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Scott Wenkart, IGN Entertainment - The future of gaming
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Scott Wenkart, IGN Entertainment - The future of gaming

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Scott Wenkart, Managing Director: Asia Pacific, IGN Entertainment presented "The future of gaming" at Connected Australia 2013. …

Scott Wenkart, Managing Director: Asia Pacific, IGN Entertainment presented "The future of gaming" at Connected Australia 2013.

This conference is designed to help organisiations harness the opportunities that super-fast broadband will create, and explores the future impact of the NBN through the healthcare, education and consumer industries.

For more information, please visit the conference website: http://www.connectedaustralia.com.au/2013

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Transcript

  • 1. New Moves in Gaming @ Connected Australia
  • 2. 1. Gaming Landscape 2. Local Games Industry 3. NBN speeds
  • 3. CEO – Spiral Media Gaming and Entertainment Digital Media IN-GAME COMMUNITIES
  • 4. Consumer (R)esearch Today’s consumer … consumes more content … uses more devices … is more demanding
  • 5. AUSTRALIANS Connected 7.06 MILLION CURRENT-GEN GAMING CONSOLES 2.78 MILLION iOS DEVICES 6.46 MILLION ANDROID DEVICES 15.5 MILLION DESKTOP AND NOTEBOOK PCS 4.75 MILLION CONNECTED TVS 12 MILLION FACEBOOK USERS IN AUS Data Source: Nielsen Australian Connected Consumers Report 2012-2013
  • 6. ONE BILLION Hours a Day World Wide 1 BILLION 134MM 175MM Hours Daily (WW) Hours Daily Hours Daily (WW) Newzoo, YouTube, Facebook
  • 7. BEATING THE BOX OFFICE $270MM $244MM $204MM *First 5-day sales World Wide
  • 8. More WORLDWIDE REVENUE Than Music & Movies $68B $33B $17B Newzoo, 2011, MPAA, 2011, International Federation of the Phonographic Industry, 2012
  • 9. Games are now CONNECTED
  • 10. GAMES ARE GETTING MORE SOCIAL
  • 11. MOBILE to dominate 3.02M Mobile Gamers AU 32% Annual Growth Over 2011 Data Source: Nielsen Australian Connected Consumers Report 2012-2013 Newzoo, 2012
  • 12. GAMING dominates ON mobile TIME SPENT PER CATEGORY (US) SMARTPHONES Health & Fitness 3% Lifestyle 3% Entertainme nt 3% TABLETS Utilities 4% Entertainme nt 9% Other 11% Social Networking 24% Productivity 1% Other 7% Games 39%* Utilities 17% News 2% Social Networking 10% Games 67%* Source: US, Flurry Analytics (Sept 2012)
  • 13. MOBILE the new Console GAME APPS 40 35% 35 ARE SECOND MOST POPULAR APPS USED 29% 30 HIGHEST GROWTH 23% 25 ACROSS ALL APPS 18% 20 15 109% 10 APP USAGE GROWTH OVER THREE YEARS 9.4 MILLION 5 Facebook App Games Weather Maps/Directions SMARTPHONES Data Source: Nielsen Australian Connected Consumers Report 2012-2013
  • 14. MORE Time Spent Gaming vs. Talking > 24 min 15 min Arbitron, 2012
  • 15. 70% of FACEBOOK SOCIAL GAMERS play daily 70% = 2.5M play social games daily 30% = 1.07M play social games daily 25% = 890K play for 3-4 hours 27% = 960K spend 1-2 hours per day playing mobile games Data Source: Spiral Media Audience Research 2012
  • 16. Desktop Gaming DEMOGRAPHICS The average age of today’s gamer: 37 Demographic Breakdown 50-54 9% 45-49 10% 55-59 5% 60+ 5% 14-17 2% 18-24 20% 25-29 16% 35-39 9% 33% Male 67% Female 40-44 9% 30-34 15% Data Source: Spiral Media Audience Research 2012 ESA, Interpret New Media Measure - 2012
  • 17. Mobile Gaming DEMOGRAPHICS The average age of today’s gamer: 30 Demographic Breakdown 55-65, 9% 12-17, 17% 45-64, 15% 53% Male 47% Female 18-24, 17% 35-44, 19% 25-34, 23% Data Source: Spiral Media Audience Research 2012 ESA, Interpret New Media Measure - 2012
  • 18. Games Deliver a CAPTIVE AUDIENCE PEOPLE THAT DON’T MULTITASK WHILE… 96% 98% 66% Playing Console/PC Games Playing Mobile Games Watching TV 69% Using The Internet 71% Using A Mobile Phone Source: Simmons New Media Study 2012
  • 19. And the HIGHEST recall 66% Games 32% Television Brand Recall By Advertising Platform 18% Print Outdoor Online 13% 12% Source: Hall & Partners Research, 1997-2007; Nielsen Research, 2006-2008; Interpret Research, 2006-2012 * Average for +100 in-game campaigns
  • 20. Games reach ALL AUDIENCES PREMIUM REACH WITHOUT WASTE 8.47M unique players monthly (Social, Mobile, PC & Console) Females Mums Multicultural EA Internal Teens Young Males Males Adults 25-54
  • 21. LOCAL GAME DEVELOPMENTS
  • 22. FEW SUCCESSFUL
  • 23. DISTRIBUTION ISSUES $9B Today $18B By 2016 Global Mobile Games Market Newzoo, Juniper Research, 2012
  • 24. AD FUNDED Industry evolving fast MOBILE INTERSTITIAL
  • 25. In-Game INTEGRATIONS
  • 26. NBN SPEEDS
  • 27. FASTER DOWNLOADS WILL DRIVE MEDIA TRANSFORMATIONS ?
  • 28. STREAMING, DLC & Comp Gaming FIFA Players Stay Strongly Engaged Months after Launch Millions DAILY ACTIVE USER (DAU) COUNT FIFA 13 Non-Live Service 3.5 3.0 2.5 2.0 1.5 DAU peaked 6 months after launch 1.0 0.5 0.0 Months since launch 10
  • 29. MORE Social + Competitive
  • 30. Thank you Scott Wenkart scott@spiralglobal.com