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Mobile Gaming	             2012
C A SUAL G AME S SEC TOR REP OR T
What are
mobile games?
                                      Games that run on a
                                      mobile device such
                                      as a mobile phone,
What makes mobile games special?
                                      smartphone or
1.	 obile games can integrate GPS,
   M
   camera, microphone, position
                                      tablet computer.
                                      Devices such as iPhone,
   sensors and video.
2.	 obile devices are always on
   M
   and always within arms reach.
3.	 otential audience is enormous
   P
   with nearly one mobile device
                                      Playbook, Galaxy Tab,
                                      Windows Phone and
   per person.




                                      Android devices.
Keep in mind                                    smartphone penetration
Smartphones don’t rule the world…               Global 15%
                                                                                                            MOBILE
yet. As smartphone penetration                  feature phone penetration
increases, so will the potential
                                                                                                            GAMES
                                                Global 85%
audience for high value games.
                                                smartphone penetration
                                                China (urban) 35%

                                                smartphone penetration
                                                U.S. 31%

                                                smartphone penetration
                                                Russia 25%

                                                smartphone penetration
                                                India (urban) 23%

                                                smartphone penetration
                                                Turkey 14%
                                                 source: ourmobileplanet.com




Device Fragmentation
Lots of different phones, means
varying gaming capabilities,
operating systems, processing
power, screen sizes and graphics.
                                                                  IPHONE 4S                           XIAOMI M1
                                                                  3.5” screen                         4” screen
                                                                  OS: iOS 5                           OS: Andriod OS 2.3

                                    KINDLE FIRE
                                    7” screen
                                    OS: Andriod OS 2.3


                                                                  SAMSUNG WAVE Y                      NOKIA
                                                                  3.2” screen                         3.2” screen
                                                                  OS: Bada 2.0 OS                     OS: Symbian Belle

iOS dominates mobile gaming         Revenue by smartphone OS
but Android will claim the top      iOS	50%
spot in the near future as          Android	30%
developers embrace Android and      others	20%
Google continues to iron out its
payment process.
                                                                Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N
The Players
 mobile social games - avg. player                                 mobile games - avg. player


    Female                                                           Male
        ages     25-34                                                      ages   25-34




                                                                                                eCPM source Flurry
                                      eCPM source Flurry



           USA eCPM = $12.92                                                USA eCPM = $7.80


  mobile gaming audience - size and projections (millions)                         Russia


     250
                                                                                    Brazil


                                                                                      U.S.
     200




     150




     100




      50




       0
             2011         2012e                            2013e       2014e        2015e
The Payers
                                                                                                                            MOBILE
                                                                                                                            GAMES
                                                                        Revenue Models % of Market Revenue Models % of Market
                                                                                                              2012E 2013E 2014E 2015E
                                                                               2012E 2013E 2014E 2015E
                                                                        Freemium                       Freemium
                                                                                      55.0% 59.0% 63.0% 62.0%        55.0% 59.0% 63.0%                62.0%
                                                                        Ad Supported Games 6.0% 10.0% Supported Games 6.0% 10.0%
                                                                                                       Ad 13.0% 14.0%                                 13.0%
                                                                                                       DLC 37.0% 27.0% 19.0% 17.0%


How Mobile Games are Monetized
                                                                        DLC 37.0% 27.0% 19.0% 17.0%
                                                                        Other (ex. Subscription)    2.0% 4.0% Subscription)
                                                                                                       Other (ex. 5.0% 7.0%      2.0%                 4.0%
                                                                        TOTAL 100.0%          100.0%   TOTAL 100.0% 100.0%
                                                                                                          100.0%           100.0%                     100.0




Revenue Models:
                                                                     2012E 2013E
                                       Revenue Models % of MarketmodelsModels % of Market                     2013E                                    201
                                      2012E           revenue Revenue % of market                                 2014E
                                              2012E 2013E 2014E 2015E 2012E 2013E 2014E 2015E
1.	  d supported.
    A                                  Freemium      55.0% 59.0% 63.0% 62.0% 55.0% 59.0% 63.0%
                                                                    Freemium                              62.0%
                                       Ad Supported Games 6.0% 10.0% 13.0% 14.0% 6.0% 10.0%
                                                                    2012e
                                                                    Ad Supported Games                    13.0% 2014e
                                                                                                                14.0%
    Example: Angry Birds on            DLC 37.0% 27.0% 19.0% 17.0% 37.0% 27.0% 19.0% 17.0%
                                                                    DLC
    Android devices.                                          2% 2.0% 4.0% Subscription)
                                       Other (ex. Subscription)     Other (ex. 5.0% 7.0%     2.0%                      5%
                                                                                                          4.0% 5.0% 7.0%
                                       TOTAL 100.0%          100.0% TOTAL 100.0%
                                                                         100.0%     100.0%
                                                                                       100.0%             100.0%    100.0%
    Reported $1 to 6 million per
    month in revenue.                                                                                       19%
                                                                37%
                                                                        55%                                                63%
                                                                                                           13%
2.	Microtransactions
     Virtual Goods.
        2012E                  2012E 2013E                         2013E2014E                              2014E 2015E                                2015
    Example: Tiny Tower.                                   6%
    Reported $3 million in first year
    from in-app purchases of ingame                               2013e                                           2015e
    currency.                                              4%
                                                                                                                  7%

