http://www.gamepower7.com
Telecoms and Online Gaming:
Why and How!
Fadi Mujahid
30 November 2010
http://www.gamepower7.com
http://www.gamepower7.com
Online Gaming
 Massive-scale multiplayer games played
while connected to the Internet
 Gamers ...
http://www.gamepower7.com
Online Games Business
 364M User worldwide (2010)
 Over 20% of Internet Population
 Revenue o...
http://www.gamepower7.com
Telco’s &
Online Games Business
 High rate of online gaming growth is associated
with partnersh...
http://www.gamepower7.com
Telco’s &
Online Games Business
 In China, during 2008, Online Gaming was
the direct result of
...
http://www.gamepower7.com
WHY TELCO’S ARE
INVOLVED IN ONLINE
GAMES?
http://www.gamepower7.com
Right Combination
 Online games are leveraging on the Telco’s
mobile and broadband infrastructu...
http://www.gamepower7.com
Right Customer Segments
 92% play at home
 Have broadband Internet access
 Have high-end PC
...
http://www.gamepower7.com
Billing & Payment
 Telco’s are already dealing with
customer billing and payment
services
 In ...
http://www.gamepower7.com
Online Games Future Trends
 Merger of virtual worlds and online games
 IPTV through your virtu...
http://www.gamepower7.com
GAME POWER 7 ONLINE
GAMES PORTAL
12
http://www.gamepower7.com
Game Power 7
Online Games Portal
 Founded 2007 as the first online games
company in the region
...
http://www.gamepower7.com
Game Power 7
Online Games Portal
 Long experience in media localization for
the region
 Respec...
http://www.gamepower7.com
Game Power 7
Online Games Portal
 Currently, 150k registered users
 4 MMO games
 Integrated S...
http://www.gamepower7.com
Game Power 7
Online Games Portal
1/2009
First
MMORPG
Arabic
Rappelz
8/2010
First
Casual
MMO
Worl...
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Telecoms and Online Gaming: Why and How!

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Telecoms and Online Gaming: Why and How!

  1. 1. http://www.gamepower7.com Telecoms and Online Gaming: Why and How! Fadi Mujahid 30 November 2010
  2. 2. http://www.gamepower7.com
  3. 3. http://www.gamepower7.com Online Gaming  Massive-scale multiplayer games played while connected to the Internet  Gamers interact with each other  Gaming  Social Activities  Trade, chat, fight, cooperate, work, etc.
  4. 4. http://www.gamepower7.com Online Games Business  364M User worldwide (2010)  Over 20% of Internet Population  Revenue of $13B (2011)  In 2007  Internet growth rate 9.4%  Online Game player growth 16.5%  Single-Player Games growth -3%  In Vietnam for example  2010: 11% of the entire population is Online Game players (40% of the Internet population)
  5. 5. http://www.gamepower7.com Telco’s & Online Games Business  High rate of online gaming growth is associated with partnerships between Telco's and online game companies  In China (news headlines)  Alcatel partners with Chinese Online Game Supplier (2004)  Shanghai Telecom expands into online gaming business (2004)  Shanghai Telecom, THE9 (online gaming company) jointly promote 3G services (2009)  In Korea  SK Telecom, through strategic alliances with game developers, is one of the top game publishers in Korea
  6. 6. http://www.gamepower7.com Telco’s & Online Games Business  In China, during 2008, Online Gaming was the direct result of  $4.5B revenue for Telecom Industry  $1.6B revenue for IT Industry  Orange and GOA.com a success story  Scores of success stories in other countries
  7. 7. http://www.gamepower7.com WHY TELCO’S ARE INVOLVED IN ONLINE GAMES?
  8. 8. http://www.gamepower7.com Right Combination  Online games are leveraging on the Telco’s mobile and broadband infrastructure  Why not leverage on their own infrastructure?  Some online games have higher ARPU than telecom services  Telco’s can benefit the most from e- commerce and m-commerce booming  Online Games and virtual worlds are the future of m-commerce and e-commerce  Telco’s are focusing more on VAS and content as a revenue generator  Online games provides rich content with high interactivity
  9. 9. http://www.gamepower7.com Right Customer Segments  92% play at home  Have broadband Internet access  Have high-end PC  Computer and Internet Savvy  Over 50% age 16-25  22% purchase online virtual goods at the game  Mobile Payment  Credit Card Payment  Pre-paid Card Payment
  10. 10. http://www.gamepower7.com Billing & Payment  Telco’s are already dealing with customer billing and payment services  In S. Korea, Telco's offer online game publishers an integrated billing and payment services for 5% - 10% of the payment
  11. 11. http://www.gamepower7.com Online Games Future Trends  Merger of virtual worlds and online games  IPTV through your virtual world  Telecommunication through your virtual world
  12. 12. http://www.gamepower7.com GAME POWER 7 ONLINE GAMES PORTAL 12
  13. 13. http://www.gamepower7.com Game Power 7 Online Games Portal  Founded 2007 as the first online games company in the region  Vision: Create a state-of-the-art online game hub in the region  Released the first Arabic MMORPG in the region: Arabic Rappelz ‫الشعوب‬ ‫أمل‬  Attracted more than 25 major game developers to partner with to publish their games in the region
  14. 14. http://www.gamepower7.com Game Power 7 Online Games Portal  Long experience in media localization for the region  Respect for cultural and religious concepts  First Arabic Pipeline for online games localization  Translation and text rewriting for story and dialogue  Clothing modifications  Modifications of controversial contents
  15. 15. http://www.gamepower7.com Game Power 7 Online Games Portal  Currently, 150k registered users  4 MMO games  Integrated Social network (similar to facebook) for the gamers  Huge content repository produced by gamers themselves: videos, screenshots, paintings, etc.  Revenue Source  In-game Virtual Goods  In-game Ads
  16. 16. http://www.gamepower7.com Game Power 7 Online Games Portal 1/2009 First MMORPG Arabic Rappelz 8/2010 First Casual MMO World of Secrets 8/2010 First MMO Sports X-Kick 12/2010 Strategy Flash MMO Game 6/2011 Our Second MMORPG Title
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