Virtual Worlds Oct 2007

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  • 1. Virtual Worlds Games and Social Spaces Presented By: Jessica Mulligan October 24, 2007
  • 2. Agenda
    • Definitions
    • Contrast and Comparison
    • Markets
    • Summary
    • Q&A Session
  • 3. Who Am I?
    • 21 Years in Online Games
    • Co-Author: Developing Online Games: An Insider’s Guide (ISBN-13: 978-1592730001)
    • Author: “Biting the Hand” Column 1997-2003
    • Currently consulting in Europe
  • 4. Definitions
    • Virtual World:
    • Any connected computer space that simulates certain characteristics of reality
  • 5. Definitions
    • VW Characteristics
      • Avatar
      • Persistence of World
        • Terrain
        • NPCs
        • Rules
      • Persistence of Growth
        • Avatar Stats
        • Possessions
  • 6. Definitions
    • Examples
      • Massively-Multiplayer Games
      • Social Spaces
      • Research Worlds
  • 7. Definitions
    • Technology
    • Client/Server
      • Buy/Download GUI
      • WoW, Second Life, There
    • Browser-Based
      • Access Directly on Web
      • Runescape, Habbo Hotel
  • 8. Definitions
    • Two Separate Markets
    • Little crossover between Games and Social Spaces
    • VW Games 10x more revenue than VW Social Spaces
  • 9. Definitions
    • Examples
      • Virtual World Games
        • World of Warcraft
        • Ultima Online
        • Runescape
  • 10. Game Virtual Worlds World of Warcraft Runescape Ultima Online
  • 11. Definitions
    • Examples
      • Virtual Social Spaces
        • Habbo Hotel
        • Webkinz
        • Club Penguin
        • There.com
        • Second Life
  • 12. Social Spaces There.com Second Life Habbo Hotel
  • 13. Social Spaces Club Penguin
  • 14. Contrast & Comparison * Kid spaces are both games and social spaces 3D/1st-3 rd Person or Iso-Linear No or Few Game Rules* Player-Generated Activity Show Off My Stuff Be with Friends Mini-Games Frequent Content Updates Supportive Web Content Main Revenue: Items Sales
    • 3D/1st-3 rd Person or Iso-Linear
    • Primarily a Game
      • Achievement
      • Exploration
      • Consistent Rules
      • The Team/Friends
    • Frequent Content Updates
    • Supportive Web Content
    • Main Revenue: Monthly Fees
    Social Space Game
  • 15. Contrast & Comparison Free Download SKU Free-to-Play/Upgrade to Premium Virtual Land & Item Sales Merchandising (Webkinz) Retail SKU Monthly Fee Free-to-Play/Upgrade to Premium Virtual Item Sales Business Models Social Space Game
  • 16. 2007 Free Download SKU Free-to-Play/Upgrade to Premium Virtual Land Sales Virtual Item Sales 10% of Market Exp: Runescape, Iron Realms Retail SKU Monthly Fee 90% of Market Exp: WoW, EverQuest II Business Models Boutique/Web Game Premium Game
  • 17. The Transition: 2012 Free Download Free-to-Play/Upgrade to Premium Virtual Land & Item Sales 40% of Market Retail SKU Monthly Fee 60% of Market Business Models Boutique/Web Game Premium MMOs
  • 18. Markets
    • Virtual World Games
    • Active Players: ~60 Million*
    • Revenue: $4.5 billion USD**
      • WoW: 8 million
      • Fantasy Westward Journey/China: 6 million
      • Runescape: 6 million
      • Perfect World: 4 million
    *Estimate of active accounts ** ”Online Game Market Forecasts 2007” by DFC Intelligence, May 2007
  • 19. Markets
    • Social Spaces
    • Revenue: $400 Million USD
    • Active Users*: ~30 Million
      • Habbo Hotel: 7.5 million active
      • Webkinz: 4 million
      • Club Penguin: 700k subs, 12 Million Active
      • Second Life: ~400,000**
    *Estimate of active accounts worldwide. ** Guesstimate of SL accounts that are actually active, not just registered
  • 20. Markets
    • Trends
    • Games
    • Asia Continues w/50% of Revenue
    • Europe & Japan Growth Areas
    • Web/Boutique VW Games Picking Up Steam
    • Free-to-Play/Items Sales
    • Social Spaces
    • Web Spaces Growing
    • Client/Server Stagnant
    • Kid Spaces Continue Growth
  • 21. Markets
    • Trends
    • The Take-Away:
    • Access through Browser
    • Free Access/Item Sales
  • 22. Summary
    • Virtual Worlds: Games and/or Social Spaces
    • Games make most of the revenue
    • 60m users now, 150m in 5 years
  • 23. Summary
    • Web-based Social Spaces on the rise
    • Games Market splitting:
      • Premium MMOs
      • Boutique titles
      • Free-to-Play/Item Sales
    • Large Niches
    • Kids spaces
  • 24. Summary
    • Issues Include:
      • Copyright/Trademark
      • High Costs To Develop and Run
      • Increasingly Crowded Market
      • Differentiation
  • 25. Q&A
    • Thanks for listening!