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TOMORROW'S GAME MARKET
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GMGC2015 - Trends in The Chinese Mobile Game Market in 2020

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View the Presentation at https://www.youtube.com/watch?v=K0UWeu7Gr8s&list=PLZ-sflPJXbhTbnqNPGcAExEqOe1KjwItA&index=1
For a summary of the talk, visit http://bit.ly/1Jn4c21
Lv Peng, VP, Tencent
Presented at GMGC2015 Beijing,

Published in: Mobile
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GMGC2015 - Trends in The Chinese Mobile Game Market in 2020

  1. 1. 2929 E’ _. L ; fi?7izFEii: E u HE. ‘ TOMORROW'S GAME MARKET
  2. 2. O ; ‘fi$>‘dZF= flk7EE$$§6E Milestones of Gaming Industry Gameboy Ptaystauon MBFIIWBVOX OUVSSGY Foaturo Phone Games '. ' *0‘ -0- "0' C‘ '0' 19705 19805 19905 2000s 2010:. 20205 Nntendo ? §Im. Arcade XBox Smanphcne Game-5 Efiéfflibiiié 20209 iE3i5ZFfii%TaTJE% TGAOIVOWS GAME MAFOCET
  3. 3. Ofifi*£EWfifififi$$fim$% New Technology will Derive New Market 2015“ 2020‘ fifififififi fifi$fifi% 2015 Game Market Trends 2020 Game Market Trends 0 0 G) §é§fi$: *iB¥X2I'@034§’= }€= $273fiHflB9[Zfi ‘ (D §£—§fié§f5E$flfl‘:3fl: ’.79fiilI. _§§§ . Disundion among vanous gaming devices Integration of various gaming devices ® fi ® Fast growing, hnghly—segmented market New technology will denve new market © imfilfiflfifififlfifi ® Focus on game quality Focus on gaming expenence @ | Pm§'>U<’39§3IlB$D¥fi£IJi’Efii @ §fi1/tIL3E§i§itt! :‘. i‘A". Impact of IPs on boosting game revenue Emergence of various HCI patterns @ §fl&it © §f'Pffi‘7‘~éfi&kfiit‘. ¥F§ . Pan-entertainment business model Emergence of new business models %fi$%fi% SGAhEV&R€T
  4. 4. O 5lE§Eifi$R*ZFEi.7a H93:-E? Key Words of Future Gaming Market §‘E‘éI; ‘r, E NlIL’$E7_= _L%fi7’5i§ >'l5‘!7i%l’t3l3*. ll”‘5if—‘“ti33 Smart toys New HCI patterns Wide application of gamitication eesiixtaiiaaezz ‘—5fiI§fii$‘z‘%E€JEi$é Highly segmented gaming market Interaction with wearable devices gigiwyig vR7§2ARt§z7l<Ei€im‘zfi3 1Elfifi$lr§'e, '¥Et’J$l? J$t pan_emenammem Application of VR & AR Upgrade existing digital entertainment / KIEF-t‘_‘é9"J@Ffi §fJtEEl¢fil2l< Application of artificial intelligence New hardware devices @'J¥fiE19*i5$ §}JDélB5:‘B’~Jil}?3U2Fl51fi | nn0V3flV9 93019 P'aY5 Highly segmented gaming market 20209 flifiifirfiififififlfis. ‘ SGNE MARGT
