Top Trends in Online Games

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    Top Trends in Online Games - Presentation Transcript

    1.  
    2. Top Trends in Online Games Jon Radoff Las Vegas, IMGDC 3.0 – April 19, 2009
    3. Agenda What is changing about players? What is an online game? How are Business models Evolving? What do Harleys and good games have in common?
    4. history quizzes stories
    5. Gamer Stereotypes of the past…
    6. Games are not a media category. Games are played by everyone!
    7.  
    8.  
    9.  
    10. OF TEENAGERS PLAY GAMES 9 7 %
    11. Couples play games
    12. Families play games
    13. People of all ages play games
    14.  
    15.  
    16. What is an online game?
    17. World of Warcraft
    18. Madden NFL 09 World of Warcraft
    19. Guitar Hero III Madden NFL 09
    20. Web-based, easy-to-play, collectible Duels, Warstorm, Planet Storm Browser based Strategy Game In April 2009, the Travian website is more popular than the World of Warcraft website (342 vs. 819 on Alexa) Web-based and iPhone 9 million daily active players in 2009
      • XBLA, iPhone, Web
      • = Capital Efficiency
      • Low cost of development
      • Low cost of customer acquisition
      • Better business models
      New Online Game Platforms Fertile ground for independent developers
    21. Word-of-mouth as the vehicle for growth Braid as a marketing case-study
    22. What do Harley-Davidson cycles and a good online game have in common?
    23. Hint: it’s also what drives people toward sports franchises.
    24. Good online games are tribal Swagdog guild shirt for World of Warcraft
    25.  
    26. But it isn’t just guilds – games with any social components are more successful
    27.  
    28. Rock Band vs. Guitary Hero 3 Daily Players of Rock Band vs. GH3 Why did Rock Band command high daily attention levels? Q:
    29. Grand Theft Auto IV Daily attention from launch day
    30. Call of Duty IV Daily attention from launch day
    31. High attention = word-of-mouth = more customers High attention = sustainable revenue It’s all about attention Attention drives biz model + distribution
    32. Business Models that leverage attention Virtual goods / collectible items Franchise sequels Content patches Online competitions / skill-gaming Subscriptions Advertising
    33. Conclusions Larger, more diverse audience than ever Capital-efficient platforms exist to connect you with this diverse audience People are looking for “tribes” to be a part of Capturing and sustaining attention is the essence of good online game models
    34. Thanks! Jon Radoff, CEO, GamerDNA [email_address] GamerDNA: tarinth Twitter: jradoff

    + jradoffjradoff, 7 months ago

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