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Gold rush in games

Gold rush in games



What is the current gold rush in games?

What is the current gold rush in games?



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    Gold rush in games Gold rush in games Presentation Transcript

    • Games: Past, Present &The Way Forward
      The gold rush in gaming, past and present
    • What we will cover
      How old is a gamer that buys games?
      Who plays more games? Male or female?
      What type of games are king?
      It’s the era of apps
    • Age of a common gamer
    • WOMEN age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 17 or younger (18%).
      Male & Female
      56% 44%
    • What happened in 2008
    • What type of games ruled
    • Casual games were HUGE
    • Did anything change in 2009?
    • If you don’t do mobile you are outdated
      It’s the era of apps
    • The Big Numbers : Apple
      Addressable base of 50m+ devices
      30m iPhones and 20m iPod touches
      More than 3 billion App Store downloads
      7.4m iPhones sold in Q3 2009
      17.8% share of smartphone market (Canalys)
      2.5% share of ALL global handsets (Strategy Analytics)
    • Developers Striking It Rich
      10m Paid iPhone games sold by Gameloft since the launch of the App Store
      $1,687 Revenues per hour of dvpt time forNimbleBit’s Scoops ($269,929 total)
      2m Tap Tap Revenge 3 downloads in a week last Christmas after going free
      10 days How long it took Playmesh to rack up 1m free downloads of iFarm
      13.5m Downloads of Backflip Studios games in seven months ($1.75m of revenue)
    • Analysts’ Big Numbers
      $2.8 billion iPhone games revenues in 2014 – 24% of handheld market (DFC)
      18.7 billion App downloads in 2014 – of which 20% will be from Apple devices (Ovum)
      610 million Paid apps in first 2bn iPhone downloads – generating $900m of developer revenues (Pinch Media)
      36 million Number of iPhones that Apple will sell in 2010 (Piper Jaffray)
    • Top Paid Games chart
      Avg Price: $2.34
      11 games at 99c
    • In-App Payments
      TTR3 in Top Grossing chart – has sold 1m songs
      Eliminate – 500k downloads in a week (but not in TG chart)
      Other (paid game) examples show mixed results too
      Pocket God – in-app payments 27% of its revenues
      Freeverse – tens of thousands of Flick Fishing payments
    • Casual games are still HUGE
    • What made good games
      On-screen changes - Change UI
      Generous score – Give millions of points
      Sound – Get good sound fx
      Low pressure - Make new ways to loose, not only time based
    • .. And bad games
      Make it really hard
      Require too much, technically – too much memory, too much space
      Give it a terrible name or theme
      Expect users to read.
      Make it challenging and cerebral– games should not have one solutions only
    • Solution was
      "The mum test“ – Get your mom to test. Most testers are male, but most casual gamers are female.
    • Or just hypes?
    • How to find me?
      Avijit Paul avijit.paul@mmu.edu.my
    • Reference