SlideShare ist ein Scribd-Unternehmen logo
1 von 15
Le multijoueur des Jeux-vidéo:
   Les stratégies gagnantes




     Speaker: Monsieur Bond
Structure de la présentation
1. Le marché du jeux-vidéo actuel
2. Les plateformes actuels
3. Les modèles d’affaires dans le jeux-vidéo
4. Analyses des modèles (Les meilleurs et
   les pires)
5. Discussion
Le marché actuel du jeux-vidéo
• Trois marchés principale: Amérique du nord,
  Europe, Asie
• 2011:
      65 milliards de dollars mondialement
      24.75 milliards de dollars en chiffres d’affaires
aux états-unis, 157 millions de joueurs actifs
      18.54 milliards en contenu
      2011: 31% numérique, 69% physique
• Hommes vs femmes? Âge moyenne?
 1.   Factbox: A look at the $65 billion video game industry:
      http://uk.reuters.com/article/2011/06/06/us-videogames-factbox-idUKTRE75552I20110606
 2.   2012 sales, demographic and usage data, Entertainment Software Association:
      http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf
Le marché actuel du jeux-vidéo




3.   http://www.newzoo.com/infographics/
Les plateformes du jeux




3.   http://www.newzoo.com/infographics/
Les modèles d’affaires actuels
1. La vente en détail ou numérique
2. La formule abonnement
3. Free-to-play

Stratégies de fidelisation et de revenu
continues?

4.   MacInnes, I.(2006) Property rights, legal issues and business models in virtual
     world communities, Electronic Commerce Research, 6(1), 39-56
5.   Sharp, C.E. et Rowe, M.(2006) Online games and e-business: Architecture for
     integrating business models and services into online games, IBM Systems
     Journal, 45(1), 161-179
Modèle 1: La vente en ligne ou en
         détaille (one-time)
Plateformes: PC/Mac, Consoles, Mobiles

Forces:
 Un revenu plus élevé sur le front-end
 Jeux qui nécessite peu ou pas de support pour les fonctions multi-joueurs
  permettent un plus grand revenu


Faiblesse:
 Difficile de maintenir un revenu long terme

Stratégies utilisés pour généré du revenu
supplémentaire:
Contenu additionnel payant, éditions limités ou contenu bonus

Ex: Halo, Diablo 3, Starcraft 2, Borderlands 2
Le Mobile, le plus grand joueur
           dans le one-time




3.    http://www.newzoo.com/infographics/
6.    Soh, J. et Tan, B. (2008), Mobile Gaming, Communications of the ACM, 51(3), 35-39
Modèle 2: La formule
                  abonnement
Plateformes: PC/Mac, Web, Console

Force:
 Un revenu continue et fixe directement lié au nombre
  d’utilisateur

Faiblesse:
 Garantie de service, overhead souvent énorme

Stratégies utilisés pour généré du revenu supplémentaire:
Contenu additionnel payant, Items en jeux supplémentaires, abonnement
préférentiels, etc.

Ex: World of Warcraft, Puzzle Pirates, Xbox Live

7.   Hamari, J.(2010), Game design as marketing: How game mechanics create demand for
     virtual goods, International Journal of Business Science & Applied Management, 5(1), 14-29
La formule d’abonnement un
            modèle mourrant?
Quel est le problème de World of Warcraft?
8.   Fontevecchia, A.(2012), World of Warcraft, Guild Wars 2 and Vivendi:
     Activision’s Achilles’ Heel, Forbes
     http://www.forbes.com/sites/afontevecchia/2012/08/02/world-of-warcraft-
     guild-wars-2-and-vivendi-activisions-achilles-heel/



Échecs d’imiter le modèle
Le cloud gaming
9.   Ojala, A et Tyrvainen, P.(2011), Developing Cloud Business Models: A Case
     study on Cloud Gaming, IEE Software, 28(4), 42-47
Modèle 3: La gratuité ou Free to
                 play
Plateformes: PC/Mac, Web, Console, Mobile, Réseaux-sociales

Force:
 Attrait pour la clientèle

Faiblesse:
 Aucun revenu généré par l’achat

Stratégies utilisés pour généré du revenu supplémentaire:
Contenu additionnel payant, Items en jeux supplémentaires, progression rapide,
publicité etc.

