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have questions about how games like yours perform, please reach out to us at
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C O N T E X T I S E V E R Y T H I N G
AUDIENCE
THE ‘GAMERS’ OF TODAY ARE
ENTERTAINMENT CONSUMERS
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR
65%
35%
Game Playing Population of the USA
[2016][NA]
Game Players
Non Game Players
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
33%
38%
42%
67%
49% 51% 51% 51%
48%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
% of American homes with a video game console
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
-
20
40
60
80
100
120
PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita
Millions
Platform Sales Worldwide
Through December, 2016
C O N T E X T I S E V E R Y T H I N G
CONSOLE SALES
Source: EEDAR & The NPD Group
52.2
38.4
25
33.4
0
10
20
30
40
50
60
Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4
NA
Hardware
Units
(Millions)
7th vs. 8th Generation Console Sales in North America
7th Gen 8th Gen 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
C O N T E X T I S E V E R Y T H I N G
CONSOLE SALES
Source: EEDAR & The NPD Group
25
33.4
0
10
20
30
40
50
60
Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4
NA
Hardware
Units
(Millions)
7th vs. 8th Generation Console Sales in North America
7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
C O N T E X T I S E V E R Y T H I N G
CONSOLE REVENUE
Source: EEDAR
8%
10%
15%
5%
22%
26%
1%
2%
16%
4%
26%
33%
0%
5%
10%
15%
20%
25%
30%
35%
General
Entertainment
Music & Rhythm Sports Racing Action Shooter
Percentage of Software Sales by Genre for 7th vs. 8th Gen Consoles
[Digital & Physical][US]
7th Gen 8th Gen
Core
Casual
C O N T E X T I S E V E R Y T H I N G
PLATFORM CENTRIC GENRES
0%
10%
20%
30%
40%
50%
60%
70%
80%
Puzzle Arcade Strategy Skill &
Chance
Simulation City
Builder
Card Battle Racing Sports Shooter RPG Action
Most Played Genres by Platform
[NA][2016][PlayerPulse][Adult Mobile Gamers, Active Past Month]
Play on Mobile Only Play on Mobile/PC/Console Play on PC/Console
Primarily
Mobile
Play
Primarily
Console/PC
Play
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
-
50
100
150
200
250
300
350
400
450
500
PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita PC (Steam) iPad (2Y) iPhone (2Y)
Millions
Platform Sales Worldwide
Through December, 2016
C O N T E X T I S E V E R Y T H I N G
ANDROID DEVICE FRAGMENTATION
Source: OpenSignal, Aug 2015
C O N T E X T I S E V E R Y T H I N G
VR HARDWARE SALES
Source: EEDAR
$0
$100
$200
$300
$400
$500
$600
$700
High-End VR (PSVR,
Oculus, Vive)
Integrated Mobile VR
(Gear VR, Daydream)
Snap-in Mobile VR
(Excludes Cardboard)
Millions
Hardware Revenue Worldwide
Through December, 2016
0
1
2
3
4
5
6
7
8
High-End VR (PSVR,
Oculus, Vive)
Integrated Mobile VR
(Gear VR, Daydream)
Snap-in Mobile VR
(Excludes Cardboard)
Millions
Hardware Units Worldwide
LTD Through December 2016
C O N T E X T I S E V E R Y T H I N G
0
50
100
150
200
250
2012 2013 2014 2015 2016
Millions
Mobile Gamers
[2012-2016] [Age 18+][NA]
Own a SmartPhone and/or Tablet Play 1+ Mobile Games in the past 6 Months
MOBILE GAMERS
24% increase
25% increase
12% increase
20% increase
20% increase
9% increase
14% increase
9% increase
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
60%
6%
34%
Mobile Gaming $$$ by Device Ownership
[Active Mobile Gamers][18+][NA]
Both Smartphone & Tablet Tablet Only Smartphone Only
51%
8%
41%
Mobile Gamers by Device Ownership
[Active Mobile Gamers][18+][NA]
Both Smartphone & Tablet Tablet Only SmartPhone Only
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
29
30
33 33
35 35
34
37
30 30
31
35 35
20
22
24
26
28
30
32
34
36
38
40
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Average Age of Gamers in the USA
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
27%
29%
18%
26%
Age of Game Players
Under 18
18 to 35
36 to 49
50+
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE - AGE
34.4
33
35.6
32.2
37
34.9
35.7
35.1
40.1
35
36.1
37
30
32
34
36
38
40
42
Non-Payers Payers Heavy Payers All Mobile Gamers
Age by Mobile Spending Segment
[2014-2016][NA][Active Mobile Gamers][Age 18+]
2014 2015 2016
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
0%
10%
20%
30%
40%
50%
60%
70%
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Gender of Game Players in NA
Male Female
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
45%
55% 60% 64%
55%
45% 40% 36%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Mobile Handheld Console PC
Active Game Players Across Platforms
[2015][NA]
Male Female
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
64%
45%
33%
55%
64%
46%
50%
55%
67%
48%
29%
55%
0%
10%
20%
30%
40%
50%
60%
70%
80%
Non-Payers Payers Heavy Payers All Mobile Gamers
Female Gamers by Mobile Spending Segment
[2014-2015][NA][Active Mobile Gamers][Age 18+]
2014 2015 2016
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
GAMES
Franchise Distinct Game Platform SKU
Region
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2,000
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Games Released
Retail Console, Handheld & PC Platform Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Games Released
Retail Console, Handheld & PC Platform Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Games Released
Retail & Digital Console, Handheld & PC Platform Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
1,000
2,000
3,000
4,000
5,000
6,000
