Casual Games in Israel The Israeli Casual Game Market - Recent Developments Dudi Peles, CTO & Co-Founder QuizArt  Yuval Bayrav, Senior Editor Vgames.co.il Program in Science, Technology & Society, Bar Ilan University April 2008
Who are we? Dudi Peles – CTO QuizArt  Yuval Bayrav – Senior Editor Vgames.co.il Bar Ilan University  (Program in Science, Technology & Society)
What are Casual  Games? Casual Games are video games developed for the mass consumer, who would normally not regard themselves as a “gamers”. 51% 49% 62% 38% Female Male Over 35 Under 35
 
 
 
 
 
 
 
 
 
 
Casual Games vs Hard-Core Hard-Core  Casual Characteristic 18-35 years old males, <15% of population All ages, male and female, 100% of population Demographics Home Home, work, on the way… Where Play Exploration, stimulation, adrenaline rush Fun, relaxation, escape Why Play 20 minutes – 2 hours to complete level 5-15 minutes to complete level Play Time Game consoles, hi-end PC PC, Mac, TV, Phone, inexpensive console Platform $30-$60 Free - $20 Game Price
Our Definition Little preliminary “gaming knowledge” required to play Very flat “Learning Curve” Very wide “Comfort Zone” Note: gamers play casual games as well
Casual Games Business Models Trial to Purchase Advertising Supported Subscription Skill-based Games Microtransactions Mobile Retail Boxes In-Game Advertising & Advergaming
Trial to Purchase Big Fish Games: >750,000 downloads a day. Average conversion rate 1%-2% Xbox Live Arcade: ~1.5M downloads a day. Average conversion rate 18% In 2006, “Trial to Purchase” accounted for 42% of the whole market
Advertising Supported 34% of internet users play free games (Aug ‘07)  Big Portals: Yahoo Games, MSN Games Game Portals: MiniClip, AddictingGames, NeoPets, NewGrounds, Kongregate Messaging Tools: ICQ, LIVE messenger
Subscription Club Pogo: 1.5M   subscribers paying $6 a month or $35 a year  (Dec ’07)   Club Penguin: 700,000 subscribers  (Aug ‘07) . Acquired by Disney for $350M. Other Web Sites: Shockwave Unlimited, RealArcade, Big Fish Games
Skill-Based Gaming King.com - 190 million games played a month  (Feb 2008) .  Other Web Sites: www.worldwinner.com   www.gameduel.com
Microtransactions Kart Rider: Over 16 million Koreans (>30% of Korea's population) have played Kart Rider. Maple Story: 72+ million users, $16 million per month worldwide via microtransactions (Apr ’08)
Business Models - Summary Global Market Size in 2007:  $2.25 billion. 20% year over year growth.
Casual games in Israel Major models: Internet free-to-play games, cellular games, TV set-top box games, Retail 50-75% of Internet users play games online – that’s 1.75-2.8M users In 07’-08’ we have conducted a survey among Israeli Internet casual players, with some surprising results…
The Israeli Casual Gamer Based on an online survey of >10K players 51% 49% 62% 38% Female Male Over 35 Under 35 25% 75% 31% 69% Female Male Over 35 Under 35
Players in the Market - Advertising Supported Big Portals, e.g.: Walla Fun Nana10 Games Game Portals, e.g.: www.flashy.co.il www.netgames.co.il www.moomoo.co.il www.webgames.co.il Many players, low income
Players in the Market - Advergaming Usually produced by interactive companies as part of a marketing campaign, targeting young audience. Examples: Dibs (Nestle), Prigat, Bisli Dak (Osem), Bamba (Osem), Elite Puzzles (Elite), Shugi (Telma)…
Players in the Market - Mobile 300,000 downloads a month (estimate). Number of downloads increased by 50-60% since 2006
Players in the Market - Retail Casual retail is dominated by children’s games and edutainment Disney games, Matah, Comfy, Compedia Compedia has just launched a semi-online virtual world of edutainment called Peleland
New Players in the Market - Subscription Orange Games – by Orange (Partner) Launched: early 2008 Price: 19.90 NIS Offering (some of) Oberon Media games Marketing exclusively to Orange’s existing 2.9M cellular telephone clients
New Players in the Market - Subscription BGames – by Bezeq Soft Launched: early 2008 Price: 19.90 Offering mainly older (>4 years) and non-AAA games, edutainment Marketing to Bezeq’s existing 2.6M telephone clients
Players in the Market - Skill-based Games Play65 – by Interlogic Launched: 2004 Offering backgammon More then 5M registered players Closed (for cash games) on December 2006 and reopened at May 2007.
New Players in the Market - Skill-based Games Noobo Launched: May 2007 Close to 200,000 registered users Has a going partnership with the successful TV trivia brand “1 Vs 100” Hosts Popcap games (Zuma, Bejeweled) >1.3M game sessions in the 1 st  month >1M NIS played on during the first 3 months.
New Players in the Market - Skill-based Games Shapo – by Tapuz Launched: January 2008 Reportedly invested $1M Yuval
Israeli Developers Enabling technologies Distributing technologies / platforms Games ? Casual Games ?
 
