings. And, do not forget the growing number of girls that are going for the core stuff. Still hugely underestimated.
  8. 8. sizing the mid-core market where to start? market size per segment/platform? US UK Germany France Spain Italy Netherlands Belgium Brazil Mexico Russia China Korea US Europe* Emerging* Asia*Money $21.5bn €16.5bn $4.5bn $13.5bn 2011E 2011E 2011E 2011E 215m 175m 155m 165m Time hrs/day hrs/day hrs/day hrs/day
  9. 9. sizing the mid-core market where to start? money versus time spend? “core” segments/platforms take more money than time “casual” segments/platforms take more time than money This gap is closing fast in the WestThe gap is a lot smaller in Emerging markets that have no legacy, especially Brazil F2P, Mid-core and Cross-platform gaming will accelerate this trend Global Money Casual, Social, Mobile Time Casual, Social, Mobile 27% 49% of money of time $60-70bn 900m-1bn 2011E 2011E Growth Potential?
  10. 10. sizing the mid-core market First: our conclusion US Europe* Mid-core market Spend $1.2bn €1.1bn Players 21.6M 24.0M Spenders 13.1M 15.7M Mid-core opportunity Spend $280M €260M Players 13.3M 10.2M Spenders 3.2M 3.6M Total Market5.5% of market 6.7% of market $21.5bn €16.5bn 23% growth 2011E 2011E 24% growth
  11. 11. sizing the mid-core market What did we analyze? Age 10-30 All gamers Social/Casual Both Core X% share of paying players66.0M 60.0M 49.7M 44.6M 35.1M 27.4M 29.1M Age 30-50 14.6M 53% 24% 62% 59% 91% of gamers plays online or mobile casual/social games
  12. 12. sizing the mid-core market What did we analyze? Age 30-50 All gamers Social/Casual Both Core X% share of paying players51.7M 43.3M 26.8M 24.0M 28.6M 15.7M 18.5M 10.2M 52% 24% 66% 65% 84% of gamers plays online or mobile casual/social games
  13. 13. sizing the mid-core market What did we analyze? Age 30-50 All gamers Social/Casual Both Core X% share of paying players 51.7M 43.3M 26.8M 24.0M 28.6M 15.7M 18.5M 10.2M 52% 24% 66% 65% Dropabs 14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M % -22% -24% -28% -30% -46% -43% -43% -37%
  14. 14. sizing the mid-core market Mid-core market Age 30-50 All gamers Social/Casual Both Core X% share of paying players €1,1bn / year 22% plays F2P MMOs 24.0M players 51.7M 43.3M 15.7M payers 43% in the US 26.8M 24.0M 28.6M 15.7M 18.5M 10.2M 52% 24% 66% 65% Dropabs 14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M % -22% -24% -28% -30% -46% -43% -43% -37%
  15. 15. sizing the mid-core market Mid-core opportunity > smaller drop in core/casual players and payers Age 30-50 All gamers Social/Casual Both Core X% share of paying players €1,1bn / year 24.0M players 51.7M 43.3M 15.7M payers 26.8M 24.0M 28.6M 15.7M 18.5M 10.2M 52% 24% 66% 65% €260M / year 10.2M players 3.6M payers Dropabs 14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M % -22% -24% -28% -30% -46% -43% -43% -37%
  16. 16. profiling the mid-core market do typical mid-core gamers spend more? comparing age groups. +6% -13% Age 10 to 30 31 to 50 Change Age 10 to 30 31 to 50 ChangeCasual € 7,86 € 5,69 -28% Casual € 6,63 € 5,12 -23%Social € 5,50 € 7,52 37% Social € 5,70 € 4,84 -15%Mobile € 4,56 € 5,16 13% Mobile € 4,40 € 3,88 -12%MMO € 7,16 € 7,39 3% MMO € 6,51 € 6,02 -7%Console € 11,36 € 11,68 3% Console € 9,98 € 9,16 -8%PC Mac Boxed € 8,04 € 8,40 4% PC Mac Boxed € 7,23 € 7,09 -2%PC Mac Download € 6,55 € 7,19 10% PC Mac Download € 6,88 € 5,15 -25%In the US, average spending goes up in allsegments except online casual, explained by +16%the move of casual budgets to mobile and Age 10 to 25 26 to 40 Changesocial networks. This is not the case in the Casual € 4,92 € 7,40 50%EU. We expect the EU to follow the trend in Social € 5,25 € 5,77 10%the US as seen with many other trends. Mobile € 3,58 € 5,40 51% MMO € 6,16 € 6,79 10%This is backed up by the increase in spending Console € 9,74 € 9,45 -3%if we make the brackets slighty younger: 10- PC Mac Boxed € 7,12 € 7,23 1%25 and 26-40. PC Mac Download € 6,65 € 6,36 -4%
  17. 17. Remember: there are more drivers than age! shaping the mid-core market 1. Old love never dies 2. More gamers to come 3. Time is money 4. New interfaces. Everywhere Western mid-core market potential >$2bn
  18. 18. profiling the mid-core market do not focus on one screen!
  19. 19. mid-core gaming immersive experience and casual gameplayWestern mid-core market potential >$2bn
  20. 20. mid-core gaming immersive experience and casual gameplaycompromise or best of both worlds? Peter Warman CEO Newzoo 2012 peter@newzoo.com
  21. 21. mid-core gaming immersive experience and casual gameplaycompromise or best of both worlds? Peter Warman CEO Newzoo 2012 peter@newzoo.com
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