3.	Paid download.                                           27%                                            17%
    Example: Fruit Ninja in Apple                                       59%
                                                                                                           14%           62%
    App Store for 99¢.                                       10%
    Reported 200,000 sales in first
    month of release.

4.	Subscription.                                               Microtransactions  Virtual Goods
    Example: Gameloft Subscription.                             Ad Supported
    In the U.S., $7/month for two                               Paid Download
    games per month, in the U.K.,                               Other (ex. subscription)
    £.99/week for one game per week.

5.	Hybrids.                                         Between 3.5% and 10% of a
    Example: Infinity Blade.
    Paymium: paid download and
                                                     Mobile Free-to-Play game audience
    microtransactions. In Apple App                  will convert to paying users.
    Store for $5.99 and players can
    make in-app purchases such as a                  Most users spend between
    Bag of 150K Gold Coins for $4.99.
    Reported revenue of $23 million
                                                     $8 and $15 per month.
    within first year of release.
                                                                                Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N
Notable Content
Providers
EA Mobile
www.eamobile.com
EA has been very vocal about their aggressive
                                                  Rovio
mobile gaming strategy. And their
                                                  www.rovio.com
aggressiveness is paying off. They recently
                                                  Rovio’s success with Angry Birds is phenomenal.
reported that mobile gaming revenues are up
                                                  They continue to release new Angry Birds
19% from 2010 to 2011.
                                                  installments and now their game comes pre-
                                                  installed on the Nokia C7 and LG Optimus. But
                                                  it looks like it’s time to diversify. Rovio states
Gameloft
                                                  that a new non-Angry Birds game will be
www.gameloft.com
                                                  released in 2012.
Gameloft primarily develops for mobile
platforms. They recently reported a 18% YoY
sales increase (2010 to 2011). Currently,
                                                  Nexon
Gameloft is developing games for GREE, as the
                                                  www.nexon.net
mobile gaming network moves west.
                                                  Nexon is also gearing up for the mobile gaming
                                                  battle. They recently merged with Nexon Mobile
                                                  in order to streamline operations and bought a
Zynga
                                                  20% stake in a mobile gaming company. Nexon
company.zynga.com/games/mobile-games
                                                  plans to launch more than 10 smartphone
Industry insiders speculate that mobile is
                                                  games this year.
Zynga’s weak spot since Facebook doesn’t
dominate and competitors are already gaining
market share. As of January, Zynga reached 15
                                                  NOTABLE PLATFORMS
million daily active mobile gamers and have
plans to roll out more mobile than Facebook
                                                  GREE
                                                  gree-corp.com
games this year. To help with that effort, they
                                                  DeNA (ngmoco)
acquired four mobile gaming companies.            dena.jp/intl and blog.ngmoco.com
                                                  Right now there is an intense race to become
                                                  the top mobile gaming platform. DeNA and GREE
                                                  are two of the biggest contenders. Both
                                                  companies originated in Japan and have
                                                  upwards of 30 million subscribers to their
                                                  mobile gaming networks. They also both opened
                                                  global offices in North America and Singapore.
$2.5

                                                                                                                 $2.0




           Revenue
                                                                                                                 $1.5
                                                                                                                                                                                 MOBILE
                                                                                                                                                                                 SOCIAL
                                                                                                                 $1.0
                                                                                                                                                                                 GAMES

                                                                                                                 $0.5

                                                                                                                  0.0
                                                                                                          revenues by Asia
                                                                                                                      individual market (billions)North America
                                                                                                                                  Europe                                                              Latin Am