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Games Released
Retail & Digital Console, Handheld & Steam Platform Title Releases in the USA
7th Gen Console 8th Gen Console Handheld PC
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES - STEAM
Source: EEDAR
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Steam Games Released per Year
C O N T E X T I S E V E R Y T H I N G
GAMES RELEASED
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
1%
15%
2%
58%
10%
14%
Games Released by % of Market
[2016][Retail & Digital Platform Title Releases][USA]
7th Gen Console
8th Gen Console
Handheld
PC
Android (Top 50)
iOS (Top 50)
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
Source: EEDAR
0
200
400
600
800
1,000
1,200
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Digital and Retail Console Games Over Time
7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
Source: EEDAR
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Digital and Retail Console Games Over Time
7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
C O N T E X T I S E V E R Y T H I N G
PUBLISHER RELEASES
Source: EEDAR
0.0
0.5
1.0
1.5
2.0
2.5
3.0
3.5
4.0
4.5
0
100
200
300
400
500
600
700
800
2010 2011 2012 2013 2014 2015 2016
Quantity of Console Games Per Publisher
[PlayStation & Xbox / Core Audience Consoles][2010-2016][NA]
Publishers Games Games per Publisher
C O N T E X T I S E V E R Y T H I N G
SALES
Source: The NPD Group
2.6
3.7
4.8
5.5 5.6
6.1
6.9 7 7.3 7 7.4
9.5
11.7
16.2
17.1 16.7
15.2 15.4 15.4
16.5
$0
$2
$4
$6
$8
$10
$12
$14
$16
$18
1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
US Video Game Sales
Billions of Dollars
Billions
(USD)
C O N T E X T I S E V E R Y T H I N G
SALES
Source: The NPD Group/Game Market Dynamics US
$16.5
$4.9
$2.1
Total Consumer Spend on Games Industry
[Billions][NA][2015]
Hardware
Total
$23.5 Billion
Accessories
Content
C O N T E X T I S E V E R Y T H I N G
SALES
$1.4
$3.2
$4.2
$5.4
$6.1
$6.7
$7.2
$0
$1
$2
$3
$4
$5
$6
$7
$8
2012 2013 2014 2015 2016E 2017E 2018E
Mobile Game Revenue by Year
[iOS and Andriod][NA]
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
Billions
(USD)
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
PLAYER SEGMENT
[total yearly spend]
AVG. YEARLY
SPEND
2014 2015 2016
NON-PAYERS
[$0]
$0 $0 $0
PAYERS
[$0.01 - $99.99]
$33.03 $44.06 $42.80
HEAVY PAYERS
[over $100]
$293.70 $396.15 $310.56
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
0
10
20
30
40
50
60
70
80
90
Non-Payers Payers Heavy Payers
Mobile
Gamers
(MM)
Mobile Gaming Payer Segmentations
[2014-2016][NA][Active Mobile Gamers][Age 18+]
2014 2015 2016
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
0%
10%
20%
30%
40%
50%
60%
Non-Payers Moderate Payers Heavy Payers
Mobile Gamers Revenue Breakdown
[Active SmartPhone/Tablet Gamers][NA/Europe]
% of Players % of Revenue
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
NON-PAYER
$0/year
PAYER
$0.99-$100/year
HEAVY PAYER
>$100/year
LIGHT PLAYER
<1 hour/week
26.8M 4.6M 0.3M
MODERATE PLAYER
1-5 hours/week
34.1M 31.4M 4.3M
HEAVY PLAYER
>5 hour/week
19.7M 27.6M 6.4M
[NA] [Active Mobile Gamers] [Age 18+]
Heavy Overlap between Players and Payers
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
45%
52%
71%
55%
48%
29%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
All Mobile Games Heavy Players in Mobile Heavy Payers in Mobile
Heavy Players and Heavy Payers by Gender
[2016][NA][Active Mobile Gamers][Age 18+]
Males Female
Ave. Age
37.1
Ave. Age
38.6
Ave. Age
35.4
C O N T E X T I S E V E R Y T H I N G
CROSS PLATFORM OWNERSHIP
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
24%
24%
30%
22%
Mobile Cross-Platform Ownership
[NA Mobile Gamers][Age 18+]
Mobile and Console
Mobile, PC & Console Mobile and PC
Mobile Only
C O N T E X T I S E V E R Y T H I N G
MONETIZING F2P PC
0%
10%
20%
30%
40%
50%
60%
70%
Non-Payers Moderate Payers Heavy Payers
PC F2P Spend Segmentation
[NA][PC][2015]
% of Players % of Revenue
Source: EEDAR PC F2P Report 2015
C O N T E X T I S E V E R Y T H I N G
PC REVENUE
Source: EEDAR PC Peripheral Report 2015
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
$3,500
$4,000
2010 2011 2012 2013 2014 2015
Revenue
(Millions)
The PC Market - Video Game Revenues
[NA][B2P+F2P+Subscriptions]
PC Retail Digital Retail F2P
C O N T E X T I S E V E R Y T H I N G
BILLION DOLLAR GAMES
Mobile
Source: EEDAR
Console/PC
Free to Play
Premium
C O N T E X T I S E V E R Y T H I N G
PHYSICAL/DIGITAL RELEASES
Source: EEDAR
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2012 2013 2014 2015 2016
Revenue Split of Games Released Simultaneously in Physical & Digital Formats
[PlayStation & Xbox / Core Audience Consoles][2012-2016][NA]
Revenue from Physical Games Revenue from Digital Games
C O N T E X T I S E V E R Y T H I N G
DIGITAL/PHYSICAL SALES
Source: The NPD Group/Game Market Dynamics US
29% 32%
41%
47% 52% 56%
71% 68%
59%
53% 48% 44%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2010 2011 2012 2013 2014 2015
Digital and Physical Sales
[2010-2015][NA]
Total Digital Format Total Physical Format
C O N T E X T I S E V E R Y T H I N G
CONSOLE REVENUE
Source: EEDAR
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Percentage of Revenue Generated by Top Games
[Physical+Digital][Console][NA][Excludes DLC]
Top 50% Top 10% Top 2%
C O N T E X T I S E V E R Y T H I N G
RETAIL REVENUE TITLE SHARE
Source: EEDAR, The NPD Group
Region: USA Period: 2012 through 2016
Sample: Physical/Retail, 8th Gen
Units: Distinct Titles
12%
OF RETAIL TITLES
HAVE GENERATED
75%
OF RETAIL REVENUE
SINCE 2012.
