Here is a brief introduction to social games. I tried to put simply the differences between the online (PC) social games today vis-a-vis the mobile social games. I also describe the market growth potential in social games - a large part we see in mobile social games and also the huge growth in Asia. Also, I am trying to put a framework together on the market players in mobile and online social games. Feel free to help comment on what I could do better in this deck, which is pretty much work in progress as we speak.
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Mobile social games market opportunities
1. MOBILE SOCIAL GAMES
MARKET OPPORTUNITIES
Nelson Wee
Director, Business Development, Apps & Content
SingTel Multimedia Group
Profile: http://www.linkedin.com/in/nelsonwee
Twitter: @nelsonwee
2. The Social Games market is HUGE!
• Worldwide social gaming market are set to grow from ~USD 6
billion in 2012 to ~8.6 billion in 2014
• non-facebook games revenue out-strip facebook games revenues by more than
50%
• 40% of worldwide social gaming revenues will come from Asia
• Asians are more status conscious, and will purchase more avatars or in-game items
to better represent themselves.
• Zynga made US $300M in a quarter in 2011 via PC online social
games and Gree made US $400M in the same quarter.
Source: Lit search (Gartner, Venturebeat, Industrygamers.com, Techcrunch) Nelson Wee’s Profile | Twitter: @nelsonwee
3. What are (Mobile) Social Games, really?
Mobile Social Games (via gaming social networks)
Play via
Mobile
Play via
PC
Online Social Games (e.g. via Facebook)
Nelson Wee’s Profile | Twitter: @nelsonwee
4. (Mobile) Social Games Market Players
Mobile
PC
Non-Facebook Facebook
Nelson Wee’s Profile | Twitter: @nelsonwee
5. A Gamer for Every Game
Play via Mobile Play via Online
Nelson Wee’s Profile | Twitter: @nelsonwee
Gartner (http://www.gartner.com/it/page.jsp?id=1820015): Social gaming revenue is on pace to reach $3.2 billion in 2011 and grow to $4.5 billion in 2012. Social gaming includes revenue that social networking sites earn directly from users who play games that are developed in-house, and the revenue earned by allowing game developers/publishers to use their sites as a platform to let users play with friends on the network. It includes revenue earned from "virtual wallets" within games (such as when users spend virtual money on in-game items like swords or tanks, or to create virtual armies).Non-Facebook social games to grow from $3.2B in 2011 and hit $5.6B in revenue by 2014http://venturebeat.com/2011/10/10/non-facebook-social-games-to-hit-5-6b-in-revenue-by-2014/ The worldwide social gaming market has grown from $1.84 billion in 2009, to $3.65 billion in 2010, to an estimated $4.94 billion in 2011. The study projects worldwide revenues for social games to hit $6.2 billion in 2012, $7.49 billion in 2013, and $8.64 billion in 2014 - http://www.industrygamers.com/news/social-games-market-to-hit-864-billion-in-2014/
Social gaming includes revenue that social networking sites earn directly from users who play games that are developed in-house, and the revenue earned by allowing game developers/publishers to use their sites as a platform to let users play with friends on the network. It includes revenue earned from "virtual wallets" within games (such as when users spend virtual money on in-game items like swords or tanks, or to create virtual armies).Mobile Social Games are multiplayer mobile games which are played on smartphones and tablets. These games are played in its own gaming social networks. Examples: Gree from Japan.Its close relative "Online Social Games", are multiplayer online games which are played in social networks like Facebook. Example: Zynga.Whereas, MMO games or "Massively multiplayer online" games refer more heavy loading games (graphics intensive and thousands of simultaneous online game play) and are played on PC or console, availed via retail or digital download. Example here would be Activision Blizzard games.
Gree- 140 million users worldwide (26 million in Japan)Mobage- 35.92 million registered usersMig33As of October 2010, mig33 has 40 million registered users (47 million registered users at end of April 2011), a figure which doubled in the two previous years. 20 million users come from Indonesia. It has been used in 200 countries. mig33 started as an inexpensive voice-over-the-internet-protocol (VOIP) service, but today it has evolved into a social networking service. The company also sells virtual goods and develops mobile social games. mig33 has also available on Android.[2][3]As of February 2011 there are 4 million online transactions per month to buy virtual gift products, with an average of $2.5 per member. The majority of transactions come from Indonesia.[4] In India, mig33 users feel that virtual gifting helps them save costs on real gifts and 69 percent of them spend on virtual gifts that cost less than Rs15 ($0.35).ZyngaZynga is a social network game developer located in San Francisco, United States.The company develops browser-based games that work both stand-alone and as application widgets on social networking websites such as Facebook, Orkut, Google+ and MySpace.As of November 2011, Zynga's games on Facebook have over 200 million monthly active users.Five of Zynga's games, CityVille, CastleVille,TexasHoldEm Poker, FarmVille, and Empires & Allies, are among the most widely used game applications on Facebook, with CityVille having over 54 million monthly active users.