SlideShare ist ein Scribd-Unternehmen logo
1 von 68
Downloaden Sie, um offline zu lesen
Please see analyst certification (Reg. AC) and other important disclosures on
slides 61-67 of this presentation.
Emerging	
  Trends	
  in	
  Games-­‐as-­‐a-­‐Service	
  
Atul	
  Bagga	
  
Senior	
  Research	
  Analyst,	
  
ThinkEquity	
  
2
London
Liverpool
Boston
New YorkChicago
Minneapolis
San Francisco
Doha
Bangalore
Mumbai
New Delhi
Geneva
Singapore
Global	
  Banking	
  &	
  Distribu2on	
  
Capabili2es	
  
Worldwide	
  reach	
  and	
  capabilities	
  of	
  the	
  Panmure	
  Gordon	
  Group	
  
• 231	
  people	
  located	
  in	
  8	
  offices	
  in	
  the	
  US	
  and	
  Europe	
  
• 45	
  investment	
  bankers	
  	
  
• 34	
  research	
  analysts	
  covering	
  over	
  450	
  companies	
  
• Over	
  50	
  brokerage	
  professionals	
  making	
  markets	
  in	
  over	
  500	
  stocks	
  
• 20	
  private	
  client	
  and	
  asset	
  management	
  professionals,	
  representing	
  $600	
  million	
  in	
  assets	
  under	
  advisement	
  
• 135	
  affiliated	
  professionals	
  working	
  at	
  QInvest	
  in	
  the	
  Middle	
  East	
  
• 165	
  affiliated	
  professionals	
  working	
  for	
  Ambit	
  in	
  India	
  and	
  Singapore	
  
Panmure Gordon Group office locations
Panmure associations through QInvest (QInvest is a 46% shareholder in Panmure Gordon & Co.)
Panmure associations through Ambit Capital (QInvest is a 25% shareholder in Ambit)
PANMURE GORDON & CO
INTEGRITY IN INVESTMENT BANKING SINCE 1876
Quaker SecuritiesA Panmure Gordon Company
ThinkEquity LLC
A Panmure Gordon Company
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
5
Top	
  Companies	
  By	
  Revenue	
  CAGR	
  
(2008-­‐2010)	
  	
  
6
Top	
  Companies	
  By	
  Revenue	
  CAGR	
  
(2008-­‐2010)	
  	
  
0%
10%
20%
30%
40%
50%
60%
70%
80%
0% 20% 40% 60%
EBIT Margin
RevenueCAGR(2008-2010)
Gree Inc.
DeNA Co. Ltd.
Zoo Entertainment Inc.
Gamevil Inc.
Perfect World Co. Ltd.
mixi Inc.
NHN Corp.
NetDragon Websoft Inc.
Tencent Holdings Ltd.
Neowiz Games Corp.
NCsoft Corp.
Netease.com Inc. ADS
Changyou.com Ltd.
Kingsoft Corp. Ltd.
Gameloft S.A.
Source: FactSet
7
Enterprise	
  Value/Sales	
  MulEple	
  U.S.	
  
Video	
  Game	
  Companies	
  Shares	
  	
  
0
1
2
3
4
5
6
7
Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09
ATVI
ERTS
TTWO
THQI
Source: FactSet
8
Emergence	
  of	
  MulE-­‐Channel	
  Games-­‐as-­‐a-­‐
Service	
  
FreeFree--toto--PlayPlay
Pay to PlayPay to Play: Upfront Purchase; Subscription
Virtual
Goods
Ads
Premium
Content
Subscription
Others – App
Install,
Incentive
Marketing
PC
Gaming
Console
Gaming
Mobile
Gaming
Online
GamingSocial
Gaming
Multi-Channel Games-As-A-Service
Source: ThinkEquity LLC
9
Total	
  Video	
  Game	
  Market:	
  WW	
  Market	
  
Size	
  Es2mate	
  	
  ($	
  Million)	
  
Source: ThinkEquity LLC estimates
0
10,000
20,000
30,000
40,000
50,000
60,000
2009E 2010E 2011E 2012E 2013E 2014E
Mobile Games
Social Games
Online - Free-to-Play
Online - Subscription
PC
Console
10
Total	
  Video	
  Game	
  Market:	
  WW	
  Market	
  
