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WoW Epic Mounts Friends For Sale
$37 billion game software in 2007
CORE
$1100 million revenue $517   million profit   in 2007 alone WOW epic loot
PC single player PC MMO PS3 / X360 Cures: Digital distribution Online ” light MMO” Free to play Questionmarks: Free to play? WOW >> rest forever? HUGE financial risks - new games >50M$ Trends: Reaching mainstream No clear winner More casual focus New games expensive - must sell >1M units Dying fast Good growth OK growth
CASUAL
Wii wins
PC casual games Casual MMO Wii, console casual games Trends: Flash games Online New monetization Challenges: PC downloadable - over competive - low conversion % Trends: Mostly teens & tweens Free to play Web integration Challenges: Other age groups? Market glut? Getting expensive Trends: Expands market New genres - music games Games for everyone High growth Mi xed Big success
SOCIAL
>200M SocNet users ~700k daily users selling friends but where’s the money?
Funware SocNet games New territory: Games-like interaction Ebay, Flickr, Wikipedia FreeRice, Food Force Games are the ultimate happiness engine. Trends: FAST viral growth Fads Improving quality More competition  Virtual goods Merging with casual? Lots of VC investments High growth Monetization starting Huge potential Early days ?
Trends
Core Casual Social opportunity Revenue now Users now , 2010 , 2010
Self expression expressing and sharing
co-creators, customizers open your game. User generated content
We, together Mass scale Playful Collaboration
Breaking down the walled garden open APIs,  web integration
Everything can be a GAME e.g. Nike + Ipod
Free  to play  will rule Pay for virtual goods
Games will become accepted – by all. Games evolve Generation shift It will still  take time
Thousands of  flowers will bloom All types of games are growing
Play with me! Games enhance interaction Games enhance services Games enhance products Re-think.

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WoW Epic Mounts Friends Sale $37 Billion Game Software Revenue

  • 1. WoW Epic Mounts Friends For Sale
  • 2. $37 billion game software in 2007
  • 4. $1100 million revenue $517 million profit in 2007 alone WOW epic loot
  • 5. PC single player PC MMO PS3 / X360 Cures: Digital distribution Online ” light MMO” Free to play Questionmarks: Free to play? WOW >> rest forever? HUGE financial risks - new games >50M$ Trends: Reaching mainstream No clear winner More casual focus New games expensive - must sell >1M units Dying fast Good growth OK growth
  • 8. PC casual games Casual MMO Wii, console casual games Trends: Flash games Online New monetization Challenges: PC downloadable - over competive - low conversion % Trends: Mostly teens & tweens Free to play Web integration Challenges: Other age groups? Market glut? Getting expensive Trends: Expands market New genres - music games Games for everyone High growth Mi xed Big success
  • 10. >200M SocNet users ~700k daily users selling friends but where’s the money?
  • 11. Funware SocNet games New territory: Games-like interaction Ebay, Flickr, Wikipedia FreeRice, Food Force Games are the ultimate happiness engine. Trends: FAST viral growth Fads Improving quality More competition Virtual goods Merging with casual? Lots of VC investments High growth Monetization starting Huge potential Early days ?
  • 13. Core Casual Social opportunity Revenue now Users now , 2010 , 2010
  • 15. co-creators, customizers open your game. User generated content
  • 16. We, together Mass scale Playful Collaboration
  • 17. Breaking down the walled garden open APIs, web integration
  • 18. Everything can be a GAME e.g. Nike + Ipod
  • 19. Free to play will rule Pay for virtual goods
  • 20. Games will become accepted – by all. Games evolve Generation shift It will still take time
  • 21. Thousands of flowers will bloom All types of games are growing
  • 22. Play with me! Games enhance interaction Games enhance services Games enhance products Re-think.