SlideShare a Scribd company logo
1 of 22
MARKETING METRICS IN GAMING
INDUSTRY
WHAT IS METRIC ?
A Metric is a measuring system that quantifies
a trend , dynamics or characteristics .
In virtually all disciplines, practitioners use
metrics to explain phenomena, diagnose
causes, share findings, and project the results
of future events
WHY DO WE NEED METRICS ?
“When you can measure what you are
speaking about, and express it in numbers,
you know something about it; but when you
cannot measure it, when you cannot
express it in numbers, your knowledge is of
a meager and unsatisfactory kind:
MAJOR PLAYERS
•NINTENDO
•ACTIVISION BLIZZARD
•ELECTRONIC ARTS
•SONY
•MICROSOFT
•KONAMI
•UBISOFT
EA GAMES
• American game publisher, developer, and marketer
• Founded and Incorporated on May 28, 1982
• Founded by Trip Hawkins
• As a company, EA has grown into one of the Worlds largest video
game publishers
• January 13, 2012, EA announced that it had exceeded $1 billion in
digital revenue during the previous calendar year
• Mainly known for their realistic professional and college level sports
games
• Game Varieties:
• Action
• Adventure
• Role Play
• Racing
• Combat Games
GAMES
• Madden NFL Series (1989-present)
• NHL Series (1991-present)
• NCAA Football Series (1993-present)
• Rock Band
• Battlefield
• Sims 1,2,3
• Medal of Honor
• Need For Speed
• FIFA
COMPANY STRUCTURE
• EA distinguishes is studios into 3 categories
1. EA Games
• Largest number of studios and development teams
• Action, Adventure, Role Playing, Racing and Combat Games
• Led by Frank Gibeau
2. EA Sports
• Publishes all realistic, casual, and freestyle sports-based
games from EA
• Includes Madden, FIFA, NBA Live, Tiger Woods PGA Tour
• Led by Andrew Wilson
3. EA Play
• Creates and publishes games for gamers and non-traditional
gamers
• Includes Sims Series
• Led by Rod Humble
MARKET SHARE
SOURCE : 03 August 2010 , Written by Michel van Kooten
22
13.93
12.114
6.24
6
5.92
5.83
27.966
SHARE
NITENDO
ACTIVISION
ELECTRONIC ART
SONY
MICROSOFT
KONAMI
UBISOFT
OTHERS(18)
REVENUE MARKET SHARE
= 3728
---------------
30678
= 0.1211
12.11 % is the revenue market share of EA
sports.
SOURCE : 03 August 2010 , Written by Michel van Kooten
RELATIVE MARKET SHARE
= 3728
-----------------
6799
= 0.5483
54.83% is the Relative Market share of EA
sports against Nintendo.
SOURCE : 03 August 2010 , Written by Michel van Kooten
PENETRATION SHARE
Brand Penetration = 1.5 b
---------- = 0.214
7 b
Market Penetration = 3.2 b
---------- = 0.457
7 b
Penetration Share = 0.468
46.8% is the penetration share (assumed)
SHARE OF REQUIREMENTS
REVENUE SHARE OF REQUREMENT
= 1000
-----------
8000
= 0.125
12.5 % is the revenue share of requirement
of EA sports.
FINDINGS
At random when we asked 10 persons , 10 out of 10 told
that they know about EA Sports .
At random when we asked tell any gaming company , 7
out of 10 told EA Sports .
Then we asked 10 person if they want to buy any EA
sports game they all willingly agreed against Nintendo.
They are satisfied with the game when we asked the
feedback about Game by EA sports.
Findings taken from VIT University
THANK YOU

More Related Content

What's hot

What's hot (9)

eSports
eSportseSports
eSports
 
Public Interest Gaming by Alan Gershenfeld
Public Interest Gaming  by Alan GershenfeldPublic Interest Gaming  by Alan Gershenfeld
Public Interest Gaming by Alan Gershenfeld
 
GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen
GMGC2015 - 5 Lessons Bringing Core Gamers to TouchscreenGMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen
GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen
 
Games Made For Sharing
Games Made For SharingGames Made For Sharing
Games Made For Sharing
 
Nintendo Company Limited Infographic
Nintendo Company Limited InfographicNintendo Company Limited Infographic
Nintendo Company Limited Infographic
 
Screaming Fans & Packed Stadiums - How games are turned into a global sport
Screaming Fans & Packed Stadiums - How games are turned into a global sportScreaming Fans & Packed Stadiums - How games are turned into a global sport
Screaming Fans & Packed Stadiums - How games are turned into a global sport
 
Flat plan
Flat planFlat plan
Flat plan
 
Branding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & GamificationBranding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & Gamification
 
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign SecretsAce Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
 

Viewers also liked

Viewers also liked (10)

