Gold rush in games

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What is the current gold rush in games?

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Gold rush in games

  1. 1. Games: Past, Present &The Way Forward<br />The gold rush in gaming, past and present<br />
  2. 2. What we will cover<br />How old is a gamer that buys games?<br />Who plays more games? Male or female?<br />What type of games are king?<br />It’s the era of apps<br />
  3. 3. Age of a common gamer<br />35<br />
  4. 4. WOMEN age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 17 or younger (18%).<br />Male & Female<br />56% 44% <br />
  5. 5. What happened in 2008<br />
  6. 6. What type of games ruled<br />
  7. 7. Casual games were HUGE<br />
  8. 8.
  9. 9.
  10. 10. Did anything change in 2009?<br />
  11. 11. If you don’t do mobile you are outdated<br />It’s the era of apps<br />
  12. 12. The Big Numbers : Apple<br />Addressable base of 50m+ devices<br />30m iPhones and 20m iPod touches<br />More than 3 billion App Store downloads<br />7.4m iPhones sold in Q3 2009<br />17.8% share of smartphone market (Canalys)<br />2.5% share of ALL global handsets (Strategy Analytics)<br />
  13. 13. Developers Striking It Rich<br />10m Paid iPhone games sold by Gameloft since the launch of the App Store<br />$1,687 Revenues per hour of dvpt time forNimbleBit’s Scoops ($269,929 total)<br />2m Tap Tap Revenge 3 downloads in a week last Christmas after going free<br />10 days How long it took Playmesh to rack up 1m free downloads of iFarm<br />13.5m Downloads of Backflip Studios games in seven months ($1.75m of revenue)<br />
  14. 14. Analysts’ Big Numbers<br />$2.8 billion iPhone games revenues in 2014 – 24% of handheld market (DFC)<br />18.7 billion App downloads in 2014 – of which 20% will be from Apple devices (Ovum)<br />610 million Paid apps in first 2bn iPhone downloads – generating $900m of developer revenues (Pinch Media)<br />36 million Number of iPhones that Apple will sell in 2010 (Piper Jaffray)<br />
  15. 15. Top Paid Games chart<br />Avg Price: $2.34<br />11 games at 99c<br />
  16. 16. In-App Payments<br />Success<br />TTR3 in Top Grossing chart – has sold 1m songs<br />Eliminate – 500k downloads in a week (but not in TG chart)<br />Other (paid game) examples show mixed results too<br />Pocket God – in-app payments 27% of its revenues<br />Freeverse – tens of thousands of Flick Fishing payments<br />
  17. 17. Casual games are still HUGE<br />
  18. 18. What made good games<br />On-screen changes - Change UI<br />Generous score – Give millions of points<br />Sound – Get good sound fx<br />Low pressure - Make new ways to loose, not only time based<br />
  19. 19. .. And bad games<br />Make it really hard <br />Require too much, technically – too much memory, too much space<br />Give it a terrible name or theme<br />Expect users to read.<br />Make it challenging and cerebral– games should not have one solutions only<br />
  20. 20. Solution was<br />"The mum test“ – Get your mom to test. Most testers are male, but most casual gamers are female. <br />
  21. 21.
  22. 22. Or just hypes?<br />…future? <br />
  23. 23.
  24. 24. How to find me?<br />Avijit Paul avijit.paul@mmu.edu.my<br />
  25. 25. Reference<br />

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