                                                                                                                  $2.5
           revenues - worldwide (billions)
               Revenues - Worldwide
              Revenues - Worldwide
                             $1.83
                                 $2.72                                                                            $2.0
                                               Revenues
                                             Revenues - Worldwide
                                               Revenues
             $7.50                           Revenues - Worldwide 2012E 2013E 2014E 2015E
                                                         2010E 2011
                                               TOTAL $1.832011 2012E 2013E 2014E 2015E
                                                       2010E $2.72 $4.55 $5.54 $6.62 $7.50
                             $4.55           TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50
                                               Revenues - By Region
             $6.62 $5.54                     Revenues - By Region 2011 2012E 2013E 2014E 2015E
                                               ($, billions) 2010E
                                               Asia $1.01 $1.47 $2.27 $2.66 $2.98 $3.23
                                             ($, billions) 2010E 2011 2012E 2013E 2014E 2015E
                                                                                                                  $1.5
                                               Europe $0.27 $0.41 $0.63 $0.89 $1.13 $1.31
                                             Asia $1.01 $1.47 $2.27 $2.66 $2.98 $3.23
                                             Europe $0.27 $0.41 $0.63 $0.89 $1.13 $1.31 $2.12 $2.48
                                               North America        $0.49 $0.76 $1.16 $1.72
                                             North America $0.04 $0.49 $0.76 $1.16 $1.72 $2.12 $2.48
                                               Latin America        $0.05 $0.10 $0.17 $0.22 $0.30
he World                                       Rest of World $0.02 $0.03 $0.05 $0.09 $0.13 $0.19
                                             Latin America $0.04 $0.05 $0.10 $0.17 $0.22 $0.30
                                               TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50
                                             Rest of World $0.02 $0.03 $0.05 $0.09 $0.13 $0.19
 World
                                             TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50                            $1.0
           revenues - mobile social (billions) Revenues - Individual Markets
              Revenues - Mobile Social       Revenues - Individual Markets 2012E 2013E 2014E 2015E
                                               ($, billions) 2010E 2011
             Revenues - Mobile Social          US        $0.44 $0.68 $1.04 $1.55 $1.91 $2.23
                                             ($, billions) 2010E 2011 2012E 2013E 2014E 2015E
                                             USChina $0.44 $0.68 $1.04 $1.55 $1.91 $2.23 $0.277
                                                         $0.073      $0.122      $0.227                 $0.364     $0.413
                           $0.55             China $0.073 $0.95 $0.122 $1.77 $0.227 $2.25 $0.277
                                               Japan $0.64           $1.73       $2.05                 $0.364     $0.413
                                             Japan $0.64 $0.95 $1.73 $1.77 $2.05 $2.25
                                         $1.09                                                                    $0.5
                                               Revenues - Mobile Social
                                               ($, billions) 2010 2011 2012E 2013E 2014E
                                             Revenues - Mobile Social
                                               TOTAL $0.55 $1.09 $2.05 $2.77 $3.37
                                             ($, billions) 2010 2011 2012E 2013E 2014E
             $3.37                           TOTAL $0.55 $1.09 $2.05 $2.77 $3.37
                            $2.05
                                                                                                                     0.0
                  $2.77
                                                                                                                               US                   China                       Japan


                                          revenues by region (billions)

                                             $3.5

                                             $3.0
             2010
             2011                            $2.5
             2012e
             2013e                           $2.0
             2014e
                                             $1.5
             2015e
                                             $1.0

                                             $0.5

                                                 0.0
                                                                    Asia                             Europe                 North America         Latin America            Rest of the World

                                                                                                                                     Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N
                                                 $2.5
Key Terminology
ARPPU Average Revenue Per Paying User.                                     FREEMIUM
                                                                           Offering a game, product or service free of charge (such as
ARPU Average Revenue Per User.                                             software, web services or other) while charging a premium
                                                                           for advanced features, functionality, or related products
COST PER ACQUISITION (CPA)/                                                and services.
CUSTOMER ACQUISITION COST
Cost of acquiring leads or customers. CPA is calculated                    LIFETIME VALUE (LTV)
by dividing the cost of a campaign by the number of new                    Total amount that a player will spend with a particular
application installs attributable to that campaign.                        game during his or her lifetime with the game.

DAILY ACTIVE USERS (DAU)                                                   MICROTRANSACTIONS
The number of unique users that have used an application                   Low value transactions at a high volume.
at least once over the course of a day.
                                                                           MONTHLY ACTIVE USERS (MAU)
DLC                                                                        The number of unique users that have used an application
Downloadable Content.                                                      at least once over the course of a month.

eCPM                                                                       SMARTPHONE
Effective Cost per Thousand Impressions is a measure of                    Mobile phone with computer enabled features, such as data
total revenue (or cost) per impression. eCPM is calculated                 storage, high speed internet access, media players and
by dividing total earnings (or total costs) by total number                e-mail capability. Smartphones also support third party
of impressions.                                                            application integration.