0% 5% 10% 15% 20% 25% 30% 35%
Strategy
Sports
Social & Economic Sim
Skill & Chance
Shooter
Role Playing Games
Racing
Puzzle
Narrative
Music & Rhythm
General Ent.
Fighting
Arcade
Action
% of games that generate 75% of total genre revenue
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: EEDAR
68 69 68 68
65 64 64 66 67 67
70 70 70 72
69
0
10
20
30
40
50
60
70
80
90
100
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Average Review Score
Retail Console, Handheld & PC Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
REVIEW SCORES
Source: EEDAR
0
100
200
300
400
500
600
700
800
900
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Quantity of Games Receiving Review Scores
[2005-2016][Retail & Digital Console][NA]
<60 60s 70s 80s 90s
C O N T E X T I S E V E R Y T H I N G
REVIEW SCORES
Source: EEDAR
0%
10%
20%
30%
40%
50%
60%
70%
80%
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
% of Console Games Not Receiving A Review Score
[2005-2016][Retail & Digital Console][NA]
Digital Only Games with Physical Editions
C O N T E X T I S E V E R Y T H I N G
MARKETING VS. GAME QUALITY
[Bottom
33%]
Marketing
[Top
33%]
Source: EEDAR, Competitrack & The NPD Group
[Bottom 33%] Review Score [Top 33%]
$5.2 MM
Average 3 Month Revenue
[8th Gen Console][2012-2016][NA]
$29.2 MM
$14.6 MM
$83.2 MM
C O N T E X T I S E V E R Y T H I N G
DIRECT MEDIA SPEND SHARE
Source: EEDAR, Competitrack
Region: USA Period: 2012 through 2016
Sample: Physical/Retail, 8th Gen
Units: Distinct Titles
9%
OF RETAIL TITLES
ACCOUNT FOR
75%
OF DIRECT MEDIA
SPEND SINCE 2012.
0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%
Strategy
Sports
Social & Economic Sim
Skill & Chance
Shooter
Role Playing Games
Racing
Puzzle
Narrative
Music & Rhythm
General Ent.
Fighting
Arcade
Action
% of games that generate 75% of total direct media spend
C O N T E X T I S E V E R Y T H I N G
MOBILE DEVICES
TOP MOTIVATIONS FOR MOBILE GAMING
#1 Pass the Time
#2 Cheap or Free Entertainment
#3 Playable Anywhere
#4 Easy to Pick Up or Put Down
#5 Convenient
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
DISCOVERY
Top Factors Affecting Discovery
2015 2016
Most Used
Social Sources Ads in Apps, Games, and Social Media
Ads in Apps, Games, and Social Media Social Sources
Storefront Charts/Featured Ad on Website
Storefront Charts/Featured
Least Used Ads Not Consumed on Device (Print, TV) Ads Not Consumed on Device (Print, TV)
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
ENGAGEMENT
Top Factors Affecting Engagement
2015 2016
Key Factors
Genre Price
Price Genre
Top Factors
User Reviews/Star Rating User Reviews
Graphics Theme/Graphics
Recommended by Others Recommendations
Bottom
Factors
Storefront Elements Storefront Elements
(Featured, Top Spot, Trailers)
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
CHURN
Top Factors Leading to Churn
2015 2016
Key Factor Loss of Interest General Loss of Interest / Boring
Top Factors
Fails to Meet Expectations Had to Pay Real Money to Progress/Compete
Too Much Friction Game Was Not What Expected
Bottom
Factors
Social Factors Social Factors
Customer Service Issues Customer Service Issues
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
-36%
-22%
-15%
-14%
-14%
-1%
0%
0%
0%
1%
28%
30%
39%
61%
68%
174%
-50% 0% 50% 100% 150% 200%
Endless Runner
City Builder
Trading Card Game
Role Simulation
Hidden Object
Poker
Fighting
Integrated Casino
Combat City Builder
Matching
Skill & Chance (Non-Casino)
Sports Simulation
Slots
Classic RPG
Vehicular Shooter
Collectible Battle RPG
RTS / Tower Defense
YOY Revenue Change
Year On Year Revenue Change by Genre
[Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
-36%
-22%
-15%
-14%
-14%
-1%
0%
0%
0%
1%
28%
30%
39%
61%
68%
174%
1279%
-200% 0% 200% 400% 600% 800% 1000% 1200% 1400%
Endless Runner
City Builder
Trading Card Game
Role Simulation
Hidden Object
Poker
Fighting
Integrated Casino
Combat City Builder
Matching
Skill & Chance (Non-Casino)
Sports Simulation
Slots
Classic RPG
Vehicular Shooter
Collectible Battle RPG
RTS / Tower Defense
YOY Revenue Change
Year On Year Revenue Change by Genre
[Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
39%
61%
68%
174%
1279%
0% 200% 400% 600% 800% 1000% 1200% 1400%
Slots
Classic RPG
Vehicular Shooter
Collectible Battle RPG
RTS / Tower Defense
YOY Revenue Change
Year On Year Revenue Change by Genre
[Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
-36%
-22%
-15%
-14%
-14%
-40% -35% -30% -25% -20% -15% -10% -5% 0%
Endless Runner
City Builder
Trading Card Game
Role Simulation
Hidden Object
YOY Revenue Change
Year On Year Revenue Change by Genre
[Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
MOBILE SPENDING
^
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Visibly Stand Out
Play with Others
Be more competitive
On Sale/Discounted
Access New Content/Experiences
Progress more quickly
When are you most likely to consider spending money on a game?