Ex: League of Legends, Dota 2, Sims Social, etc.
Discussion
• La publicité dans le jeu
10.    Lewis, B et Porter, L. (2010), In-Game Advertising Effects: Examining Player
      perceptions of advertising schema congruity in a massively multiplayer online
      role-playing game, Journal of interactive Advertising, 10(2), 46-60

• L’argent virtuel: taux de change et création
  de valeur artificiel
• Le contenu généré par les utilisateurs, et
  les communautés de jeu
L’avenir du jeux
•   L’ouya la révolution console
•   Le cloud
•   Le mobile
•   Chang, T. (2010), Gaming will save us
    all, Communications of the
    ACM, 53(3), 22-24
Merci!
• http://blog.jamesstuartleebond.com/
• https://twitter.com/BigLeeBondski

• Questions?
Bibliographie
1.    Factbox: A look at the $65 billion video game industry:
      http://uk.reuters.com/article/2011/06/06/us-videogames-factbox-idUKTRE75552I20110606
2.    2012 sales, demographic and usage data, Entertainment Software Association:
      http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf
3.    Infographics fournit par la firme NewZoo:
      http://www.newzoo.com/infographics/
4.    MacInnes, I.(2006) Property rights, legal issues and business models in virtual world communities,
      Electronic Commerce Research, 6(1), 39-56
5.    Sharp, C.E. et Rowe, M.(2006) Online games and e-business: Architecture for integrating business
      models and services into online games, IBM Systems Journal, 45(1), 161-179
6.    Soh, J. et Tan, B. (2008), Mobile Gaming, Communications of the ACM, 51(3), 35-39
7.    Hamari, J.(2010), Game design as marketing: How game mechanics create demand for virtual goods,
      International Journal of Business Science & Applied Management, 5(1), 14-29
8.    Fontevecchia, A.(2012), World of Warcraft, Guild Wars 2 and Vivendi: Activision’s Achilles’ Heel,
      Forbes
      http://www.forbes.com/sites/afontevecchia/2012/08/02/world-of-warcraft-guild-wars-2-and-vivendi-
      activisions-achilles-heel/
9.    Ojala, A et Tyrvainen, P.(2011), Developing Cloud Business Models: A Case study on Cloud Gaming,
      IEE Software, 28(4), 42-47
10.    Lewis, B et Porter, L. (2010), In-Game Advertising Effects: Examining Player perceptions of
      advertising schema congruity in a massively multiplayer online role-playing game, Journal of
      interactive Advertising, 10(2), 46-60
11.   Greengard, S. (2011), Social Games, Virtual Goods, 54(4), 19-21
12.   Chang, T. (2010), Gaming will save us all, Communications of the ACM, 53(3), 22-24

Weitere ähnliche Inhalte

Empfohlen

Product Design Trends in 2024 | Teenage Engineerings
Product Design Trends in 2024 | Teenage EngineeringsProduct Design Trends in 2024 | Teenage Engineerings
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
 
How Race, Age and Gender Shape Attitudes Towards Mental Health
How Race, Age and Gender Shape Attitudes Towards Mental HealthHow Race, Age and Gender Shape Attitudes Towards Mental Health
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
 
AI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfAI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
 
PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024Neil Kimberley
 
Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)contently
 
How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024Albert Qian
 
Social Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsSocial Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsKurio // The Social Media Age(ncy)
 
Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
 
5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summarySpeakerHub
 
ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
 
Getting into the tech field. what next
Getting into the tech field. what next Getting into the tech field. what next
Getting into the tech field. what next Tessa Mero
 
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentGoogle's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentLily Ray
 
Time Management & Productivity - Best Practices
Time Management & Productivity -  Best PracticesTime Management & Productivity -  Best Practices
Time Management & Productivity - Best PracticesVit Horky
 
The six step guide to practical project management
The six step guide to practical project managementThe six step guide to practical project management
The six step guide to practical project managementMindGenius
 