FEATURE PHONE                                                              VIRTUAL GOODS
Category between mobile phone and smartphone. These                        In-game items or game-related services, such as virtual
devices have more features than a standard call and text                   currency, premium content, or a temporary subscription,
capable mobile but less features than a smartphone.                        that enable or enhance game play.
Feature phones tend to be less expensive than smartphones
and have limited third party application support and
integration.




  ABOUT THE CASUAL GAMES ASSOCIATION                                                     For press inquiries, please email
                                                                                         jessica@casualconnect.org
  When it comes to the health of your business, the more things that work
  together, the better. Which is why the Casual Games Association is a critical
                                                                                         Learn more about the mobile games
  portion of the success of your company and the industry as a whole. It
                                                                                         industry with the best speakers,
  means that you and your team have access to cutting edge educational
                                                                                         networking, lectures and data to help you
  resources and are connected to thousands of other game industry
                                                                                         succeed in a crowded market at
  professionals, members of the press and service providers around the globe.
                                                                                         Casual Connect Asia: May 22-24 and
  Learn more at http://www.casualgamesassociation.org/
                                                                                         Casual Connect Seattle: July 24-26.

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Casual Games Sector Report: Mobile Gaming

  • 1. Mobile Gaming 2012 C A SUAL G AME S SEC TOR REP OR T
  • 2. What are mobile games? Games that run on a mobile device such as a mobile phone, What makes mobile games special? smartphone or 1. obile games can integrate GPS, M camera, microphone, position tablet computer. Devices such as iPhone, sensors and video. 2. obile devices are always on M and always within arms reach. 3. otential audience is enormous P with nearly one mobile device Playbook, Galaxy Tab, Windows Phone and per person. Android devices.
  • 3. Keep in mind smartphone penetration Smartphones don’t rule the world… Global 15% MOBILE yet. As smartphone penetration feature phone penetration increases, so will the potential GAMES Global 85% audience for high value games. smartphone penetration China (urban) 35% smartphone penetration U.S. 31% smartphone penetration Russia 25% smartphone penetration India (urban) 23% smartphone penetration Turkey 14% source: ourmobileplanet.com Device Fragmentation Lots of different phones, means varying gaming capabilities, operating systems, processing power, screen sizes and graphics. IPHONE 4S XIAOMI M1 3.5” screen 4” screen OS: iOS 5 OS: Andriod OS 2.3 KINDLE FIRE 7” screen OS: Andriod OS 2.3 SAMSUNG WAVE Y NOKIA 3.2” screen 3.2” screen OS: Bada 2.0 OS OS: Symbian Belle iOS dominates mobile gaming Revenue by smartphone OS but Android will claim the top iOS 50% spot in the near future as Android 30% developers embrace Android and others 20% Google continues to iron out its payment process. Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N
  • 4. The Players mobile social games - avg. player mobile games - avg. player Female Male ages 25-34 ages 25-34 eCPM source Flurry eCPM source Flurry USA eCPM = $12.92 USA eCPM = $7.80 mobile gaming audience - size and projections (millions) Russia 250 Brazil U.S. 200 150 100 50 0 2011 2012e 2013e 2014e 2015e