Console Games
Console GamesConsole Games
Console Games
 
VR & AR – where is the money for a game developer
VR & AR – where is the money for a game developerVR & AR – where is the money for a game developer
VR & AR – where is the money for a game developer
 
Basics of share market
Basics of share marketBasics of share market
Basics of share market
 
Nintendo Wii U Marketing Plan
Nintendo Wii U Marketing PlanNintendo Wii U Marketing Plan
Nintendo Wii U Marketing Plan
 
Nintendo Marketing Plan
Nintendo Marketing PlanNintendo Marketing Plan
Nintendo Marketing Plan
 
Video gaming in China and South East Asia
Video gaming in China and South East AsiaVideo gaming in China and South East Asia
Video gaming in China and South East Asia
 
Nintendo
NintendoNintendo
Nintendo
 
Nintendo Wii Marketing Plan
Nintendo Wii Marketing PlanNintendo Wii Marketing Plan
Nintendo Wii Marketing Plan
 
Nintendo presentation 3.0
Nintendo presentation 3.0Nintendo presentation 3.0
Nintendo presentation 3.0
 
Marketing Performance & Profitability
Marketing Performance & ProfitabilityMarketing Performance & Profitability
Marketing Performance & Profitability
 

Similar to Marketing metrics in gaming industry

Videogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment IndustryVideogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment Industry
Marlin Sugama
 
Marketing Research Report
Marketing Research ReportMarketing Research Report
Marketing Research Report
Fred Sosa
 
Introduction To Videogame Industry
Introduction To Videogame IndustryIntroduction To Videogame Industry
Introduction To Videogame Industry
Marlin Sugama
 

Similar to Marketing metrics in gaming industry (20)

EA Sports
EA SportsEA Sports
EA Sports
 
Let the games begin - Insights into the Gaming Industry
Let the games begin - Insights into the Gaming IndustryLet the games begin - Insights into the Gaming Industry
Let the games begin - Insights into the Gaming Industry
 
Gaming a blast to technology, economy and globalization
Gaming a blast to technology, economy and globalization Gaming a blast to technology, economy and globalization
Gaming a blast to technology, economy and globalization
 
Game value chain
Game value chainGame value chain
Game value chain
 
nintendo
nintendonintendo
nintendo
 
[Business Pitch] Artoncode July 2016
[Business Pitch] Artoncode  July 2016 [Business Pitch] Artoncode  July 2016
[Business Pitch] Artoncode July 2016
 
Nintendo Company Market Analysis
Nintendo Company Market AnalysisNintendo Company Market Analysis
Nintendo Company Market Analysis
 
Presentation games complete
Presentation games completePresentation games complete
Presentation games complete
 
Videogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment IndustryVideogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment Industry
 
The factors of social games success
The factors of social games successThe factors of social games success
The factors of social games success
 
IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...
IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...
IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...
 
Brand
BrandBrand
Brand
 
G A M Emarketing 08 02 07
G A M Emarketing 08 02 07G A M Emarketing 08 02 07
G A M Emarketing 08 02 07
 
Advergaming2
Advergaming2Advergaming2
Advergaming2
 
Gaming and eSports for Brands
Gaming and eSports for BrandsGaming and eSports for Brands
Gaming and eSports for Brands
 
Electronic arts vs. activision blizzard
Electronic arts vs. activision blizzardElectronic arts vs. activision blizzard
Electronic arts vs. activision blizzard
 
Marketing Research Report
Marketing Research ReportMarketing Research Report
Marketing Research Report
 
Introduction To Videogame Industry
Introduction To Videogame IndustryIntroduction To Videogame Industry
Introduction To Videogame Industry
 
The Game
The GameThe Game
The Game
 
Indie Game Metrics - October 2009 Update
Indie Game Metrics - October 2009 UpdateIndie Game Metrics - October 2009 Update
Indie Game Metrics - October 2009 Update
 

More from Sahil Bakshi

ERP IN AIR CARGO ( Case Study)
ERP IN AIR CARGO ( Case Study)ERP IN AIR CARGO ( Case Study)
ERP IN AIR CARGO ( Case Study)
Sahil Bakshi
 
China facing 21st century
China facing 21st centuryChina facing 21st century
China facing 21st century
Sahil Bakshi
 
Residential status Tax Management
Residential status Tax ManagementResidential status Tax Management
Residential status Tax Management
Sahil Bakshi
 
Marketing metrics used in motorola company
Marketing metrics used in motorola companyMarketing metrics used in motorola company
Marketing metrics used in motorola company
Sahil Bakshi
 

More from Sahil Bakshi (10)

Rudy wong , investment advisor
Rudy wong , investment advisorRudy wong , investment advisor
Rudy wong , investment advisor
 
