November 7th – 13th 2009




    A Giant Sucking Sound
    Video Games Move Online

     By:
     Group 6
     Hitendrasinh Zala
     Ketan Changani
     Ruchi Gattani
     Shoaib Qureshi
     Vishal Bhatnagar
2




Contents
Introduction

Types of Online Games

Industry

Mobile & Social Gaming

Edge over Video Games

Problems of Online Gaming

Road Ahead
3




Introduction
• Internet swallows another media business

• Music, software & videos are all increasingly obtained
  online now free of charge

• Video games are next
4




Types of Online Games
• MMRPOG – Massively Multiplayer Role Playing Games,
  very popular in Asia

• Episodic Gaming – New add-ons can be downloaded for
  a fee

• Casual Online Games – Web-based version of board &
  card games
5




Industry
                   Market ($55 Billion)
    Online Games ($9.4 Billion)   Video Games ($45.6 Billion)



                                  17%




                        83%
6




Industry
• Many PC‟s are powerful enough to run fast moving
  graphics, so firms are offering online games either
  through a client software or web browser

• Gameforge.com offers 15 online games & has more than
  85 million registered users

• Otoy.com & OnLive.com are planning to let users
  play console games without consoles by online
  streaming
7




Mobile & Social Gaming
• Smart-phones allow users to download new games or
  play online via internet

• Social games are more about interaction than action &
  are very popular on social networking sites like Facebook

• Zynga is the market leader in social games with 22
  million registered users
8




Edge over Video Games
• Developing new games costs a few hundred thousand
  dollars, online distribution is far cheaper & spreads
  “virally”

• Users can take advantages of improvements in games
  rather than having to buy out new ones

• Publishers earn money by,
  ▫ Charging subscription fees
  ▫ Selling advertisements
  ▫ Offering virtual goods for interested gamers
9




Problems of Online Gaming
• Online players often move to new games very quickly

• Collecting small sums from millions of users is expensive

• Mobile operators take a big cut when payments are made
  using „premium‟ text messages
10




Road Ahead
• Facebook, Apple are trying to develop a low-cost
  payment system for gamers

• Music & newspaper industries are also hoping that the
  customers be persuaded to pay small amounts for
  services
11

Onlinegames

  • 1.
    November 7th –13th 2009 A Giant Sucking Sound Video Games Move Online By: Group 6 Hitendrasinh Zala Ketan Changani Ruchi Gattani Shoaib Qureshi Vishal Bhatnagar
  • 2.
    2 Contents Introduction Types of OnlineGames Industry Mobile & Social Gaming Edge over Video Games Problems of Online Gaming Road Ahead
  • 3.
    3 Introduction • Internet swallowsanother media business • Music, software & videos are all increasingly obtained online now free of charge • Video games are next
  • 4.
    4 Types of OnlineGames • MMRPOG – Massively Multiplayer Role Playing Games, very popular in Asia • Episodic Gaming – New add-ons can be downloaded for a fee • Casual Online Games – Web-based version of board & card games
  • 5.
    5 Industry Market ($55 Billion) Online Games ($9.4 Billion) Video Games ($45.6 Billion) 17% 83%
  • 6.
    6 Industry • Many PC‟sare powerful enough to run fast moving graphics, so firms are offering online games either through a client software or web browser • Gameforge.com offers 15 online games & has more than 85 million registered users • Otoy.com & OnLive.com are planning to let users play console games without consoles by online streaming
  • 7.
    7 Mobile & SocialGaming • Smart-phones allow users to download new games or play online via internet • Social games are more about interaction than action & are very popular on social networking sites like Facebook • Zynga is the market leader in social games with 22 million registered users
  • 8.
    8 Edge over VideoGames • Developing new games costs a few hundred thousand dollars, online distribution is far cheaper & spreads “virally” • Users can take advantages of improvements in games rather than having to buy out new ones • Publishers earn money by, ▫ Charging subscription fees ▫ Selling advertisements ▫ Offering virtual goods for interested gamers
  • 9.
    9 Problems of OnlineGaming • Online players often move to new games very quickly • Collecting small sums from millions of users is expensive • Mobile operators take a big cut when payments are made using „premium‟ text messages
  • 10.
    10 Road Ahead • Facebook,Apple are trying to develop a low-cost payment system for gamers • Music & newspaper industries are also hoping that the customers be persuaded to pay small amounts for services
  • 11.