SlideShare a Scribd company logo
Viking skib her?
•  Consumer spent more time on playing
•  Consumer time spent on games has seen an 40% YoY increase
•  Games are the primary driver on mobile devices
•  Games generate >66% of mobile revenues
•  From paid to F2P
•  Free games generate >95% of mobile games revenue
•  Games are no longer seen as boxed products
•  Games have evolved into continuous services
Why are games and gamification good business?
Latin America
4%
North America
27%
Europe, Middle
East & Africa
24%
Asia- Pacific
45%
+14% YoY
182 mio gamers
$3.3Bn
+1% YoY
195 mio gamers
$22.2Bn
+2% YoY
553 mio gamers
$19.1Bn
+15% YoY
817 mio gamers
$36.8Bn
You can make money in North America & Europe,
but growth is in Asia…
Source: NEWZOO, November 2014
Online Casual Games
12%
Games on Mobile
47%
MMO games
4%
Games on console
and portable
1%
Boxed and Downloaded
games
30%
Game middleware and
service providers
6%
Online Casual Games
Games on Mobile
MMO games
Games on console and portable
Boxed and Downloaded games
Game middleware and service providers
Danish game developers focus on mobile, tablet
and the PC platform markets
Source: Interactive Denmark, November 2014
Choose your target market carefully…
PC Market Segment is far from dead!
CASUAL WEB GAMES MMO GAMES PC(MID-) CORE GAMES
2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR
1,289M $7.6Bn +5.8% 885M $17.8Bn +11,2% 1,045M $7.4Bn +3,3%
Source: NEWZOO, November 2014
The big money still comes from consoles, but tablet
and mobile are booming…
SMARTPHONE TABLET CONSOLE
2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR
1,268M $15.2Bn +19.0% 527M $6.5Bn +28.2% 727M $23.4Bn +0.8%
Source: NEWZOO, November 2014
Our Nordic friends have betrayed us…
Neogames
Dataspelsbranschen
Producentforeningen
April 2016
Turnover growth +196%
Producentforeningen & Interactive Denmark
Danske Indholdsproducenter i tal, 2014
Export growth up 500 millioner kr.
Producentforeningen & Interactive Denmark
Danske Indholdsproducenter i tal, 2014
From 72 to 190 companies
Producentforeningen & Interactive Denmark
Danske Indholdsproducenter i tal, 2014
735 full time employed
Producentforeningen & Interactive Denmark
Danske Indholdsproducenter i tal, 2014
1.  How flexible are you when it comes to business model? How have you
prepared yourself for change?
2.  How will you satisfy the need of consumers to create and share (in addition to
having a cool experience) within your game/marketing experience?
3.  How will your game keep the consumer entertained without too much effort
(e.g. content creation) from your side, because time is money?
4.  How do you envisage your launch strategy over time? Do you need time or
money?
5.  Who will manage your community and who will analyse all the data coming in
after launch?
6.  What is the contribution of the typical screens that surround a consumer to
your success? At start and after becoming profitable? Marketing vs experience
vs monetization vs community.
7.  With all your new (commercial) responsibilities in running games as a service,
how will you make sure not to compromise your genius creativity and game
concept?
Key Trends in Games – Things to Consider
A special thanks to Peter Warman and Newzoo for providing us with industry data

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Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

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  • 6. •  Consumer spent more time on playing •  Consumer time spent on games has seen an 40% YoY increase •  Games are the primary driver on mobile devices •  Games generate >66% of mobile revenues •  From paid to F2P •  Free games generate >95% of mobile games revenue •  Games are no longer seen as boxed products •  Games have evolved into continuous services Why are games and gamification good business?
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  • 8. Latin America 4% North America 27% Europe, Middle East & Africa 24% Asia- Pacific 45% +14% YoY 182 mio gamers $3.3Bn +1% YoY 195 mio gamers $22.2Bn +2% YoY 553 mio gamers $19.1Bn +15% YoY 817 mio gamers $36.8Bn You can make money in North America & Europe, but growth is in Asia… Source: NEWZOO, November 2014
  • 9. Online Casual Games 12% Games on Mobile 47% MMO games 4% Games on console and portable 1% Boxed and Downloaded games 30% Game middleware and service providers 6% Online Casual Games Games on Mobile MMO games Games on console and portable Boxed and Downloaded games Game middleware and service providers Danish game developers focus on mobile, tablet and the PC platform markets Source: Interactive Denmark, November 2014
  • 10. Choose your target market carefully… PC Market Segment is far from dead! CASUAL WEB GAMES MMO GAMES PC(MID-) CORE GAMES 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 1,289M $7.6Bn +5.8% 885M $17.8Bn +11,2% 1,045M $7.4Bn +3,3% Source: NEWZOO, November 2014
  • 11. The big money still comes from consoles, but tablet and mobile are booming… SMARTPHONE TABLET CONSOLE 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 1,268M $15.2Bn +19.0% 527M $6.5Bn +28.2% 727M $23.4Bn +0.8% Source: NEWZOO, November 2014
  • 12. Our Nordic friends have betrayed us…
  • 14. Turnover growth +196% Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014
  • 15. Export growth up 500 millioner kr. Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014
  • 16. From 72 to 190 companies Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014
  • 17. 735 full time employed Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014
  • 18. 1.  How flexible are you when it comes to business model? How have you prepared yourself for change? 2.  How will you satisfy the need of consumers to create and share (in addition to having a cool experience) within your game/marketing experience? 3.  How will your game keep the consumer entertained without too much effort (e.g. content creation) from your side, because time is money? 4.  How do you envisage your launch strategy over time? Do you need time or money? 5.  Who will manage your community and who will analyse all the data coming in after launch? 6.  What is the contribution of the typical screens that surround a consumer to your success? At start and after becoming profitable? Marketing vs experience vs monetization vs community. 7.  With all your new (commercial) responsibilities in running games as a service, how will you make sure not to compromise your genius creativity and game concept? Key Trends in Games – Things to Consider
  • 19. A special thanks to Peter Warman and Newzoo for providing us with industry data