Alireza Ranjbar Shourabi
If 
Perfection is just the next limit, 
Then 
Stand behind, 
Watch the ground, 
Step beyond. 
Else 
Stay positive, 
Spend your time doing what you do.
 Alborz High school 
 Electrical engineer - IUST 
 AI & Robot programming 
 3D Animation 
 Project Management 
 Game Development 
 Game Design 
 Game Business 
 Gamification
 What has worked for us? 
 What is building up NOW? 
 What can make a Future?
2017, the same year that IDC forecasts 
digital PC/Mac revenues to reach $24 billion, 
the entire global games business could be 
worth more than $100 billion. Mobile and 
online gaming is becoming such a huge force 
worldwide that it could grow at a compound 
annual growth rate of 23.6 percent, 
ultimately accounting for about 60 percent 
of software market share in 2017 while 
generating $60 billion of the predicted $100 
billion for the overall industry.
 Knowing the past, monitoring present and 
predicting future 
 Numbers, Charts and Infographics … 
 What do we get from Numbers?
2012 2013 2014
2012 2013 2014
2012 
2013 
2014
 Unlike previously popular games that had 
high-quality 3D graphics, games that are 
now succeeding on mobile devices are 
fun, engaging, and usually have a social 
aspect. In these new games, 
communication matters more than 
graphics. If people can play with others in 
your game, that’s more important than 
having super 3D models.
 Direct Sell 
 Powerful company 
 Hit Titles 
 In-App purchase 
 Can be free 
 Advertisement 
 Free
 Rovio 
 Angry birds 2010  1m downlaods in 1 day 
 Electronic Arts 
 GameLoft 
 Square Enix (20$)
 Registered Mobile Phones in IRAN (1393) 
 74.9 % we have 64m mobile phones 
 85% smart phones  Age under 40 
 Using abilities ~ 50% 
 Gamers in IRAN 
 20 ~ 25m 
 60% boys & 40% girls 
 Statistics ???
 Cafébazaar 
 Cando 
 Myket 
 Plazza 
 Play-store 
 Iran-apps 
 Sibche 
 Please !!! Release some statistics.
 Direct Sell 
 Data Collection Apps 10m ~ 100m 
 Games 2m ~ 10m 
 IAB for Games 
 Rumors 10’000t in 20’000 downloads 
 Rumors 2m/d in over 200’000 downloads 
 Advertisement in Games 
 Local  Adad.ir CTR  1~2% 
 International 100$ ~ 20’000$
 Choose quality / quantity 
 Start Marketing within production phase 
 Know your revenue channel (Design) 
 In every 10 app uploaded  1 seen 
 In every 10 app seen  1 sells to profit 
 In every 10 app sells  1 can go viral
 Target Cultures
 Consider Age and Gender
 Select genre wisely!
 Have something for hardcore gamers
 Gamification 
 2D/3d game-specific art 
 OS external relation plug-ins 
 Promotion agency 
 Marketing agency 
 Consultant ( Art , Tech , Idea ) 
 Quality testing 
 Source Code (for Re-skinning)
 Entertainment Software Association 
 Mobile Game ARCH 
 Delloite 
 TapJoy 
 Neomobile 
 GameIndustry.biz 
 Gamasutra 
 GameSpot 
 Annual reports of Int. App Markets
Info@ARSHstudio.com

