Regression analysis: Simple Linear Regression Multiple Linear Regression
paris 2.0 = GAME CONTENT. Les contenus entre virtuel et réel.
1. Convergence Jeux – Internet – Mobile :
perspectives sur le Social Gaming
Laurent Fraisse, OZprod
laurent@ozprod.com
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3. 1. État des lieux : quelques chiffres
2. Analyse et perspectives
4. Social Gaming in 2010
● Market value estimated at $1b (FB mainly)
● 60% users are from US
● 1-3% paying users (cf. iPhone)
● Estimated growth to $1.6b (2011) then $3b (2012)
● China : 4 public Co. generate $3.3b
● 50% operational margin
5. Success Stories in Social Gaming
● Zynga, the market behemoth
● $500m revenue in 2010 ; $2/MAU
● 35% growth, 45% of FB MAUs
● PlayFish, acquired by EA (June'09) for $400m+
● Playdom by Disney (Jul'10) for $750m+
● Ngmoco by DeNA (Oct'10) for $400m+
6. Mobile Apps Market
● 70-80% from games
● 4 out of 6 EA top iApps are IP brands
● 1. Tetris, 3. Yahtzee, 5. Monopoly, 6. Scrabble
Gartner US Worldwide
2008 $4.7b
2010 $850m $5.6b +19%
2014 $1.5b $11.4b +100%
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10. 1. Etat des lieux : quelques chiffres
2. Analyse et perspectives
24. Long Tail vs. Consolidation
● Brands are starting to develop a Social Strategy
● Big Industry players : EA, Disney... Zynga
● Still, the starting point was openness
● open APIs to stimulate social interactions
● developer competion stimulating innovation?
● Android>iPhone in the US
● To Watch : Social Gaming Networks
● OpenFeint, Scoreloop, PapayaMobile