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...RachelPearson36
 
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Applitools
 
12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at WorkGetSmarter
 

Empfohlen (20)

Product Design Trends in 2024 | Teenage Engineerings
Product Design Trends in 2024 | Teenage EngineeringsProduct Design Trends in 2024 | Teenage Engineerings
Product Design Trends in 2024 | Teenage Engineerings
 
How Race, Age and Gender Shape Attitudes Towards Mental Health
How Race, Age and Gender Shape Attitudes Towards Mental HealthHow Race, Age and Gender Shape Attitudes Towards Mental Health
How Race, Age and Gender Shape Attitudes Towards Mental Health
 
AI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfAI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdf
 
Skeleton Culture Code
Skeleton Culture CodeSkeleton Culture Code
Skeleton Culture Code
 
PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024
 
Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)
 
How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024
 
Social Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsSocial Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie Insights
 
Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024
 
5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary
 
ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd
 
Getting into the tech field. what next
Getting into the tech field. what next Getting into the tech field. what next
Getting into the tech field. what next
 
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentGoogle's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search Intent
 
How to have difficult conversations
How to have difficult conversations How to have difficult conversations
How to have difficult conversations
 
Introduction to Data Science
Introduction to Data ScienceIntroduction to Data Science
Introduction to Data Science
 
Time Management & Productivity - Best Practices
Time Management & Productivity -  Best PracticesTime Management & Productivity -  Best Practices
Time Management & Productivity - Best Practices
 
The six step guide to practical project management
The six step guide to practical project managementThe six step guide to practical project management
The six step guide to practical project management
 