[NA] [Active Mobile Gamers] [Age 18+]
Key Factor
Top Factors
Bottom Factors
C O N T E X T I S E V E R Y T H I N G
MOBILE GENRES
Top 5 Most Played Mobile Genres
Total Market Non-Payer Payers Heavy Payers
$0 / YEAR $0.99-$100 / YEAR (>$100 / YEAR
1 Brain Puzzle
2 Matching Puzzle
3 Skill & Chance
4 Casino Arcade Casino
5 Arcade Casino Arcade
(Not Paid)
^
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
All Categories
$2.853 Billion Dollars Pledged
119,068 Successfully Funded Projects
12.36 Million Total Backers
3.94 Million Repeat Backers
GAMES
29,216 Successfully Funded Projects
$593.8 Million Dollars Pledged
$535.4 Million Successful Dollars
$52.8 Million Unsuccessful Dollars
$5.6 Million Live Dollars
Source: EEDAR & Kickstarter
*Feb 2017
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: EEDAR & Kickstarter
34%
66%
Success Rate of Kickstarter Projects
Game Category [Feb 6th 2017]
Successfully Funded Projects Unsuccessfully Funded Projects
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: EEDAR & Kickstarter
754
3,867
1,786
2,480
772
76
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
< $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+
Successfully Funded Kickstarter Projects
[Game Category] [by Quantity] [Feb 6th 2017]
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: EEDAR & Kickstarter
12%
67%
11%
5%
3% 2%
Unsuccessfully Funded Kickstarter Projects
[Game Category] [by Percent Funded] [Feb 2015]
0% Funded
1% to 20% Funded
21% to 40% Funded
41% to 60% Funded
61% to 80% Funded
81% to 99% Funded
C O N T E X T I S E V E R Y T H I N G
DIGITAL VIEWING
C O N T E X T I S E V E R Y T H I N G
TWITCH: PEAK VIEWERS
Source: EEDAR & Twitch TV
0
100
200
300
400
500
600
700
800
900
1,000
Thousands
Twitch Average and Highest Concurrent Viewers in 2016
Peak Concurrent Viewers
Average Concurrent Viewers
C O N T E X T I S E V E R Y T H I N G
ESPORTS TOURNAMENTS
Source: EEDAR
$0
$10
$20
$30
$40
$50
$60
$70
$80
$90
2010 2011 2012 2013 2014 2015 2016
Millions
eSports Prize Pool And Tournaments
[Worldwide]
C O N T E X T I S E V E R Y T H I N G
BRAND: POKEMON GO
^
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
35%
27%
17%
9%
7%
5%
How Did You First Hear About Pokémon GO?
[Pokémon Go Players][NA]
Friend or Family Member Told Me
Read About It (Newspaper, Website, etc.)
Saw a Video Online
Saw People Playing
Saw it on TV (News Show, Talk Show, etc.)
App Store
C O N T E X T I S E V E R Y T H I N G
BRAND: POKEMON GO
^
Source: EEDAR Deconstructing Mobile Gaming 2016/2017
0%
10%
20%
30%
40%
50%
60%
70%
Played a previous
Pokémon game
Watched cartoon TV
shows and/or movies
Played the Pokémon TCG Second-hand
(Friend/family a fan)
No Prior Experiences
Which of the following experiences do you have with the Pokémon Brand?
[Pokémon Go Players][NA]
C O N T E X T I S E V E R Y T H I N G
THANKS FOR COMING
Awesome Video Game Data
Geoffrey Zatkin
@GeoffreyZatkin
Visit
www.EEDAR.com/contact
Ask for
Awesome Video Game Data 2017

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EEDAR Zatkin_Geoffrey_Awesome.pdf

  • 1. This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material. If you are media, please e-mail (press@eedar.com) for permission to publish excerpts of material included in this .pdf and for higher resolution assets. The data here is macro trending data; individual genres, platforms, brands, regions, etc. perform differently than amalgamations of industry games. If you have questions about how games like yours perform, please reach out to us at EEDAR (solutions@eedar.com) – game industry research is what we do. C O N T E X T I S E V E R Y T H I N G
  • 2. Data | Analysis | Research | Forecasting | Diligence Awesome Video Game Data Follow me @GeoffreyZatkin Follow @EEDAR @Experiment7Inc
  • 3. C O N T E X T I S E V E R Y T H I N G YOUR PRESENTER Indie Dev 1991 to 1996 Sr / Lead Designer 1997 to 2003 Lead Designer 2003 to 2005 Founder 2006 to 2016 Board 2015 to Current Founder 2015 to Current Geoffrey “GZ” Zatkin @GeoffreyZatkin
  • 4. C O N T E X T I S E V E R Y T H I N G EEDAR Thousands of Objectively Quantifiable Video Games Attributes Genre IAP & DLC Developer Content Updates Platform Price Over Time Franchise Camera Perspective Brand Release Date Character Advancement Regional Content Ratings Publisher Buzz Co-Op / Multiplayer Retail Presence Reviews Game Speed eSports Component Promotion Peripherals Marketing Art Style Literary Genre Monetization Strategy
  • 5. C O N T E X T I S E V E R Y T H I N G EEDAR EEDAR Data • 106,000+ Products (Games, Accessories, Hardware) Observed To Date • 150,000,000+ Data Points About EEDAR • Founded in 2006, Acquired by The NPD Group 2016 • Based in Carlsbad, CA • Exclusively Servicing the Video Game Industry • Over a Half Dozen Industry Data Partners • Servicing >90% of the top Publishers and >50 Development Studios
  • 6. C O N T E X T I S E V E R Y T H I N G EXPERIMENT 7
  • 7. C O N T E X T I S E V E R Y T H I N G EXPERIMENT 7
  • 8. C O N T E X T I S E V E R Y T H I N G EXPERIMENT 7
  • 9. C O N T E X T I S E V E R Y T H I N G GET THIS TALK To get this talk, visit EEDAR’s website www.EEDAR.com/contact Ask for: Awesome Video Game Data 2017