Summary The casual Israeli market is closer to the global market then the non-casual market. Casual Games are very relevant to Israel. Israel as a casual game market has potential and is still at its infancy Let the games begin…  Foe more questions: dudi@quizart.com or editor@vgames.co.il

Casual Games in Israel

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    Casual Games inIsrael The Israeli Casual Game Market - Recent Developments Dudi Peles, CTO & Co-Founder QuizArt Yuval Bayrav, Senior Editor Vgames.co.il Program in Science, Technology & Society, Bar Ilan University April 2008
  • 2.
    Who are we?Dudi Peles – CTO QuizArt Yuval Bayrav – Senior Editor Vgames.co.il Bar Ilan University (Program in Science, Technology & Society)
  • 3.
    What are Casual Games? Casual Games are video games developed for the mass consumer, who would normally not regard themselves as a “gamers”. 51% 49% 62% 38% Female Male Over 35 Under 35
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    Casual Games vsHard-Core Hard-Core Casual Characteristic 18-35 years old males, <15% of population All ages, male and female, 100% of population Demographics Home Home, work, on the way… Where Play Exploration, stimulation, adrenaline rush Fun, relaxation, escape Why Play 20 minutes – 2 hours to complete level 5-15 minutes to complete level Play Time Game consoles, hi-end PC PC, Mac, TV, Phone, inexpensive console Platform $30-$60 Free - $20 Game Price
  • 15.
    Our Definition Littlepreliminary “gaming knowledge” required to play Very flat “Learning Curve” Very wide “Comfort Zone” Note: gamers play casual games as well
  • 16.
    Casual Games BusinessModels Trial to Purchase Advertising Supported Subscription Skill-based Games Microtransactions Mobile Retail Boxes In-Game Advertising & Advergaming
  • 17.
    Trial to PurchaseBig Fish Games: >750,000 downloads a day. Average conversion rate 1%-2% Xbox Live Arcade: ~1.5M downloads a day. Average conversion rate 18% In 2006, “Trial to Purchase” accounted for 42% of the whole market
  • 18.
    Advertising Supported 34%of internet users play free games (Aug ‘07) Big Portals: Yahoo Games, MSN Games Game Portals: MiniClip, AddictingGames, NeoPets, NewGrounds, Kongregate Messaging Tools: ICQ, LIVE messenger
  • 19.
    Subscription Club Pogo:1.5M subscribers paying $6 a month or $35 a year (Dec ’07) Club Penguin: 700,000 subscribers (Aug ‘07) . Acquired by Disney for $350M. Other Web Sites: Shockwave Unlimited, RealArcade, Big Fish Games
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    Skill-Based Gaming King.com- 190 million games played a month (Feb 2008) . Other Web Sites: www.worldwinner.com www.gameduel.com
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    Microtransactions Kart Rider:Over 16 million Koreans (>30% of Korea's population) have played Kart Rider. Maple Story: 72+ million users, $16 million per month worldwide via microtransactions (Apr ’08)
  • 22.
    Business Models -Summary Global Market Size in 2007: $2.25 billion. 20% year over year growth.
  • 23.
    Casual games inIsrael Major models: Internet free-to-play games, cellular games, TV set-top box games, Retail 50-75% of Internet users play games online – that’s 1.75-2.8M users In 07’-08’ we have conducted a survey among Israeli Internet casual players, with some surprising results…
  • 24.
    The Israeli CasualGamer Based on an online survey of >10K players 51% 49% 62% 38% Female Male Over 35 Under 35 25% 75% 31% 69% Female Male Over 35 Under 35
  • 25.
    Players in theMarket - Advertising Supported Big Portals, e.g.: Walla Fun Nana10 Games Game Portals, e.g.: www.flashy.co.il www.netgames.co.il www.moomoo.co.il www.webgames.co.il Many players, low income
  • 26.
    Players in theMarket - Advergaming Usually produced by interactive companies as part of a marketing campaign, targeting young audience. Examples: Dibs (Nestle), Prigat, Bisli Dak (Osem), Bamba (Osem), Elite Puzzles (Elite), Shugi (Telma)…
  • 27.
    Players in theMarket - Mobile 300,000 downloads a month (estimate). Number of downloads increased by 50-60% since 2006
  • 28.
    Players in theMarket - Retail Casual retail is dominated by children’s games and edutainment Disney games, Matah, Comfy, Compedia Compedia has just launched a semi-online virtual world of edutainment called Peleland
  • 29.
    New Players inthe Market - Subscription Orange Games – by Orange (Partner) Launched: early 2008 Price: 19.90 NIS Offering (some of) Oberon Media games Marketing exclusively to Orange’s existing 2.9M cellular telephone clients
  • 30.
    New Players inthe Market - Subscription BGames – by Bezeq Soft Launched: early 2008 Price: 19.90 Offering mainly older (>4 years) and non-AAA games, edutainment Marketing to Bezeq’s existing 2.6M telephone clients
  • 31.
    Players in theMarket - Skill-based Games Play65 – by Interlogic Launched: 2004 Offering backgammon More then 5M registered players Closed (for cash games) on December 2006 and reopened at May 2007.
  • 32.
    New Players inthe Market - Skill-based Games Noobo Launched: May 2007 Close to 200,000 registered users Has a going partnership with the successful TV trivia brand “1 Vs 100” Hosts Popcap games (Zuma, Bejeweled) >1.3M game sessions in the 1 st month >1M NIS played on during the first 3 months.
  • 33.
    New Players inthe Market - Skill-based Games Shapo – by Tapuz Launched: January 2008 Reportedly invested $1M Yuval
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    Israeli Developers Enablingtechnologies Distributing technologies / platforms Games ? Casual Games ?
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    Summary The casualIsraeli market is closer to the global market then the non-casual market. Casual Games are very relevant to Israel. Israel as a casual game market has potential and is still at its infancy Let the games begin… Foe more questions: dudi@quizart.com or editor@vgames.co.il