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Future of mobile game industry

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A simple overview I gathered for My company's dive into the business and thought that can be useful for those who want to know about the future of a small mobile game company in this amazingly growing industry.

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Future of mobile game industry

  1. 1. Alireza Ranjbar Shourabi
  2. 2. If Perfection is just the next limit, Then Stand behind, Watch the ground, Step beyond. Else Stay positive, Spend your time doing what you do.
  3. 3.  Alborz High school  Electrical engineer - IUST  AI & Robot programming  3D Animation  Project Management  Game Development  Game Design  Game Business  Gamification
  4. 4.  What has worked for us?  What is building up NOW?  What can make a Future?
  5. 5. 2017, the same year that IDC forecasts digital PC/Mac revenues to reach $24 billion, the entire global games business could be worth more than $100 billion. Mobile and online gaming is becoming such a huge force worldwide that it could grow at a compound annual growth rate of 23.6 percent, ultimately accounting for about 60 percent of software market share in 2017 while generating $60 billion of the predicted $100 billion for the overall industry.
  6. 6.  Knowing the past, monitoring present and predicting future  Numbers, Charts and Infographics …  What do we get from Numbers?
  7. 7. 2012 2013 2014
  8. 8. 2012 2013 2014
  9. 9. 2012 2013 2014
  10. 10.  Unlike previously popular games that had high-quality 3D graphics, games that are now succeeding on mobile devices are fun, engaging, and usually have a social aspect. In these new games, communication matters more than graphics. If people can play with others in your game, that’s more important than having super 3D models.
  11. 11.  Direct Sell  Powerful company  Hit Titles  In-App purchase  Can be free  Advertisement  Free
  12. 12.  Rovio  Angry birds 2010  1m downlaods in 1 day  Electronic Arts  GameLoft  Square Enix (20$)
  13. 13.  Registered Mobile Phones in IRAN (1393)  74.9 % we have 64m mobile phones  85% smart phones  Age under 40  Using abilities ~ 50%  Gamers in IRAN  20 ~ 25m  60% boys & 40% girls  Statistics ???
  14. 14.  Cafébazaar  Cando  Myket  Plazza  Play-store  Iran-apps  Sibche  Please !!! Release some statistics.
  15. 15.  Direct Sell  Data Collection Apps 10m ~ 100m  Games 2m ~ 10m  IAB for Games  Rumors 10’000t in 20’000 downloads  Rumors 2m/d in over 200’000 downloads  Advertisement in Games  Local  Adad.ir CTR  1~2%  International 100$ ~ 20’000$
  16. 16.  Choose quality / quantity  Start Marketing within production phase  Know your revenue channel (Design)  In every 10 app uploaded  1 seen  In every 10 app seen  1 sells to profit  In every 10 app sells  1 can go viral
  17. 17.  Target Cultures
  18. 18.  Consider Age and Gender
  19. 19.  Select genre wisely!
  20. 20.  Have something for hardcore gamers
  21. 21.  Gamification  2D/3d game-specific art  OS external relation plug-ins  Promotion agency  Marketing agency  Consultant ( Art , Tech , Idea )  Quality testing  Source Code (for Re-skinning)
  22. 22.  Entertainment Software Association  Mobile Game ARCH  Delloite  TapJoy  Neomobile  GameIndustry.biz  Gamasutra  GameSpot  Annual reports of Int. App Markets
  23. 23. Info@ARSHstudio.com

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