  • 10. C O N T E X T I S E V E R Y T H I N G AUDIENCE THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS
  • 11. C O N T E X T I S E V E R Y T H I N G WHO GAMES? Source: EEDAR 65% 35% Game Playing Population of the USA [2016][NA] Game Players Non Game Players
  • 12. C O N T E X T I S E V E R Y T H I N G WHO GAMES? Source: ESA 33% 38% 42% 67% 49% 51% 51% 51% 48% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 % of American homes with a video game console
  • 13. C O N T E X T I S E V E R Y T H I N G HARDWARE SALES Source: EEDAR - 20 40 60 80 100 120 PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita Millions Platform Sales Worldwide Through December, 2016
  • 14. C O N T E X T I S E V E R Y T H I N G CONSOLE SALES Source: EEDAR & The NPD Group 52.2 38.4 25 33.4 0 10 20 30 40 50 60 Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4 NA Hardware Units (Millions) 7th vs. 8th Generation Console Sales in North America 7th Gen 8th Gen 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
  • 15. C O N T E X T I S E V E R Y T H I N G CONSOLE SALES Source: EEDAR & The NPD Group 25 33.4 0 10 20 30 40 50 60 Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4 NA Hardware Units (Millions) 7th vs. 8th Generation Console Sales in North America 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
  • 16. C O N T E X T I S E V E R Y T H I N G CONSOLE REVENUE Source: EEDAR 8% 10% 15% 5% 22% 26% 1% 2% 16% 4% 26% 33% 0% 5% 10% 15% 20% 25% 30% 35% General Entertainment Music & Rhythm Sports Racing Action Shooter Percentage of Software Sales by Genre for 7th vs. 8th Gen Consoles [Digital & Physical][US] 7th Gen 8th Gen Core Casual
  • 17. C O N T E X T I S E V E R Y T H I N G PLATFORM CENTRIC GENRES 0% 10% 20% 30% 40% 50% 60% 70% 80% Puzzle Arcade Strategy Skill & Chance Simulation City Builder Card Battle Racing Sports Shooter RPG Action Most Played Genres by Platform [NA][2016][PlayerPulse][Adult Mobile Gamers, Active Past Month] Play on Mobile Only Play on Mobile/PC/Console Play on PC/Console Primarily Mobile Play Primarily Console/PC Play Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 18. C O N T E X T I S E V E R Y T H I N G HARDWARE SALES Source: EEDAR - 50 100 150 200 250 300 350 400 450 500 PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita PC (Steam) iPad (2Y) iPhone (2Y) Millions Platform Sales Worldwide Through December, 2016
  • 19. C O N T E X T I S E V E R Y T H I N G ANDROID DEVICE FRAGMENTATION Source: OpenSignal, Aug 2015
  • 20. C O N T E X T I S E V E R Y T H I N G VR HARDWARE SALES Source: EEDAR $0 $100 $200 $300 $400 $500 $600 $700 High-End VR (PSVR, Oculus, Vive) Integrated Mobile VR (Gear VR, Daydream) Snap-in Mobile VR (Excludes Cardboard) Millions Hardware Revenue Worldwide Through December, 2016 0 1 2 3 4 5 6 7 8 High-End VR (PSVR, Oculus, Vive) Integrated Mobile VR (Gear VR, Daydream) Snap-in Mobile VR (Excludes Cardboard) Millions Hardware Units Worldwide LTD Through December 2016
  • 21. C O N T E X T I S E V E R Y T H I N G 0 50 100 150 200 250 2012 2013 2014 2015 2016 Millions Mobile Gamers [2012-2016] [Age 18+][NA] Own a SmartPhone and/or Tablet Play 1+ Mobile Games in the past 6 Months MOBILE GAMERS 24% increase 25% increase 12% increase 20% increase 20% increase 9% increase 14% increase 9% increase Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 22. C O N T E X T I S E V E R Y T H I N G MOBILE GAMERS 60% 6% 34% Mobile Gaming $$$ by Device Ownership [Active Mobile Gamers][18+][NA] Both Smartphone & Tablet Tablet Only Smartphone Only 51% 8% 41% Mobile Gamers by Device Ownership [Active Mobile Gamers][18+][NA] Both Smartphone & Tablet Tablet Only SmartPhone Only Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 23. C O N T E X T I S E V E R Y T H I N G WHO GAMES? Source: ESA 29 30 33 33 35 35 34 37 30 30 31 35 35 20 22 24 26 28 30 32 34 36 38 40 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Average Age of Gamers in the USA
  • 24. C O N T E X T I S E V E R Y T H I N G WHO GAMES? Source: ESA 27% 29% 18% 26% Age of Game Players Under 18 18 to 35 36 to 49 50+
  • 25. C O N T E X T I S E V E R Y T H I N G MONETIZING MOBILE - AGE 34.4 33 35.6 32.2 37 34.9 35.7 35.1 40.1 35 36.1 37 30 32 34 36 38 40 42 Non-Payers Payers Heavy Payers All Mobile Gamers Age by Mobile Spending Segment [2014-2016][NA][Active Mobile Gamers][Age 18+] 2014 2015 2016 Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 26. C O N T E X T I S E V E R Y T H I N G WHO GAMES? Source: ESA 0% 10% 20% 30% 40% 50% 60% 70% 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Gender of Game Players in NA Male Female
  • 27. C O N T E X T I S E V E R Y T H I N G WHO GAMES? 45% 55% 60% 64% 55% 45% 40% 36% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Mobile Handheld Console PC Active Game Players Across Platforms [2015][NA] Male Female Source: EEDAR
  • 28. C O N T E X T I S E V E R Y T H I N G WHO GAMES? 64% 45% 33% 55% 64% 46% 50% 55% 67% 48% 29% 55% 0% 10% 20% 30% 40% 50% 60% 70% 80% Non-Payers Payers Heavy Payers All Mobile Gamers Female Gamers by Mobile Spending Segment [2014-2015][NA][Active Mobile Gamers][Age 18+] 2014 2015 2016 Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 29. C O N T E X T I S E V E R Y T H I N G GAMES Franchise Distinct Game Platform SKU Region
