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Game connection presentation
1. Business Trends of Connected Games
Andrew Walker
VP Business Development
Suddenly Social, Inc
2. Defining Connected Games
We’ve transitioned from a development model that
builds games using middleware into using services
Being “online” is a given
Services include:
User auth
Social messaging
Advertising
Analytics
Game Servers
3. Connectedness is…
1. Simultaneous play: competitive and cooperative
2. Social messaging: Achievements, Chat, Game Events
3. Cross platform and cross game
Connectedness Engagement Revenue++
Massive scale connectedness is the next great frontier for
game developers
4. Connected Game Model
Clients Code Connected Game Server Social nets
(FB…)
User
account DB
Android
Web
Analytics
iOS
PC
Game Social
messaging
Server Data Existing
games
network
Network
5. Importance
The incredible growth of players on social, MMO and
mobile over the next five years
Positioning your business to take advantage
Avoiding the pitfalls of building Connected Games
Figuring out which services are right for you
6. Social/MMO + Mobile =
Over 1bn Connected Users!
1800
1600 Combined market
revenue of $100bn by
1400 CY16!!!
1200
1000
1000s
Social/MMO
800 Mobile
600
400
200
0
2010 2011 2012 2013 2014 2015 2016
Sources: IE Market Research, Gamesbrief.com Social Gaming Summit 2011, Digi-Capital
7. Beyond Games…Online Gambling
Whether it will become widely legalized in the US is
open to debate
Major players are making their moves
The requirement for secure gameplay necessitates the
connected model
In terms of revenue potential and users the effect is
enormous
(with or without the US)
8. Social + Mobile + Gambling =
2bn Connected Users!
3000
Combined market
2500 revenue of $100bn by
CY16!!!
2000
1000s
Social/MMO
1500
Mobile
Gambling
1000
500
0
2010 2011 2012 2013 2014 2015 2016
Sources: IE Market Research, Gamesbrief.com Social Gaming Summit 2011, Digi-Capital
9. Even more reasons…Asia
The emergence of the smartphone market in China
Amazing numbers for Android and iPhone activations
Almost all smartphones are jailbroken immediately after
activation to allow pirated content
The only way to potentially make any revenue is to give
the client away and use connected services
Almost a re-run of the Asian MMO market
10. Connected Game Model
Clients Code Connected Game Server Social nets
(FB…)
User
account DB
Android
Web
Analytics
iOS
PC
Game Social
messaging
Server Data Existing
games
network
Network
11. Some final points….
Identity models are fragmented
Supporting certain user identity schemes becomes a
business decision – App discovery? Advertising?
Building out and operating secure game servers is
expensive
Services are becoming available allowing devs to avoid
the complexity of social networks
14. Beyond Gaming - Gambling
Online Gambling has enormous market potential
Forecast growth from $30bn CY11 to $50bn CY16*
The Suddenly Social Application Platform solves all of the
major problems in deploying connected gambling games
Result: Suddenly Social will ship a mobile gambling engine in
Q2 2011
V1.0: Poker, Slots, Craps, Liar’s Dice
Liar’s Dice chosen as proof of concept:
Working version prototyped in one week
Shipping to Apple App Store in February 2011
Mobile Casino Game engine will fully leverage the power of
connectedness to increase monetization
*Source: Global Betting and Gaming Consultants