  • 5. The Payers MOBILE GAMES Revenue Models % of Market Revenue Models % of Market 2012E 2013E 2014E 2015E 2012E 2013E 2014E 2015E Freemium Freemium 55.0% 59.0% 63.0% 62.0% 55.0% 59.0% 63.0% 62.0% Ad Supported Games 6.0% 10.0% Supported Games 6.0% 10.0% Ad 13.0% 14.0% 13.0% DLC 37.0% 27.0% 19.0% 17.0% How Mobile Games are Monetized DLC 37.0% 27.0% 19.0% 17.0% Other (ex. Subscription) 2.0% 4.0% Subscription) Other (ex. 5.0% 7.0% 2.0% 4.0% TOTAL 100.0% 100.0% TOTAL 100.0% 100.0% 100.0% 100.0% 100.0 Revenue Models: 2012E 2013E Revenue Models % of MarketmodelsModels % of Market 2013E 201 2012E revenue Revenue % of market 2014E 2012E 2013E 2014E 2015E 2012E 2013E 2014E 2015E 1. d supported. A Freemium 55.0% 59.0% 63.0% 62.0% 55.0% 59.0% 63.0% Freemium 62.0% Ad Supported Games 6.0% 10.0% 13.0% 14.0% 6.0% 10.0% 2012e Ad Supported Games 13.0% 2014e 14.0% Example: Angry Birds on DLC 37.0% 27.0% 19.0% 17.0% 37.0% 27.0% 19.0% 17.0% DLC Android devices. 2% 2.0% 4.0% Subscription) Other (ex. Subscription) Other (ex. 5.0% 7.0% 2.0% 5% 4.0% 5.0% 7.0% TOTAL 100.0% 100.0% TOTAL 100.0% 100.0% 100.0% 100.0% 100.0% 100.0% Reported $1 to 6 million per month in revenue. 19% 37% 55% 63% 13% 2. Microtransactions Virtual Goods. 2012E 2012E 2013E 2013E2014E 2014E 2015E 2015 Example: Tiny Tower. 6% Reported $3 million in first year from in-app purchases of ingame 2013e 2015e currency. 4% 7% 3. Paid download. 27% 17% Example: Fruit Ninja in Apple 59% 14% 62% App Store for 99¢. 10% Reported 200,000 sales in first month of release. 4. Subscription. Microtransactions Virtual Goods Example: Gameloft Subscription. Ad Supported In the U.S., $7/month for two Paid Download games per month, in the U.K., Other (ex. subscription) £.99/week for one game per week. 5. Hybrids. Between 3.5% and 10% of a Example: Infinity Blade. Paymium: paid download and Mobile Free-to-Play game audience microtransactions. In Apple App will convert to paying users. Store for $5.99 and players can make in-app purchases such as a Most users spend between Bag of 150K Gold Coins for $4.99. Reported revenue of $23 million $8 and $15 per month. within first year of release. Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N
  • 6. Notable Content Providers EA Mobile www.eamobile.com EA has been very vocal about their aggressive Rovio mobile gaming strategy. And their www.rovio.com aggressiveness is paying off. They recently Rovio’s success with Angry Birds is phenomenal. reported that mobile gaming revenues are up They continue to release new Angry Birds 19% from 2010 to 2011. installments and now their game comes pre- installed on the Nokia C7 and LG Optimus. But it looks like it’s time to diversify. Rovio states Gameloft that a new non-Angry Birds game will be www.gameloft.com released in 2012. Gameloft primarily develops for mobile platforms. They recently reported a 18% YoY sales increase (2010 to 2011). Currently, Nexon Gameloft is developing games for GREE, as the www.nexon.net mobile gaming network moves west. Nexon is also gearing up for the mobile gaming battle. They recently merged with Nexon Mobile in order to streamline operations and bought a Zynga 20% stake in a mobile gaming company. Nexon company.zynga.com/games/mobile-games plans to launch more than 10 smartphone Industry insiders speculate that mobile is games this year. Zynga’s weak spot since Facebook doesn’t dominate and competitors are already gaining market share. As of January, Zynga reached 15 NOTABLE PLATFORMS million daily active mobile gamers and have plans to roll out more mobile than Facebook GREE gree-corp.com games this year. To help with that effort, they DeNA (ngmoco) acquired four mobile gaming companies. dena.jp/intl and blog.ngmoco.com Right now there is an intense race to become the top mobile gaming platform. DeNA and GREE are two of the biggest contenders. Both companies originated in Japan and have upwards of 30 million subscribers to their mobile gaming networks. They also both opened global offices in North America and Singapore.
