This document discusses trends in the games industry and how consumer behavior is changing across different screens like mobile, PC, and console. It notes that (1) consumers are driving changes in business models, access to games, and value through free and paid options. (2) Big publishers are struggling to adapt to these changes where free-to-play has become a business approach rather than just a pricing model. (3) Community services and cross-platform play are becoming important for player engagement and monetization across devices.
21. The 4 Key Trends
Key Growth Indicators | With Key Trends In Betweenpayers
time
bizz models
free
screens services
organisation
access
value
profit
players money
22. Key Take-Away
Why big publishers struggle amidst all the change
“free-to-play is not a
business model but a way
to run your business”
- Peter Warman, CEO Newzoo
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25. Community Services Crucial to New Games
League of Legends | Competitions & Viewer Mode
8% growth in users
per month and even Watch Live Games
faster growth in
time per month
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26. New Players with New Business Models
Dust 514 | CCP
CCP (Eve Online)
launches Free-to-
play PS3 game this
year.
One of the first
triple A Free-to-play
games on console
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27. New Players with New Business Models
World of Tanks | Wargaming.net
Free-to-play MMO
surpasses $100M
revenues in 2012
Retail: Free-to-play
boxed MMOs
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29. Cross-Screen Spending
Of World of Tank players US UK GER FR IT ES BE NL RU BR PL TR AUS
4.1M WoT players also spend
money on games on their
>$100M 52% 49% phone or tablet
30%
7.9M WoT players spend money on
MMO games (WoT or any otherF2P
or P2P MMO).
MMO Spenders 7,900,000
Players 13,500,000
30. Key Take-Away
Paying players spend money across screens
“your paying players
spend a maximum of 30%
of their budget on your
single screen game”
- Peter Warman, CEO Newzoo
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