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Day2 0900 philip_reisberger

Day2 0900 philip_reisberger







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  • You can see the massive growth of Facebook from 2007-2011http://news.cnet.com/8301-1023_3-57360925-93/internet-now-active-with-2.1-billion-users/
  • It appears that this list is not strictly based on number of users. According to Facebook: "This list was compiled by looking at the top games on Facebook with more than 100,000 monthly active users and giving priority to those games with the highest user satisfaction scores. The result is a list of the games that received the most user recommendations in 2011."Nearly half (40%) of the top 10 games on the Facebook platform are by ZyngaFacebook-Zynga relationship: 800+ million active users,50% of FB users play games Over 25% of FB users play Zynga gamesZynga Earned $1.14 billion in revenues – 93% of business tied to FB Accounted for 12% of all FB’s revenues Unveiled Zynga Direct – “Project Z”
  • Facebook is creating a dedicated gaming team in Europe, matching the one it has in the US, to work more closely with social games developers across Europe.The move is the result of the recent success for several European social games companies on FacebookOur position:“At Bigpoint, we welcome the news that Facebook are creating a dedicated gaming team in Europe. We’ve always maintained that Europe is one of the most exciting areas of development for the gaming industry at the moment, and this move by Facebook further confirms this opinion. It’s great to see that as well as companies like us expanding into the US, US companies see Europe as a must-be-in market. In particular, European companies have pioneered the high-growth area of casual and mobile gaming, with huge take-up by consumers worldwide. For example, our casual gaming title Farmerama has over 37 million registered users.Facebook’s entry into Europe can only be viewed positively for the European games industry. However, we would counsel the industry to not become blinkered by this move by Facebook, and decide that Facebook is the only platform to develop for. Although Facebook is a fantastic platform, at Bigpoint we believe that it should only be considered as one route to market. As Facebook themselves say, as a gaming platform they are only getting started, and so we would advise all European games developers to investigate multiple routes and platforms to give their game the best chance of success.”
  • The networks have a very different user baseGoogle has a more techy/geeky than audience FB users, platform is more technological than social
  • Heiko thoughts: Google+ is NOT a direct competitor to Facebook, but still a very interesting channel for growthG+ is an opportunity to approach differently – and approach users from a different angle. The potential is there.Google more suited for more different types of games/core games and offers their great services in addition to games
  • PLEASE NOTE: This is a rough estimation of Bigpoint figures from a Raptr report on Zynga. We tracked the data internally among our active community
  • EA has taken “The Sims” franchise which started as a PC title and into traditional consoles -> now there is a mobile game and Facebook game, and continues to expand
  • Kabam is exploring new publishing opportunities on Kongregate, Google+, Pokki on the Windows PC, and its Kabam.com web site.The goal for the user experience is to allow players on various networks and devices to play together connect all its games in a synchronous environment.
  • (Other forms of successful distribution as exemplified by other developers)
  • Mobile Social Networks are emerging in Asian and North American markets: combine the most prominent social features like:Invites, friend lists, social rankings, messaging, gifting, etc.
  • We see the shift from traditional game companies adopting, but it’s not limited to our industry – Hollywood, book publishing, music, etc.http://www.usatoday.com/life/books/news/2011-02-09-ebooks09_ST_N.htmYou may not know her name, but Amanda Hocking and others like her are riding the comet of digital publishing.Fed up with attempts to find a traditional publisher for her young-adult paranormal novels, Hocking self-published began selling her novels on online bookstores like Amazon and Barnesandnoble.com.By May she was selling hundreds; by June, thousands. She sold 164,000 books in 2010. Most were low-priced (99 cents to $2.99) digital downloads.More astounding: In January 2011she sold more than 450,000 copies of her nine titles. More than 99% were e-books.Hocking credits her success to aggressive self-promotion on her blog, Facebook andTwitter, word of mouth and writing in a popular genre — her books star trolls, vampires and zombies.And she's making money."To me, that was a price point that made sense for what I would be willing to spend on an e-book," says Hocking, who sets her own prices. "I use iTunes a lot, and it's 99 cents and $1.29 a song."For every $2.99 book she sells, she keeps 70%, with the rest going to the online bookseller. For every 99-cent book she sells, she keeps 30%A recent survey shows 20 million people read e-books last year, and more self-published authors are taking advantage of the trend.Netflix Makes Deal With The Weinstein Company To Stream Movies Before They Go To Pay TVhttp://www.cinemablend.com/new/Netflix-Makes-Deal-With-Weinstein-Company-Stream-Movies-They-Go-Pay-TV-29565.htmlThe Weinstein Company has completed a deal with Netflix that will give the online streaming network first dibs on all of the studio's upcoming releases. The contract is described as a multiyear deal, but it doesn't say just how long it will last. One of the elements that makes this such a notable story is that one of the films included in the deal is Michel Hazanavicius's The Artist, which is currently considered this year's frontrunner in multiple Academy Award categories, including Best Picture and Best Director. This news couldn't have come at a better time for the company. Next week the internet service will be losing a large chunk of their content as their three-year deal with Starz Entertainment is set to expire. 
  • New Hybrid modelsWorld of Tanks (Wargaming.net) – launched a mobile app to help players stay connected to the RTS on-the-go. You can see player stats, global rankings, personal stats, etc. the instant ability to compare records and results with the enemy!Dust 514 (CPP Games) – creating a hybrid for players of EVE ONLINE to connect in the Playstation Network – exploring different types of business models
  • Even one of the most successful console games and developer – Activision/Call of Duty – understands the significance of the social layer..They’ve created their own network where players can interact with these social features
  • Analysis data on newest studies and forecast to virtual goods markethttp://www.marketwire.com/press-release/study-gamescom-european-market-for-virtual-goods-in-games-is-growing-rapidly-1552148.htm
  • We see more and more traditional retail publishers adopting the F2P model.. And more being added to the list by the month and year..DC Universe OnlineSubscription based -> F2P in January 2011Since going F2P: gained 1 million new players in just ONE WEEK, a 1000% playerbase growthLORD OF THE RINGS ONLINEF2P since Sept. 2010 / Before F2P: 210k subscriptionsSince going F2P: revenues tripledAGE OF CONANOriginally, subscription based / Since Jun. 2011 F2P version ( limited access)Gained 300k new players after in one month F2P Switch, “server activity quadrupled” and game revenues “more than double”
  • Thinking that you just put a game on Facebook and it will spread and be played by millions of players and emerge into a big hit is naive. You have to buy advertising from Facebook, put in a lot of money to increase awareness. Outside of Facebook it is the process of pre-launch product marketing, PR, and CRM, SoMe, and media partners as well as performance marketing that increase awareness and push / attract new users into the game.Game content =King

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