Diversity and Games
Growth Opportunities Abound
Wanda Meloni
M2 Research
Women’s Luncheon – Casual Connect
San Francisco, August 1, 2013
2
Global Games Market Shows 6.7% Growth Rate
3
Global Market Per Segment | 2013E
4
Global Market Per Region | 2013E
5
Smartphones & Tablets Driving Change
6
Mobile Gamer Growth per Age & Gender
7
Gamers per Segment | Global and North AmericaGLOBALNORTHAMERICA
1,240
ALL GAMERS (MILLION, GLOBAL)
ALL GAMERS (MILLION, NORTH AMERICA)
619 817 282 652 173 543 1,045
192 79 112 56 104 37 126 160
48% 36% 42% 46% 50% 45% 45% 48%
92 28 47 26 52 17 57 77
Q2 2013
FEMALE GAMERS (MILLION, NORTH AMERICA)
© 2013 Newzoo
8
Home Situation Tablet & Smartphone Gamers
39% of 92M US Smartphone gamers and
42% of 50M US Tablet gamers has kids at home
FACT: 30M Americans play on both a Smartphone and a Tablet
© 2013 Newzoo
Kids and Games
9
Kids are quickly adopting mobile devices as a preferred
game platform.
TABLETS:
• 79% - play on an iPad
MOBILE PHONES:
• 64% - kids have mobile phones
• Girls are playing more on mobile devices than boys
• Kids are engaging with multiple screens simultaneously
• Not just at the PC, but on the living room couch as well
• Mobile devices are changing the way kids engage with their games
Source: M2 Research, KidSay
1. Kids influence over 75% of video game purchases
2. Over 93% say they play games online
Women in Games – Comparison with Film
10
Sources: Celluloid Ceiling, Game Developer Magazine
0%
5%
10%
15%
20%
25%
Women in the Film Industry
0%
5%
10%
15%
20%
25%
Women in the Games Industry
Women in the Industry
11
Diversity Survey –
While the average wage for both men and women $50-$75K, overall women had a
higher education.
Women:
• 37% have undergraduate degree
• 49% post graduate degrees
• 5% PhD
Men:
• 46.9% have undergraduate degree
• 37.6% post graduate degrees
• 3% PhD
Source: M2 Research
As an industry –
1. Women currently comprise less than 15% of game development
2. More opportunity to market and support them as consumers
12
Diversity of Platforms
• Number of screen options has doubled.
Diversity of Regions
• Global market is important but regions are still unique.
Diversity of Consumers
• Consumers are more diverse – no longer a one size fits all market.
Diversity of Content
• New genres, new peripherals, educational, games for good, corporate,training, engagement/loyalty.
Diversity of Studios
• Studios will succeed when development and management teams have diversity.
Diversity Critical to Success
1
2
3
4
5
Games now reach more people regardless of age, demographics or geography
Games are Universal
Women’s Luncheon – Casual Connect Panel
14
Panelist Title Company Twitter
Michelle Leyden-Li Senior Director of
Marketing
Qualcomm @snapdragon
Erin Glenn CFO Kixeye @leeeringlenn
@kixeye
Brenda Gershkovitch CEO Silicon Sisters @bren67
@siliconsisters
Asra Rasheed Co-Founder Reading Rainbow
RRKids
@asrarasheed
@readingrainbow
Wanda Meloni Founder, Senior
Analyst
M2 Research @wandameloni
@m2research
Please email me for a copy of this slide deck: wanda@m2research.com

M2 Research - Women's Luncheon at Casual Connect 2013

  • 1.
    Diversity and Games GrowthOpportunities Abound Wanda Meloni M2 Research Women’s Luncheon – Casual Connect San Francisco, August 1, 2013
  • 2.
    2 Global Games MarketShows 6.7% Growth Rate
  • 3.
    3 Global Market PerSegment | 2013E
  • 4.
    4 Global Market PerRegion | 2013E
  • 5.
  • 6.
    6 Mobile Gamer Growthper Age & Gender
  • 7.
    7 Gamers per Segment| Global and North AmericaGLOBALNORTHAMERICA 1,240 ALL GAMERS (MILLION, GLOBAL) ALL GAMERS (MILLION, NORTH AMERICA) 619 817 282 652 173 543 1,045 192 79 112 56 104 37 126 160 48% 36% 42% 46% 50% 45% 45% 48% 92 28 47 26 52 17 57 77 Q2 2013 FEMALE GAMERS (MILLION, NORTH AMERICA) © 2013 Newzoo
  • 8.
    8 Home Situation Tablet& Smartphone Gamers 39% of 92M US Smartphone gamers and 42% of 50M US Tablet gamers has kids at home FACT: 30M Americans play on both a Smartphone and a Tablet © 2013 Newzoo
  • 9.
    Kids and Games 9 Kidsare quickly adopting mobile devices as a preferred game platform. TABLETS: • 79% - play on an iPad MOBILE PHONES: • 64% - kids have mobile phones • Girls are playing more on mobile devices than boys • Kids are engaging with multiple screens simultaneously • Not just at the PC, but on the living room couch as well • Mobile devices are changing the way kids engage with their games Source: M2 Research, KidSay 1. Kids influence over 75% of video game purchases 2. Over 93% say they play games online
  • 10.
    Women in Games– Comparison with Film 10 Sources: Celluloid Ceiling, Game Developer Magazine 0% 5% 10% 15% 20% 25% Women in the Film Industry 0% 5% 10% 15% 20% 25% Women in the Games Industry
  • 11.
    Women in theIndustry 11 Diversity Survey – While the average wage for both men and women $50-$75K, overall women had a higher education. Women: • 37% have undergraduate degree • 49% post graduate degrees • 5% PhD Men: • 46.9% have undergraduate degree • 37.6% post graduate degrees • 3% PhD Source: M2 Research As an industry – 1. Women currently comprise less than 15% of game development 2. More opportunity to market and support them as consumers
  • 12.
    12 Diversity of Platforms •Number of screen options has doubled. Diversity of Regions • Global market is important but regions are still unique. Diversity of Consumers • Consumers are more diverse – no longer a one size fits all market. Diversity of Content • New genres, new peripherals, educational, games for good, corporate,training, engagement/loyalty. Diversity of Studios • Studios will succeed when development and management teams have diversity. Diversity Critical to Success 1 2 3 4 5
  • 13.
    Games now reachmore people regardless of age, demographics or geography Games are Universal
  • 14.
    Women’s Luncheon –Casual Connect Panel 14 Panelist Title Company Twitter Michelle Leyden-Li Senior Director of Marketing Qualcomm @snapdragon Erin Glenn CFO Kixeye @leeeringlenn @kixeye Brenda Gershkovitch CEO Silicon Sisters @bren67 @siliconsisters Asra Rasheed Co-Founder Reading Rainbow RRKids @asrarasheed @readingrainbow Wanda Meloni Founder, Senior Analyst M2 Research @wandameloni @m2research Please email me for a copy of this slide deck: wanda@m2research.com

Editor's Notes

  • #10 * M2 Research estimates kids influence 75% of game purchases* 84% bought their phones new* Girls – at least 43% play on mobile devices
  • #11 In Films:Women are most likely to work in the documentary, drama, and animated film genres. They are least likely to work in the action, horror and sci-fi genres.FilmWomenMenDirectors9%91%Writers15%85%Exec. Producers17%83%Producers25%75%Editors20%80%Cinematographers2%98%GamesWomenMenDesigners11%89%Artists/Animators16%84%Business/Legal18%82%Producers23%77%Audio Developers4%94%QA Testers7%93%Programmers4%96%