Future of mobile game industry

  • 1.
  • 2.
    If Perfection isjust the next limit, Then Stand behind, Watch the ground, Step beyond. Else Stay positive, Spend your time doing what you do.
  • 3.
     Alborz Highschool  Electrical engineer - IUST  AI & Robot programming  3D Animation  Project Management  Game Development  Game Design  Game Business  Gamification
  • 5.
     What hasworked for us?  What is building up NOW?  What can make a Future?
  • 6.
    2017, the sameyear that IDC forecasts digital PC/Mac revenues to reach $24 billion, the entire global games business could be worth more than $100 billion. Mobile and online gaming is becoming such a huge force worldwide that it could grow at a compound annual growth rate of 23.6 percent, ultimately accounting for about 60 percent of software market share in 2017 while generating $60 billion of the predicted $100 billion for the overall industry.
  • 8.
     Knowing thepast, monitoring present and predicting future  Numbers, Charts and Infographics …  What do we get from Numbers?
  • 22.
  • 24.
  • 25.
  • 26.
     Unlike previouslypopular games that had high-quality 3D graphics, games that are now succeeding on mobile devices are fun, engaging, and usually have a social aspect. In these new games, communication matters more than graphics. If people can play with others in your game, that’s more important than having super 3D models.
  • 31.
     Direct Sell  Powerful company  Hit Titles  In-App purchase  Can be free  Advertisement  Free
  • 32.
     Rovio Angry birds 2010  1m downlaods in 1 day  Electronic Arts  GameLoft  Square Enix (20$)
  • 35.
     Registered MobilePhones in IRAN (1393)  74.9 % we have 64m mobile phones  85% smart phones  Age under 40  Using abilities ~ 50%  Gamers in IRAN  20 ~ 25m  60% boys & 40% girls  Statistics ???
  • 36.
     Cafébazaar Cando  Myket  Plazza  Play-store  Iran-apps  Sibche  Please !!! Release some statistics.
  • 37.
     Direct Sell  Data Collection Apps 10m ~ 100m  Games 2m ~ 10m  IAB for Games  Rumors 10’000t in 20’000 downloads  Rumors 2m/d in over 200’000 downloads  Advertisement in Games  Local  Adad.ir CTR  1~2%  International 100$ ~ 20’000$
  • 38.
     Choose quality/ quantity  Start Marketing within production phase  Know your revenue channel (Design)  In every 10 app uploaded  1 seen  In every 10 app seen  1 sells to profit  In every 10 app sells  1 can go viral
  • 39.
  • 40.
     Consider Ageand Gender
  • 41.
  • 42.
     Have somethingfor hardcore gamers
  • 48.
     Gamification 2D/3d game-specific art  OS external relation plug-ins  Promotion agency  Marketing agency  Consultant ( Art , Tech , Idea )  Quality testing  Source Code (for Re-skinning)
  • 50.
     Entertainment SoftwareAssociation  Mobile Game ARCH  Delloite  TapJoy  Neomobile  GameIndustry.biz  Gamasutra  GameSpot  Annual reports of Int. App Markets
  • 51.

Editor's Notes

  • #3 How we treat future of the industry
  • #4 Introduction – computer as a tool for game - energy management national project – game career start 8 year – gamer
  • #5 Extrapolation from past till now – monitoring around present
  • #6 All different – 2 out of 3 – transform between 3
  • #7 Exaggerate – showing the scale
  • #8 More real – extrapolate – first 3 are real
  • #9 How we do in our present
  • #10 Start of game industry 1968 patent 1971 computer space – screen size and resolution
  • #11 N-gage – bejeweled father of candy crush saga
  • #12 Have you played doom? Action RPG – Apple iphone – one button phone vision of steve jobs
  • #13 Apple app store – idea of focused store developers – low entry business
  • #14 50,000 download per app
  • #15 Neomobile video graphy
  • #16 1/3 of all downloads have 2/3 of all money – power of buyers
  • #17 1/3 Time for games? TV watchers? advertisement
  • #18 30 to 50 %in revenue
  • #19 Have a look at genres and Other media hits
  • #20 Have a look at genres and Other media hits
  • #21 Top categories in app stores
  • #22 Location based
  • #23 Mature rated games income
  • #24 26 year span for a game
  • #25 Mobile players female > Male
  • #26 Change in some genres – stability of some genres
  • #27 Social games
  • #28 Notice puzzle – board - action
  • #30 96% playing
  • #31 6000$ per month
  • #32 Marketing for direct sell and IAP
  • #34 70% have In game currency most important – virtual goods – ¼ additional levels - gifts
  • #35 America – global 70B$ - mobile global 17B$
  • #39 Good game with bad marketing fails
  • #40 Go full local or full international – not both
  • #41 Go mature if you can!
  • #42 Stability – volume – number of games in a genre