  • 7. $2.5 $2.0 Revenue $1.5 MOBILE SOCIAL $1.0 GAMES $0.5 0.0 revenues by Asia individual market (billions)North America Europe Latin Am $2.5 revenues - worldwide (billions) Revenues - Worldwide Revenues - Worldwide $1.83 $2.72 $2.0 Revenues Revenues - Worldwide Revenues $7.50 Revenues - Worldwide 2012E 2013E 2014E 2015E 2010E 2011 TOTAL $1.832011 2012E 2013E 2014E 2015E 2010E $2.72 $4.55 $5.54 $6.62 $7.50 $4.55 TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50 Revenues - By Region $6.62 $5.54 Revenues - By Region 2011 2012E 2013E 2014E 2015E ($, billions) 2010E Asia $1.01 $1.47 $2.27 $2.66 $2.98 $3.23 ($, billions) 2010E 2011 2012E 2013E 2014E 2015E $1.5 Europe $0.27 $0.41 $0.63 $0.89 $1.13 $1.31 Asia $1.01 $1.47 $2.27 $2.66 $2.98 $3.23 Europe $0.27 $0.41 $0.63 $0.89 $1.13 $1.31 $2.12 $2.48 North America $0.49 $0.76 $1.16 $1.72 North America $0.04 $0.49 $0.76 $1.16 $1.72 $2.12 $2.48 Latin America $0.05 $0.10 $0.17 $0.22 $0.30 he World Rest of World $0.02 $0.03 $0.05 $0.09 $0.13 $0.19 Latin America $0.04 $0.05 $0.10 $0.17 $0.22 $0.30 TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50 Rest of World $0.02 $0.03 $0.05 $0.09 $0.13 $0.19 World TOTAL $1.83 $2.72 $4.55 $5.54 $6.62 $7.50 $1.0 revenues - mobile social (billions) Revenues - Individual Markets Revenues - Mobile Social Revenues - Individual Markets 2012E 2013E 2014E 2015E ($, billions) 2010E 2011 Revenues - Mobile Social US $0.44 $0.68 $1.04 $1.55 $1.91 $2.23 ($, billions) 2010E 2011 2012E 2013E 2014E 2015E USChina $0.44 $0.68 $1.04 $1.55 $1.91 $2.23 $0.277 $0.073 $0.122 $0.227 $0.364 $0.413 $0.55 China $0.073 $0.95 $0.122 $1.77 $0.227 $2.25 $0.277 Japan $0.64 $1.73 $2.05 $0.364 $0.413 Japan $0.64 $0.95 $1.73 $1.77 $2.05 $2.25 $1.09 $0.5 Revenues - Mobile Social ($, billions) 2010 2011 2012E 2013E 2014E Revenues - Mobile Social TOTAL $0.55 $1.09 $2.05 $2.77 $3.37 ($, billions) 2010 2011 2012E 2013E 2014E $3.37 TOTAL $0.55 $1.09 $2.05 $2.77 $3.37 $2.05 0.0 $2.77 US China Japan revenues by region (billions) $3.5 $3.0 2010 2011 $2.5 2012e 2013e $2.0 2014e $1.5 2015e $1.0 $0.5 0.0 Asia Europe North America Latin America Rest of the World Mobile Gaming Report 2012  CA S UA L G A M E S A S S O C I AT I O N $2.5
  • 8. Key Terminology ARPPU Average Revenue Per Paying User. FREEMIUM Offering a game, product or service free of charge (such as ARPU Average Revenue Per User. software, web services or other) while charging a premium for advanced features, functionality, or related products COST PER ACQUISITION (CPA)/ and services. CUSTOMER ACQUISITION COST Cost of acquiring leads or customers. CPA is calculated LIFETIME VALUE (LTV) by dividing the cost of a campaign by the number of new Total amount that a player will spend with a particular application installs attributable to that campaign. game during his or her lifetime with the game. DAILY ACTIVE USERS (DAU) MICROTRANSACTIONS The number of unique users that have used an application Low value transactions at a high volume. at least once over the course of a day. MONTHLY ACTIVE USERS (MAU) DLC The number of unique users that have used an application Downloadable Content. at least once over the course of a month. eCPM SMARTPHONE Effective Cost per Thousand Impressions is a measure of Mobile phone with computer enabled features, such as data total revenue (or cost) per impression. eCPM is calculated storage, high speed internet access, media players and by dividing total earnings (or total costs) by total number e-mail capability. Smartphones also support third party of impressions. application integration. FEATURE PHONE VIRTUAL GOODS Category between mobile phone and smartphone. These In-game items or game-related services, such as virtual devices have more features than a standard call and text currency, premium content, or a temporary subscription, capable mobile but less features than a smartphone. that enable or enhance game play. Feature phones tend to be less expensive than smartphones and have limited third party application support and integration. ABOUT THE CASUAL GAMES ASSOCIATION For press inquiries, please email jessica@casualconnect.org When it comes to the health of your business, the more things that work together, the better. Which is why the Casual Games Association is a critical Learn more about the mobile games portion of the success of your company and the industry as a whole. It industry with the best speakers, means that you and your team have access to cutting edge educational networking, lectures and data to help you resources and are connected to thousands of other game industry succeed in a crowded market at professionals, members of the press and service providers around the globe. Casual Connect Asia: May 22-24 and Learn more at http://www.casualgamesassociation.org/ Casual Connect Seattle: July 24-26.