Top Trends in Online Games


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Discusses top trends within online games as of April 2009: increasing importance of social structures (more "tribal"), increasing diversity of the player population, and emergent business models.

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  • Top Trends in Online Games

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