  • 30. C O N T E X T I S E V E R Y T H I N G GAME RELEASES Source: EEDAR 0 200 400 600 800 1,000 1,200 1,400 1,600 1,800 2,000 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Games Released Retail Console, Handheld & PC Platform Title Releases in the USA
  • 31. C O N T E X T I S E V E R Y T H I N G GAME RELEASES Source: EEDAR 0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Games Released Retail Console, Handheld & PC Platform Title Releases in the USA
  • 32. C O N T E X T I S E V E R Y T H I N G GAME RELEASES Source: EEDAR 0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Games Released Retail & Digital Console, Handheld & PC Platform Title Releases in the USA
  • 33. C O N T E X T I S E V E R Y T H I N G GAME RELEASES Source: EEDAR 0 1,000 2,000 3,000 4,000 5,000 6,000 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Games Released Retail & Digital Console, Handheld & Steam Platform Title Releases in the USA 7th Gen Console 8th Gen Console Handheld PC
  • 34. C O N T E X T I S E V E R Y T H I N G GAME RELEASES - STEAM Source: EEDAR 0 500 1,000 1,500 2,000 2,500 3,000 3,500 4,000 4,500 5,000 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Steam Games Released per Year
  • 35. C O N T E X T I S E V E R Y T H I N G GAMES RELEASED
  • 36. C O N T E X T I S E V E R Y T H I N G GAME RELEASES Source: EEDAR 1% 15% 2% 58% 10% 14% Games Released by % of Market [2016][Retail & Digital Platform Title Releases][USA] 7th Gen Console 8th Gen Console Handheld PC Android (Top 50) iOS (Top 50)
  • 37. C O N T E X T I S E V E R Y T H I N G DIGITAL RELEASES Source: EEDAR 0 200 400 600 800 1,000 1,200 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA Physical Only Digital Only Physical & Digital
  • 38. C O N T E X T I S E V E R Y T H I N G DIGITAL RELEASES Source: EEDAR 0 200 400 600 800 1,000 1,200 1,400 1,600 1,800 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA Physical Only Digital Only Physical & Digital
  • 39. C O N T E X T I S E V E R Y T H I N G PUBLISHER RELEASES Source: EEDAR 0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 0 100 200 300 400 500 600 700 800 2010 2011 2012 2013 2014 2015 2016 Quantity of Console Games Per Publisher [PlayStation & Xbox / Core Audience Consoles][2010-2016][NA] Publishers Games Games per Publisher
  • 40. C O N T E X T I S E V E R Y T H I N G SALES Source: The NPD Group 2.6 3.7 4.8 5.5 5.6 6.1 6.9 7 7.3 7 7.4 9.5 11.7 16.2 17.1 16.7 15.2 15.4 15.4 16.5 $0 $2 $4 $6 $8 $10 $12 $14 $16 $18 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 US Video Game Sales Billions of Dollars Billions (USD)
  • 41. C O N T E X T I S E V E R Y T H I N G SALES Source: The NPD Group/Game Market Dynamics US $16.5 $4.9 $2.1 Total Consumer Spend on Games Industry [Billions][NA][2015] Hardware Total $23.5 Billion Accessories Content
  • 42. C O N T E X T I S E V E R Y T H I N G SALES $1.4 $3.2 $4.2 $5.4 $6.1 $6.7 $7.2 $0 $1 $2 $3 $4 $5 $6 $7 $8 2012 2013 2014 2015 2016E 2017E 2018E Mobile Game Revenue by Year [iOS and Andriod][NA] Source: EEDAR Deconstructing Mobile Gaming 2016/2017 Billions (USD)
  • 43. C O N T E X T I S E V E R Y T H I N G MONETIZING MOBILE PLAYER SEGMENT [total yearly spend] AVG. YEARLY SPEND 2014 2015 2016 NON-PAYERS [$0] $0 $0 $0 PAYERS [$0.01 - $99.99] $33.03 $44.06 $42.80 HEAVY PAYERS [over $100] $293.70 $396.15 $310.56 Source: EEDAR Deconstructing Mobile Gaming 2016/2017 0 10 20 30 40 50 60 70 80 90 Non-Payers Payers Heavy Payers Mobile Gamers (MM) Mobile Gaming Payer Segmentations [2014-2016][NA][Active Mobile Gamers][Age 18+] 2014 2015 2016
  • 44. C O N T E X T I S E V E R Y T H I N G MONETIZING MOBILE 0% 10% 20% 30% 40% 50% 60% Non-Payers Moderate Payers Heavy Payers Mobile Gamers Revenue Breakdown [Active SmartPhone/Tablet Gamers][NA/Europe] % of Players % of Revenue Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 45. C O N T E X T I S E V E R Y T H I N G MONETIZING MOBILE Source: EEDAR Deconstructing Mobile Gaming 2016/2017 NON-PAYER $0/year PAYER $0.99-$100/year HEAVY PAYER >$100/year LIGHT PLAYER <1 hour/week 26.8M 4.6M 0.3M MODERATE PLAYER 1-5 hours/week 34.1M 31.4M 4.3M HEAVY PLAYER >5 hour/week 19.7M 27.6M 6.4M [NA] [Active Mobile Gamers] [Age 18+] Heavy Overlap between Players and Payers
  • 46. C O N T E X T I S E V E R Y T H I N G MONETIZING MOBILE Source: EEDAR Deconstructing Mobile Gaming 2016/2017 45% 52% 71% 55% 48% 29% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% All Mobile Games Heavy Players in Mobile Heavy Payers in Mobile Heavy Players and Heavy Payers by Gender [2016][NA][Active Mobile Gamers][Age 18+] Males Female Ave. Age 37.1 Ave. Age 38.6 Ave. Age 35.4
  • 47. C O N T E X T I S E V E R Y T H I N G CROSS PLATFORM OWNERSHIP Source: EEDAR Deconstructing Mobile Gaming 2016/2017 24% 24% 30% 22% Mobile Cross-Platform Ownership [NA Mobile Gamers][Age 18+] Mobile and Console Mobile, PC & Console Mobile and PC Mobile Only
  • 48. C O N T E X T I S E V E R Y T H I N G MONETIZING F2P PC 0% 10% 20% 30% 40% 50% 60% 70% Non-Payers Moderate Payers Heavy Payers PC F2P Spend Segmentation [NA][PC][2015] % of Players % of Revenue Source: EEDAR PC F2P Report 2015
