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Presented by : Hazim Banjar
Student
          P   D   0   9   0   1   0   2
   ID

1/22/2012
 Video  gaming becoming mainstream
 Average age of video gamers in the US: 37
 Gender breakdown: 58 percent men; 42
  percent women
 Percentage of US households that play video
  games: 72
 global video game industry in 2010 pulled in
  $56 billion. number is expected to reach $82
  billion a year by 2015,
    The traditional (retailed and boxed games)
     gaming industry is losing its charm:

1.    Large numbers of layoffs and studio closing
2.    shrinking (Japan) and non targeted markets
      (China – South Korea)
3.    Video game Retail sales dropped 8%
4.    Middle budget publishers struggles (SEGA, THQ)
5.    Cost of game development is extremely high
 Lack of innovation
 Majority trapped as work for hire
 Losing IP rights
 Spending too many years on making a game
 the Shigeru Miyamoto’s (worker) mentality
is no longer acceptable
Example:
$10 Million video game title budget
 Selling 1 Million units for $60
$60 Brake down -:
-$12 for retail
-$12 for hardware console royalties (SONY – Nintendo –
Microsoft)
-$10 for recapture recoupment of reinvestment in R&D
-$9 15% of marketing add spending
= $17 profit for publishers . Development royalties $ ??
High Risk                  High Risk
High
       •   Console gaming          •   MMO gaming
 C
 A
 P
 I            Medium Risk                   low Risk
 T
 A     •   Browser social gaming   •   OS smart phone and
 L                                     tablets Gaming


Low                    PROBABILITY                     High
 For   Consumers                 For    developers
1.   Cultural issues             1.   Low cost budget, less time
2.   Engaged at very small age   2.   70% profit from the value
3.   Digital purchase one time        chain
     only                        3.   No need for publishers
4.   Free to play or less than   4.   Keeping the IP
     $10 to buy                  5.   High volume
5.   Easy recovery               6.   It’s ok to fail
                                 7.   Opportunities to JV with
                                      non gaming related
                                      industry
                                 8.   Low piracy rate
Strength                                    Weakness
    Owning the IP                             Lack of business mentality
    Creativity                                lack of staff or outsource dependent
    No due date pressure
    Self-publishing ability
    Game development experience
    Fast adaption to industry changing
    conditions




Opportunities                               Threats
   M&A. Work for higher opportunities           Significant competitor presence
   Low entry barrier level and Cost             corporate publishers. free-price cut
   development                                  strategy
   Funding access                               Fragmentation
   Lower risk                                   High Freemuim rate
   Expanded adaption rate of smart phones       Patent lawsuit wars between
   in developed countries                       smartphone companies
   Rise of social games and new genres          Uncertainty
The iOS and Android alone are getting 58% share of
the US portable game software market
 Adapt:developers have to adapt using OS
 SDK’s to make games. They can start by using
 programs that are similar and familiar to the
 developer.

 Improve: unlike traditional games. Smart OS
 platforms games (if not imported from a
 traditional platform) have to be improved and
 updated on a constant basis

 Implement:    the final phase after a successful
 production .
• Needs,                          • price stisfy
games on
  the go


            Customer    Cost



                       Communic
            Convince
                         ation

 • app                            • facebook, t
store, E-                            witer etc
 portal
 Experiment   for future opportunities

 Think   beyond video games

 Cross   platforms

   Make HTML5 games

 The   feedback of your games is always true
 www.digi-capital.com
 theesa.co
 customfitfocus.com
 Capcom

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Video Games

  • 1. Presented by : Hazim Banjar Student P D 0 9 0 1 0 2 ID 1/22/2012
  • 2.  Video gaming becoming mainstream  Average age of video gamers in the US: 37  Gender breakdown: 58 percent men; 42 percent women  Percentage of US households that play video games: 72  global video game industry in 2010 pulled in $56 billion. number is expected to reach $82 billion a year by 2015,
  • 3. The traditional (retailed and boxed games) gaming industry is losing its charm: 1. Large numbers of layoffs and studio closing 2. shrinking (Japan) and non targeted markets (China – South Korea) 3. Video game Retail sales dropped 8% 4. Middle budget publishers struggles (SEGA, THQ) 5. Cost of game development is extremely high
  • 4.  Lack of innovation  Majority trapped as work for hire  Losing IP rights  Spending too many years on making a game  the Shigeru Miyamoto’s (worker) mentality is no longer acceptable
  • 5. Example: $10 Million video game title budget Selling 1 Million units for $60 $60 Brake down -: -$12 for retail -$12 for hardware console royalties (SONY – Nintendo – Microsoft) -$10 for recapture recoupment of reinvestment in R&D -$9 15% of marketing add spending = $17 profit for publishers . Development royalties $ ??
  • 6. High Risk High Risk High • Console gaming • MMO gaming C A P I Medium Risk low Risk T A • Browser social gaming • OS smart phone and L tablets Gaming Low PROBABILITY High
  • 7.
  • 8.
  • 9.  For Consumers  For developers 1. Cultural issues 1. Low cost budget, less time 2. Engaged at very small age 2. 70% profit from the value 3. Digital purchase one time chain only 3. No need for publishers 4. Free to play or less than 4. Keeping the IP $10 to buy 5. High volume 5. Easy recovery 6. It’s ok to fail 7. Opportunities to JV with non gaming related industry 8. Low piracy rate
  • 10. Strength Weakness Owning the IP Lack of business mentality Creativity lack of staff or outsource dependent No due date pressure Self-publishing ability Game development experience Fast adaption to industry changing conditions Opportunities Threats M&A. Work for higher opportunities Significant competitor presence Low entry barrier level and Cost corporate publishers. free-price cut development strategy Funding access Fragmentation Lower risk High Freemuim rate Expanded adaption rate of smart phones Patent lawsuit wars between in developed countries smartphone companies Rise of social games and new genres Uncertainty
  • 11. The iOS and Android alone are getting 58% share of the US portable game software market
  • 12.  Adapt:developers have to adapt using OS SDK’s to make games. They can start by using programs that are similar and familiar to the developer.  Improve: unlike traditional games. Smart OS platforms games (if not imported from a traditional platform) have to be improved and updated on a constant basis  Implement: the final phase after a successful production .
  • 13. • Needs, • price stisfy games on the go Customer Cost Communic Convince ation • app • facebook, t store, E- witer etc portal
  • 14.  Experiment for future opportunities  Think beyond video games  Cross platforms  Make HTML5 games  The feedback of your games is always true
  • 15.  www.digi-capital.com  theesa.co  customfitfocus.com  Capcom