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Digital Entertainment Jam 25 April2009
 

Digital Entertainment Jam 25 April2009

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From Telecoms to open ecosystem, the mobile gaming market is changing!

From Telecoms to open ecosystem, the mobile gaming market is changing!

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    Digital Entertainment Jam 25 April2009 Digital Entertainment Jam 25 April2009 Presentation Transcript

    •  
    • Mobile Gaming History . 1997 : The first mobile gaming embedded on Nokia 6110 – Snake (400 milion units) 1999 : Wap games launched across telcoms (Nokia 7110s). I-Mode -DoCoMo propretary standard in Japan! 2001 : Downloadable mobile games (java enabled phone Nokia 3410 and Siemens M50 colour screen) 2002 : Italian telcoms launch gaming area on the decks 2003 : Color phone/ Nokia N-Gage 2004-2005 : First Multiplayer turn based/real time 2006 : The Year of 3D Games 2008 : Apple change the mobile gaming world
    • Market Figures TODAY : Mobile Data Services $180bilion 2008 (20% contents) TOMORROW : Mobile Data Services $340bilion by 2013 TODAY: Mobile gaming $3 bilion 2008 TOMORROW : Mobile gaming $6.8 bilion by 2013 (In-Stat) $26.8bilion Film Industry 2007 $41.9 bilion Videogames Industry 2007 $30-40 bilion Music Industry 2007
    • Mobile Games Revenues by Regional In Italia il mercato del mobile gaming ha generato circa 71 milioni di euro nel 2007
    • Player Demographic
    • Mobile Games Genre EUROPE
    • The Past
      • Fragmentation
      • Lack of innovation
      • Low Revenue share
      • No direct deals for small/medium company
    • The Present ANDROID MARKET BB APPLICATION CENTER APP STORE AD-FUNDED BIZ MODEL MOBILE TELECOMS APP STORE PALM STORE WINDOWS MARKETPLACE
    • E No Brand, More Party
    • E THE FUTURE: MMMO Ancient Legion is the first italian MMMORPG, and one of the first european based
      • - Cross platform gameplay: Wap, I-Mode, sms, mms, Facebook, iPhone, Android
      • Community: Chat 1to1 and 1toMany, forum, clan infrastucture
      • Flexible Business Model: advertising, data traffic revenue share, subscription, micro-transactions…
      • Full Time experience: @school, work, public transport
      • Socialization : female 30% CB
    • E THE FUTURE: SOCIAL Social Experiences have always been more fun….
      • Games Emotions: joy, fear, fruStration, achievement…
      • +
      • Social Emotions: friendship, love, envy, anger…
      • =
      • SOCIAL GAMING
      • + 60m registered players
      • + 40 milioni daily active users
      • - W.H.T.B.B. has over 15m customers
      PlayFish Stats – March 08 – March 09
    • E THE FUTURE: 3D + 3D Gamers are high-spender + Console/PC/Arcade perfect + Hardcore users + Ecosystems and high end devices 3D powered - Old mobile phones off - Expansive - N-GAGE NOKIA JAVA Real Football 2009 by Gameloft
    • E THE FUTURE: CONNECTED
      • GUITAR HERO MOBILE by Hands On Mobile/Activision
      • Release Date: December 07 on Verizon Wireless (followed other mobile versions)
      • 15 songs embedded and a subscription plan with 3 new songs-month
      • +1milion downloads and over 250k songs are played each month
      • POPEYE by Namco Networks
      • +100k Popeye comics downloaded in 6 months
      • Comics are downloaded directly to a player's mobile phone in exchange for points earned by successfully playing the game .
    • E THE FUTURE: ENTERTAINMENT GAMES
      • Ocarina by Smule
      • +700k downloads at 0.99 dollars
      • +1200 songs UGC
      • people’s song have been listened +40 milioni times
      • PARTY ISLAND by Digital Chocolate
      • Community meets Gaming
      • Cross platform mini games shared by mobile and social network users
    • E THE FUTURE: ADVERGAMES
      • Wolkswagen Polo Challenge by Fishlabs
      • 350k downloads in the first 6 days of availability
      • Top Game in 21 country
    • THANKS FOR YOUR ATTENTION Fabio Viola , Founder of Mobile Idea s.r.l. and DigitalFun s.r.l.