Grateful 7 speech thanking everyone that has helped.pdf
EEDAR Zatkin_Geoffrey_Awesome.pdf
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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
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