  5. 5. ~ 0 4 ~ I _§ :4 m é’<‘i‘: EtSi? llEr‘% é’<‘i': Fi'#-i: ~iiiriicu€Ill’“. = saiueg uea. i:>s-ssoJ-3 sag! /tag pews qwi/ i fiuguieg O 5|E§iE$fi$X'3ZFE1fi7iEH‘J$¥§§§! ¥flif§%‘ Key Trends of Future Gaming Market Functions i1Il€%$l$t§HEE‘J¥l-$& upgrade existing digital entertainment $l$lii? !i2i7l£! § B1I'ld'l gaming enzeieraes Miiififitfiil‘. New HCI patterns sfilglliiflfiiliifi lrreraction with wearable devices Vrfiififfiit New hardware devices ! %i%§%¥f§. e. Into sharing armng devices Elilfifiiti? Cloud data syndvnnizetion Value Proposition mfilfififififi Interaction of wine! 8. physical items Elflifiifififillfifi lrrmetsrva QHTIITQ orpmence fifiiitiflfiifiifitlfi Convenent opeation ? ‘Iil‘b‘iX£'—-Eiflaztflii Comeaionbetweetvinual vvoride-reavimd lfiififi. ’i‘1$it. Personalization 8. sense of control Ii-itmiiilta Unified gaming erpenences EEIFITIU . ‘Eta? . 1&3! No limitation of time and space EETJEFBEEV Examples ewe ii? i1t.9tiQ Smart Toys Peripherals VRRARWH VR 8. AR games itaiiiefill E3354 Body sensation Mental sersanon iI¥l2iQ§53S‘Rf. BSl2’§.3 lntegatiori with weamble dewoes EEEULII/ K Robotic devices Efifiimfiflfiiififllflfifi Devdoprnenl of cross-saeeri games 20209 ; ii¥3l*2FEifiEiTJflF’; —-. ‘ SGNE MARGT
  6. 6. Ofiillfflfiiiliififié‘. i£iE—*/ "9‘i-£&i'I'. §fi$! ia"eH%i? lS9fi Interaction of Virtual and Physical items Furby Booin§°fiEifi. E1 Skylanderiftfi KEYWORDS Vfimfifififlflfii Simulation + Social elements Ei7l<Ifi; E'—fiE}l‘lifi‘iTt*Z‘.5.i:7J Interaction of physical toys with game characters 2o2oe il3$$UZFi: ‘ifififi§% SGAhEt&H€T
  7. 7. O VR}1ARt§7Rr"; '2F_‘ZFli . $'é'; ‘fi‘a‘= iizi2l$3-. °u Application of VR and AR Technology Oculus VR9<§ ? %&$XHoIo| er'is Allfiéfi KEY WORDS V $8-‘iiER§i5l3F'B’~Jifi§ 1_: ?Ji’l5$D¥% Real-tinie tracking oi gamer’ s movements Siigglliiifiifit iTLi"i= ’a'~; T:CB’~Ji5‘i‘>"<‘iZ. "‘= .2i§z. ‘ lmrriersrve gaming experiences V V Market Trends Opportunities 8. Clieillenges 20209 ‘}li¥3l*ZFii1fi'i§fiB% TCOAO%OW‘S GME MAFOGT
  8. 8. O )Kiii.3ET_= ‘1¥ii7‘: i'ii7i§i¥ii§E¥§llEIE. . iE9‘| -i‘li$1‘ZEJ'<fl New HCI Pattems Make It Easy & Fun at. MYO ‘+33% BrairtLirtl¢%‘. r’§3’"§‘i§'J’i€§ KEY WORDS V iéfii£fi§Pi§. §$U}E7T<E’~J§i*fi)EE’C Siiiipliiy the input process oi user‘ 5 instructions ifi‘¥i*ZP§}sT: }’; EHifi3‘5ifi? .E'. %7] illfiéifi Various possible ways of in—game controls ‘§{”9§‘*? ""§iC. ll 20209 ‘}li¥3l*ZFii1fi'i§fiB% TCOAO%OW‘S GME MAFOGT
  9. 9. O Lfifilfifiifififiéé‘. }]'iE; lTi$iUZ—5E1§l§fiEl€lH5€ii"= ’ Interaction with Wearable Devices 3E%E’éi8’—fi'i: £'£'iZ8i’E¥LT ? E%tt_I'§§ZERO§§ GunZ Dash 3. Razer Nabu Peitect Wnrlri Zero Shoes KEY WORDS vaasammmm Gamiiimtion iii real wortci activities §§ii§iii§§§—‘fiii¥; §Ei‘$ Focus on gamers interaction and heath 20209 SGAb£MAR€T
  10. 10. O fiifiififiiili. i‘fiEl5l3l= "El‘. “ti$ilE¥[l! ii‘at§rL‘. ~E New Fancy Hardware Devices Anki Drivc§iiE§$ A Splteroélifitizifi KEYWORDS " ‘LE§isT2i’l5+EEEfi¥§ Remote control 4» seli-programniing ifiEFi§F‘B’9i2‘é}’£! 'E'¢"? $U’i‘i$ii$%31? Meet gamers‘ needs of personalization & sense of control 2o2oe SGAhEt&H€T