  • 49. C O N T E X T I S E V E R Y T H I N G PC REVENUE Source: EEDAR PC Peripheral Report 2015 $0 $500 $1,000 $1,500 $2,000 $2,500 $3,000 $3,500 $4,000 2010 2011 2012 2013 2014 2015 Revenue (Millions) The PC Market - Video Game Revenues [NA][B2P+F2P+Subscriptions] PC Retail Digital Retail F2P
  • 50. C O N T E X T I S E V E R Y T H I N G BILLION DOLLAR GAMES Mobile Source: EEDAR Console/PC Free to Play Premium
  • 51. C O N T E X T I S E V E R Y T H I N G PHYSICAL/DIGITAL RELEASES Source: EEDAR 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 2012 2013 2014 2015 2016 Revenue Split of Games Released Simultaneously in Physical & Digital Formats [PlayStation & Xbox / Core Audience Consoles][2012-2016][NA] Revenue from Physical Games Revenue from Digital Games
  • 52. C O N T E X T I S E V E R Y T H I N G DIGITAL/PHYSICAL SALES Source: The NPD Group/Game Market Dynamics US 29% 32% 41% 47% 52% 56% 71% 68% 59% 53% 48% 44% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 2010 2011 2012 2013 2014 2015 Digital and Physical Sales [2010-2015][NA] Total Digital Format Total Physical Format
  • 53. C O N T E X T I S E V E R Y T H I N G CONSOLE REVENUE Source: EEDAR 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Percentage of Revenue Generated by Top Games [Physical+Digital][Console][NA][Excludes DLC] Top 50% Top 10% Top 2%
  • 54. C O N T E X T I S E V E R Y T H I N G RETAIL REVENUE TITLE SHARE Source: EEDAR, The NPD Group Region: USA Period: 2012 through 2016 Sample: Physical/Retail, 8th Gen Units: Distinct Titles 12% OF RETAIL TITLES HAVE GENERATED 75% OF RETAIL REVENUE SINCE 2012. 0% 5% 10% 15% 20% 25% 30% 35% Strategy Sports Social & Economic Sim Skill & Chance Shooter Role Playing Games Racing Puzzle Narrative Music & Rhythm General Ent. Fighting Arcade Action % of games that generate 75% of total genre revenue
  • 55. C O N T E X T I S E V E R Y T H I N G GAME QUALITY Source: EEDAR 68 69 68 68 65 64 64 66 67 67 70 70 70 72 69 0 10 20 30 40 50 60 70 80 90 100 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Average Review Score Retail Console, Handheld & PC Title Releases in the USA
  • 56. C O N T E X T I S E V E R Y T H I N G REVIEW SCORES Source: EEDAR 0 100 200 300 400 500 600 700 800 900 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Quantity of Games Receiving Review Scores [2005-2016][Retail & Digital Console][NA] <60 60s 70s 80s 90s
  • 57. C O N T E X T I S E V E R Y T H I N G REVIEW SCORES Source: EEDAR 0% 10% 20% 30% 40% 50% 60% 70% 80% 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 % of Console Games Not Receiving A Review Score [2005-2016][Retail & Digital Console][NA] Digital Only Games with Physical Editions
  • 58. C O N T E X T I S E V E R Y T H I N G MARKETING VS. GAME QUALITY [Bottom 33%] Marketing [Top 33%] Source: EEDAR, Competitrack & The NPD Group [Bottom 33%] Review Score [Top 33%] $5.2 MM Average 3 Month Revenue [8th Gen Console][2012-2016][NA] $29.2 MM $14.6 MM $83.2 MM
  • 59. C O N T E X T I S E V E R Y T H I N G DIRECT MEDIA SPEND SHARE Source: EEDAR, Competitrack Region: USA Period: 2012 through 2016 Sample: Physical/Retail, 8th Gen Units: Distinct Titles 9% OF RETAIL TITLES ACCOUNT FOR 75% OF DIRECT MEDIA SPEND SINCE 2012. 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20% Strategy Sports Social & Economic Sim Skill & Chance Shooter Role Playing Games Racing Puzzle Narrative Music & Rhythm General Ent. Fighting Arcade Action % of games that generate 75% of total direct media spend
  • 60. C O N T E X T I S E V E R Y T H I N G MOBILE DEVICES TOP MOTIVATIONS FOR MOBILE GAMING #1 Pass the Time #2 Cheap or Free Entertainment #3 Playable Anywhere #4 Easy to Pick Up or Put Down #5 Convenient Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 61. C O N T E X T I S E V E R Y T H I N G DISCOVERY Top Factors Affecting Discovery 2015 2016 Most Used Social Sources Ads in Apps, Games, and Social Media Ads in Apps, Games, and Social Media Social Sources Storefront Charts/Featured Ad on Website Storefront Charts/Featured Least Used Ads Not Consumed on Device (Print, TV) Ads Not Consumed on Device (Print, TV) Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 62. C O N T E X T I S E V E R Y T H I N G ENGAGEMENT Top Factors Affecting Engagement 2015 2016 Key Factors Genre Price Price Genre Top Factors User Reviews/Star Rating User Reviews Graphics Theme/Graphics Recommended by Others Recommendations Bottom Factors Storefront Elements Storefront Elements (Featured, Top Spot, Trailers) Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 63. C O N T E X T I S E V E R Y T H I N G CHURN Top Factors Leading to Churn 2015 2016 Key Factor Loss of Interest General Loss of Interest / Boring Top Factors Fails to Meet Expectations Had to Pay Real Money to Progress/Compete Too Much Friction Game Was Not What Expected Bottom Factors Social Factors Social Factors Customer Service Issues Customer Service Issues Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 64. C O N T E X T I S E V E R Y T H I N G MOBILE OPTIMIZED GENRES -36% -22% -15% -14% -14% -1% 