Bandhan Case Study
Bandhan Case StudyBandhan Case Study
Bandhan Case Study
 
ERP IN AIR CARGO ( Case Study)
ERP IN AIR CARGO ( Case Study)ERP IN AIR CARGO ( Case Study)
ERP IN AIR CARGO ( Case Study)
 
China facing 21st century
China facing 21st centuryChina facing 21st century
China facing 21st century
 
Bitcoins
BitcoinsBitcoins
Bitcoins
 
Residential status Tax Management
Residential status Tax ManagementResidential status Tax Management
Residential status Tax Management
 
Marketing metrics used in motorola company
Marketing metrics used in motorola companyMarketing metrics used in motorola company
Marketing metrics used in motorola company
 
House of quality
House of qualityHouse of quality
House of quality
 
Kano model
Kano modelKano model
Kano model
 
Feasibility study preparation and analysis
Feasibility study preparation and analysisFeasibility study preparation and analysis
Feasibility study preparation and analysis
 

Recently uploaded

1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
heathfieldcps1
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 

Recently uploaded (20)

microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)
 
Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 
Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
Magic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptxMagic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptx
 
psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
How to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POSHow to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POS
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 

Marketing metrics in gaming industry

  • 1. MARKETING METRICS IN GAMING INDUSTRY
  • 2. WHAT IS METRIC ? A Metric is a measuring system that quantifies a trend , dynamics or characteristics . In virtually all disciplines, practitioners use metrics to explain phenomena, diagnose causes, share findings, and project the results of future events
  • 3. WHY DO WE NEED METRICS ? “When you can measure what you are speaking about, and express it in numbers, you know something about it; but when you cannot measure it, when you cannot express it in numbers, your knowledge is of a meager and unsatisfactory kind:
  • 4. MAJOR PLAYERS •NINTENDO •ACTIVISION BLIZZARD •ELECTRONIC ARTS •SONY •MICROSOFT •KONAMI •UBISOFT
  • 5.
  • 6. EA GAMES • American game publisher, developer, and marketer • Founded and Incorporated on May 28, 1982 • Founded by Trip Hawkins • As a company, EA has grown into one of the Worlds largest video game publishers • January 13, 2012, EA announced that it had exceeded $1 billion in digital revenue during the previous calendar year • Mainly known for their realistic professional and college level sports games • Game Varieties: • Action • Adventure • Role Play • Racing • Combat Games
  • 7. GAMES • Madden NFL Series (1989-present) • NHL Series (1991-present) • NCAA Football Series (1993-present) • Rock Band • Battlefield • Sims 1,2,3 • Medal of Honor • Need For Speed • FIFA
  • 8. COMPANY STRUCTURE • EA distinguishes is studios into 3 categories 1. EA Games • Largest number of studios and development teams • Action, Adventure, Role Playing, Racing and Combat Games • Led by Frank Gibeau 2. EA Sports • Publishes all realistic, casual, and freestyle sports-based games from EA • Includes Madden, FIFA, NBA Live, Tiger Woods PGA Tour • Led by Andrew Wilson 3. EA Play • Creates and publishes games for gamers and non-traditional gamers • Includes Sims Series • Led by Rod Humble
  • 9. MARKET SHARE SOURCE : 03 August 2010 , Written by Michel van Kooten 22 13.93 12.114 6.24 6 5.92 5.83 27.966 SHARE NITENDO ACTIVISION ELECTRONIC ART SONY MICROSOFT KONAMI UBISOFT OTHERS(18)
  • 10.
  • 11. REVENUE MARKET SHARE = 3728 --------------- 30678 = 0.1211 12.11 % is the revenue market share of EA sports. SOURCE : 03 August 2010 , Written by Michel van Kooten
  • 12.
  • 13. RELATIVE MARKET SHARE = 3728 ----------------- 6799 = 0.5483 54.83% is the Relative Market share of EA sports against Nintendo. SOURCE : 03 August 2010 , Written by Michel van Kooten
  • 14.
  • 15.
  • 16. PENETRATION SHARE Brand Penetration = 1.5 b ---------- = 0.214 7 b Market Penetration = 3.2 b ---------- = 0.457 7 b Penetration Share = 0.468 46.8% is the penetration share (assumed)
  • 18. REVENUE SHARE OF REQUREMENT = 1000 ----------- 8000 = 0.125 12.5 % is the revenue share of requirement of EA sports.
  • 19.
  • 20.
  • 21. FINDINGS At random when we asked 10 persons , 10 out of 10 told that they know about EA Sports . At random when we asked tell any gaming company , 7 out of 10 told EA Sports . Then we asked 10 person if they want to buy any EA sports game they all willingly agreed against Nintendo. They are satisfied with the game when we asked the feedback about Game by EA sports. Findings taken from VIT University