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
 
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
 
12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work
 

Le multijoueur des jeux vidéo

  • 1. Le multijoueur des Jeux-vidéo: Les stratégies gagnantes Speaker: Monsieur Bond
  • 2. Structure de la présentation 1. Le marché du jeux-vidéo actuel 2. Les plateformes actuels 3. Les modèles d’affaires dans le jeux-vidéo 4. Analyses des modèles (Les meilleurs et les pires) 5. Discussion
  • 3. Le marché actuel du jeux-vidéo • Trois marchés principale: Amérique du nord, Europe, Asie • 2011: 65 milliards de dollars mondialement 24.75 milliards de dollars en chiffres d’affaires aux états-unis, 157 millions de joueurs actifs 18.54 milliards en contenu 2011: 31% numérique, 69% physique • Hommes vs femmes? Âge moyenne? 1. Factbox: A look at the $65 billion video game industry: http://uk.reuters.com/article/2011/06/06/us-videogames-factbox-idUKTRE75552I20110606 2. 2012 sales, demographic and usage data, Entertainment Software Association: http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf
  • 4. Le marché actuel du jeux-vidéo 3. http://www.newzoo.com/infographics/
  • 5. Les plateformes du jeux 3. http://www.newzoo.com/infographics/
  • 6. Les modèles d’affaires actuels 1. La vente en détail ou numérique 2. La formule abonnement 3. Free-to-play Stratégies de fidelisation et de revenu continues? 4. MacInnes, I.(2006) Property rights, legal issues and business models in virtual world communities, Electronic Commerce Research, 6(1), 39-56 5. Sharp, C.E. et Rowe, M.(2006) Online games and e-business: Architecture for integrating business models and services into online games, IBM Systems Journal, 45(1), 161-179
  • 7. Modèle 1: La vente en ligne ou en détaille (one-time) Plateformes: PC/Mac, Consoles, Mobiles Forces:  Un revenu plus élevé sur le front-end  Jeux qui nécessite peu ou pas de support pour les fonctions multi-joueurs permettent un plus grand revenu Faiblesse:  Difficile de maintenir un revenu long terme Stratégies utilisés pour généré du revenu supplémentaire: Contenu additionnel payant, éditions limités ou contenu bonus Ex: Halo, Diablo 3, Starcraft 2, Borderlands 2
  • 8. Le Mobile, le plus grand joueur dans le one-time 3. http://www.newzoo.com/infographics/ 6. Soh, J. et Tan, B. (2008), Mobile Gaming, Communications of the ACM, 51(3), 35-39
  • 9. Modèle 2: La formule abonnement Plateformes: PC/Mac, Web, Console Force:  Un revenu continue et fixe directement lié au nombre d’utilisateur Faiblesse:  Garantie de service, overhead souvent énorme Stratégies utilisés pour généré du revenu supplémentaire: Contenu additionnel payant, Items en jeux supplémentaires, abonnement préférentiels, etc. Ex: World of Warcraft, Puzzle Pirates, Xbox Live 7. Hamari, J.(2010), Game design as marketing: How game mechanics create demand for virtual goods, International Journal of Business Science & Applied Management, 5(1), 14-29
  • 10. La formule d’abonnement un modèle mourrant? Quel est le problème de World of Warcraft? 8. Fontevecchia, A.(2012), World of Warcraft, Guild Wars 2 and Vivendi: Activision’s Achilles’ Heel, Forbes http://www.forbes.com/sites/afontevecchia/2012/08/02/world-of-warcraft- guild-wars-2-and-vivendi-activisions-achilles-heel/ Échecs d’imiter le modèle Le cloud gaming 9. Ojala, A et Tyrvainen, P.(2011), Developing Cloud Business Models: A Case study on Cloud Gaming, IEE Software, 28(4), 42-47
  • 11. Modèle 3: La gratuité ou Free to play Plateformes: PC/Mac, Web, Console, Mobile, Réseaux-sociales Force:  Attrait pour la clientèle Faiblesse:  Aucun revenu généré par l’achat Stratégies utilisés pour généré du revenu supplémentaire: Contenu additionnel payant, Items en jeux supplémentaires, progression rapide, publicité etc. Ex: League of Legends, Dota 2, Sims Social, etc.
  • 12. Discussion • La publicité dans le jeu 10. Lewis, B et Porter, L. (2010), In-Game Advertising Effects: Examining Player perceptions of advertising schema congruity in a massively multiplayer online role-playing game, Journal of interactive Advertising, 10(2), 46-60 • L’argent virtuel: taux de change et création de valeur artificiel • Le contenu généré par les utilisateurs, et les communautés de jeu
  • 13. L’avenir du jeux • L’ouya la révolution console • Le cloud • Le mobile • Chang, T. (2010), Gaming will save us all, Communications of the ACM, 53(3), 22-24
  • 15. Bibliographie 1. Factbox: A look at the $65 billion video game industry: http://uk.reuters.com/article/2011/06/06/us-videogames-factbox-idUKTRE75552I20110606 2. 2012 sales, demographic and usage data, Entertainment Software Association: http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf 3. Infographics fournit par la firme NewZoo: http://www.newzoo.com/infographics/ 4. MacInnes, I.(2006) Property rights, legal issues and business models in virtual world communities, Electronic Commerce Research, 6(1), 39-56 5. Sharp, C.E. et Rowe, M.(2006) Online games and e-business: Architecture for integrating business models and services into online games, IBM Systems Journal, 45(1), 161-179 6. Soh, J. et Tan, B. (2008), Mobile Gaming, Communications of the ACM, 51(3), 35-39 7. Hamari, J.(2010), Game design as marketing: How game mechanics create demand for virtual goods, International Journal of Business Science & Applied Management, 5(1), 14-29 8. Fontevecchia, A.(2012), World of Warcraft, Guild Wars 2 and Vivendi: Activision’s Achilles’ Heel, Forbes http://www.forbes.com/sites/afontevecchia/2012/08/02/world-of-warcraft-guild-wars-2-and-vivendi- activisions-achilles-heel/ 9. Ojala, A et Tyrvainen, P.(2011), Developing Cloud Business Models: A Case study on Cloud Gaming, IEE Software, 28(4), 42-47 10. Lewis, B et Porter, L. (2010), In-Game Advertising Effects: Examining Player perceptions of advertising schema congruity in a massively multiplayer online role-playing game, Journal of interactive Advertising, 10(2), 46-60 11. Greengard, S. (2011), Social Games, Virtual Goods, 54(4), 19-21 12. Chang, T. (2010), Gaming will save us all, Communications of the ACM, 53(3), 22-24