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The Real Business of Virtual World

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a slide presentation for #startuplokal event

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The Real Business of Virtual World

  1. 1. The Real Business of Virtual World<br />
  2. 2. What is changing<br />about the market?<br />What is an<br />online game?<br />Agenda<br />How are<br />Business models<br />Evolving?<br />Trend & size of the market<br />
  3. 3. We All Love Games!<br />
  4. 4. The new social platform<br />Hang out<br />New Friends<br />Community<br />Dating<br />
  5. 5. How big is the industry?<br />
  6. 6. How big is the industry?<br />
  7. 7. 7<br />89%<br />Of Americans watch primetime TV<br />4%<br />Of Americans watch a movie in a theater<br />58%<br />Of Americans play some kind of a computer/videogame<br />Gaming is booming!<br />Source: 2006 Frank N. Magid Associates, Inc.<br />
  8. 8. Web-based<br />0.5 million daily active players in 2010<br />Web-based and iPhone<br />9 million daily active players in 2009<br />Browser based Strategy Game<br />In April 2009, the Travian website is more popular than the World of Warcraft website (342 vs. 819 on Alexa)<br />
  9. 9. Business Model<br />Virtual goods<br />Franchise sequels<br />Content patches<br />Online competitions<br />Subscriptions<br />Advertising<br />
  10. 10. Business Model<br />Free 2 Play, Pay 4 Stuff<br />Micro-transaction: Pembayarandilakukanmenggunakan voucher fisikatau online payment untukmengakses premium item<br />
  11. 11. In-Game Advertisement<br />
  12. 12. 12<br />Games are not a media category.<br />Games are played by everyone!<br />Source: Yankee Group, 2005<br />Source: Yankee Group, 2005<br />
  13. 13. @ridirawan<br />ridho@mmorpg.co.id<br />

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