0% 0% 0% 1% 28% 30% 39% 61% 68% 174% -50% 0% 50% 100% 150% 200% Endless Runner City Builder Trading Card Game Role Simulation Hidden Object Poker Fighting Integrated Casino Combat City Builder Matching Skill & Chance (Non-Casino) Sports Simulation Slots Classic RPG Vehicular Shooter Collectible Battle RPG RTS / Tower Defense YOY Revenue Change Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS] Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 65. C O N T E X T I S E V E R Y T H I N G MOBILE OPTIMIZED GENRES -36% -22% -15% -14% -14% -1% 0% 0% 0% 1% 28% 30% 39% 61% 68% 174% 1279% -200% 0% 200% 400% 600% 800% 1000% 1200% 1400% Endless Runner City Builder Trading Card Game Role Simulation Hidden Object Poker Fighting Integrated Casino Combat City Builder Matching Skill & Chance (Non-Casino) Sports Simulation Slots Classic RPG Vehicular Shooter Collectible Battle RPG RTS / Tower Defense YOY Revenue Change Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS] Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 66. C O N T E X T I S E V E R Y T H I N G MOBILE OPTIMIZED GENRES 39% 61% 68% 174% 1279% 0% 200% 400% 600% 800% 1000% 1200% 1400% Slots Classic RPG Vehicular Shooter Collectible Battle RPG RTS / Tower Defense YOY Revenue Change Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS] Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 67. C O N T E X T I S E V E R Y T H I N G MOBILE OPTIMIZED GENRES -36% -22% -15% -14% -14% -40% -35% -30% -25% -20% -15% -10% -5% 0% Endless Runner City Builder Trading Card Game Role Simulation Hidden Object YOY Revenue Change Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS] Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 68. C O N T E X T I S E V E R Y T H I N G MOBILE SPENDING ^ Source: EEDAR Deconstructing Mobile Gaming 2016/2017 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Visibly Stand Out Play with Others Be more competitive On Sale/Discounted Access New Content/Experiences Progress more quickly When are you most likely to consider spending money on a game? [NA] [Active Mobile Gamers] [Age 18+] Key Factor Top Factors Bottom Factors
  • 69. C O N T E X T I S E V E R Y T H I N G MOBILE GENRES Top 5 Most Played Mobile Genres Total Market Non-Payer Payers Heavy Payers $0 / YEAR $0.99-$100 / YEAR (>$100 / YEAR 1 Brain Puzzle 2 Matching Puzzle 3 Skill & Chance 4 Casino Arcade Casino 5 Arcade Casino Arcade (Not Paid) ^ Source: EEDAR Deconstructing Mobile Gaming 2016/2017
  • 70. C O N T E X T I S E V E R Y T H I N G CROWDFUNDING All Categories $2.853 Billion Dollars Pledged 119,068 Successfully Funded Projects 12.36 Million Total Backers 3.94 Million Repeat Backers GAMES 29,216 Successfully Funded Projects $593.8 Million Dollars Pledged $535.4 Million Successful Dollars $52.8 Million Unsuccessful Dollars $5.6 Million Live Dollars Source: EEDAR & Kickstarter *Feb 2017
  • 71. C O N T E X T I S E V E R Y T H I N G CROWDFUNDING Source: EEDAR & Kickstarter 34% 66% Success Rate of Kickstarter Projects Game Category [Feb 6th 2017] Successfully Funded Projects Unsuccessfully Funded Projects
  • 72. C O N T E X T I S E V E R Y T H I N G CROWDFUNDING Source: EEDAR & Kickstarter 754 3,867 1,786 2,480 772 76 0 500 1,000 1,500 2,000 2,500 3,000 3,500 4,000 4,500 < $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+ Successfully Funded Kickstarter Projects [Game Category] [by Quantity] [Feb 6th 2017]
  • 73. C O N T E X T I S E V E R Y T H I N G CROWDFUNDING Source: EEDAR & Kickstarter 12% 67% 11% 5% 3% 2% Unsuccessfully Funded Kickstarter Projects [Game Category] [by Percent Funded] [Feb 2015] 0% Funded 1% to 20% Funded 21% to 40% Funded 41% to 60% Funded 61% to 80% Funded 81% to 99% Funded
  • 74. C O N T E X T I S E V E R Y T H I N G DIGITAL VIEWING
  • 75. C O N T E X T I S E V E R Y T H I N G TWITCH: PEAK VIEWERS Source: EEDAR & Twitch TV 0 100 200 300 400 500 600 700 800 900 1,000 Thousands Twitch Average and Highest Concurrent Viewers in 2016 Peak Concurrent Viewers Average Concurrent Viewers
  • 76. C O N T E X T I S E V E R Y T H I N G ESPORTS TOURNAMENTS Source: EEDAR $0 $10 $20 $30 $40 $50 $60 $70 $80 $90 2010 2011 2012 2013 2014 2015 2016 Millions eSports Prize Pool And Tournaments [Worldwide]
  • 77. C O N T E X T I S E V E R Y T H I N G BRAND: POKEMON GO ^ Source: EEDAR Deconstructing Mobile Gaming 2016/2017 35% 27% 17% 9% 7% 5% How Did You First Hear About Pokémon GO? [Pokémon Go Players][NA] Friend or Family Member Told Me Read About It (Newspaper, Website, etc.) Saw a Video Online Saw People Playing Saw it on TV (News Show, Talk Show, etc.) App Store
  • 78. C O N T E X T I S E V E R Y T H I N G BRAND: POKEMON GO ^ Source: EEDAR Deconstructing Mobile Gaming 2016/2017 0% 10% 20% 30% 40% 50% 60% 70% Played a previous Pokémon game Watched cartoon TV shows and/or movies Played the Pokémon TCG Second-hand (Friend/family a fan) No Prior Experiences Which of the following experiences do you have with the Pokémon Brand? [Pokémon Go Players][NA]
  • 79. C O N T E X T I S E V E R Y T H I N G THANKS FOR COMING Awesome Video Game Data Geoffrey Zatkin @GeoffreyZatkin Visit www.EEDAR.com/contact Ask for Awesome Video Game Data 2017