  11. 11. Ofléfimfififlflfififufififl. 5§ili‘itt= JI‘fiJ$l1§i‘iTEt<Jl3Etl%| J Development of Cross-screen Games QQQ I-5-v *§. ¥¥- KEYWORDS V I / I. / Cloud data synchronization among devices ? E.$: ‘$H3E6¥l%“BU‘l’i§J, 7F§‘f5z’i%$El§I'EflB’]iiE%| J / ' No limitation of time 8i space V V 1.. Home iiiismiiaiz Market Trends Opportunities 8i Challenges / 9 / 2020 / / iiissiizrisiaarie SGMEWR€T
  12. 12. O 202Ofl5ifi$i. %ifii13EfiE'—'3.? ~% Efififififi Gaming with Smart Devices timfififitnfifi. FEE; iDI)JiiE fl’~Jt? 'ut‘. 5§ifi€’rv§i£iE—: t5i”iEifiitiJ7.i FE. t‘. El-‘J‘i~'Ii. ’r‘75Ei$1£? =lli‘hfi ti: Stilt at early stage of development. need to clarify the followings: tEi¢§i: iifDtr}; €£ Hardware infrastructure and standards E£flJ: t§il‘. Llti’i". E’iti¥ Business Model t’9’§3i'€iJR Contents t§; ,‘1—<£lS“£iiéi‘C}3t£3£i1ti Fonris of gaming experiences Tomorrow’ s Game Market i'i5ilii‘i= ‘!iii‘2iFl]‘L4$)filtt% Strategic Positioning 8i Market Entry Strategy Fi3i= 'flZé. * vs 3=t: i,tE¥Efl User platform vs Commercialization Iiliflfiat-3rfivs_ t§‘J3fiiIElli‘§ifi First mover vs Followers l79‘: %l3.5F$i{'. vs. £‘£li§€3l’ERL‘2fi In-house development vs. Strategic partnership Efififi Cross-screen Games fiikitt: -'. Ft; t&iEtEi? z‘lii}. '§’a7.t<. i’§fi2.§ti B’~Jfi1kt§itflL1t‘é§. i§{£L9.'F! 'l. ifififififfi-fififlfiz At tast—growing development phase, but still need to clarify the followings: 6ii1i= t§i: ttDtrE; €£ Hardware infrastructure and standards P9§§i’é;79i Contents Game genres &i'E§§ tt1Ul Design of HCI 8i Ul 20209 ; ti'§3i5ZFEifiJfiflF‘; —-. ‘ SGMEWHET
  13. 13. oewmwmmmemeemmefi. ¢@mm¢§ex China Gaming Market Outpaces All Other Regions $I3R775‘J=5i*ZFfii«§i%'I'.1§¥fiiW. U Global Gaming Market Overview ( 20t8—202OE ) Eflffi : Unit : USD in WIHIOHF-3 160.000 ' 142,619 140.000 0 . RE/ Others 120000 _ . }; ‘L'. T'iifit1ll, atinAinen(: a ‘C0000 _ 37-9” . H€WflIE/ South-eastAsia 80000 ‘ 18.358 I ti-[Z1/SouthKorea 00000 - . EMS/ Japan 40-000 — . =i= El/ China 20.000 _ . Eflifit/ Furope o O iti/ Norm America 2013 2014 2016E 2017E >>>> ~ 2020@ fifififififi gsltgfléifi: NEWZOO PWC. 331*‘ Hiflfitfi ToMoF| now‘seAMEMAFu<ET
  14. 14. 0 EEEEZ-‘Efi9él3EFJi‘a‘E The Future is Full of Possibilities ‘@733 SEES Sports Life use , , 1 , _ tee Entertainment ; ' _ '0 t_ ‘ ’ ‘ Health I ’ ' - ‘ i~: t§E ‘ 0 " ‘EFL soda; t Communication 331 la iii? Education More to come 2'C'2Cl@ TO? J".7F77?O‘IV-"1 fia‘AM"' Pi/ AF'I'1'T
  15. 15. THANKS . .'_: i ‘ T ‘l'O| /iOFiFiOv/ V;S. GAMEfiARKl: ‘l' gsfiw Tcncenr Games

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