Size	
  Es2mate	
  ($	
  Million)	
  
0
10000
20000
30000
40000
50000
60000
2009E2010E2011E2012E2013E2014E
Rest of World
U.S.
South Korea
Japan
Europe
China
Source: ThinkEquity Estimates
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
12
Price	
  DiscriminaEon	
  
Sources: Unless otherwise noted, images on this and the following slides are courtesy of the respective
companies’ Websites.
13
Price	
  DiscriminaEon	
  	
  
Source: Caroline Scott; http://www.explorecrete.com/gallery/album19/donkey
http://www.smokymountainparkarabians.com/
14
Price	
  DiscriminaEon	
  
15
Tradi2onal	
  Models	
  Represented	
  
Lost	
  Economic	
  Value	
  
Source: ThinkEquity LLC.
§ Traditional gaming models didn’t
capitalize on the full spectrum of
consumer demand
§  Game satisfaction and status
were gained by beating levels
with skill, not by personalization
and purchased status symbols
§  Consumers who were willing to
spend more on games weren’t
able to, outside of peripherals
and merchandise
§ Consumer surplus represented
lost economic value for
publishers
Supply
Demand
Price
Quantity
All Customers
Pay One Price
Some Customers
Willing to Pay Higher
Prices
Consumer Surplus
= Lost Revenue
$50
$
16
Limited	
  Edi2ons	
  and	
  Map	
  Packs	
  
Captured	
  More	
  Revenue	
  
(1) Pricing is approximate.
(2) Source: Microsoft.
§  “Limited” and “Collectors” Edition
games made headway in price
discrimination, capturing additional
revenue
§  While this price discrimination resulted
in higher revenue, there were still
relatively few options available for
hardcore gamers
§  Further, these options came at a higher
cost for publishers:
§  Halo 3 “Legendary Edition” box included a
large, physical plastic helmet
§  Map pack content has high production cost
§  Yet the virtual model was proven: Map
packs were only available digitally on
XBOX Live, but 25% of players
purchased them(2)
§  Map packs had PR hype equal to that of
the original Halo 3 release
Supply
Demand
Price
Quantity
Halo 3:
Standard
Pricing(1)
Hardcore gamers could
spend incrementally
more, if desired
Yet Still, Lost
Revenue
$60
Halo 3: “Limited
Edition” Price(1)
$75
Halo 3: Map Pack
Priced at $15
$90
$
17
Virtual	
  Goods	
  Enable	
  Perfect	
  Price	
  
Discrimina2on	
  
Supply
DemandPrice
Quantity
§  While virtual map packs and
Limited Edition physical media
enable partial price
discrimination, virtual goods
enable perfect price
discrimination for social games
and MMOs
§  Some “hardcore casual” gamers
willing to spend $10k+/month on
virtual goods
§  There is no “price” for the game
§  In complex virtual economies,
virtual goods (e.g. a $100k space
station in Entropia Universe) can
generate significant revenue for
their owners, representing more
of an asset than an expense
§  Justifies high end purchases
$23.99
With the true cost of virtual
goods close to zero, there is
effectively no “supply”
curve – goods are readily
supplied at all price points
5 Fortune Points
$0.99
One family spent
$35,000 on virtual
goods in Outspark
games
$35,000
$4.99
200 Fortune Points
$39.99
$
Source: ThinkEquity LLC
18
Source: http://www.dealbreaker.com/images/entries/Pistol%20Pirate%20Bust.jpg
http://socialjusticenow.files.wordpress.com/2009/01/world-connect-people-community-international.jpg
19
Build	
  Community	
  
0
10
20
30
40
50
60
70
Million
World of Warcraft
- Global
Subscribers
TLBB -
Registered
Accounts
Happy
Acquarium - MAU
Farmville - MAU
Source: Company Reports, DeveloperAnalytics.com, ThinkEquity LLC
20
Source: Acclaim
Big	
  	
  
spenders	
  
Paying	
  Users	
  
Free	
  Users	
  
Mone2za2on	
  
line	
  
$1	
  
$15	
  
ARPU	
  
$100+	
  
Everyone	
  pays	
  Everyone	
  pays	
  
1	
  X	
  
10	
  X	
  
PAY	
  
Ads	
  
Sponsors	
  
21
Longevity	
  &	
  SEckiness:	
  Avg	
  Chinese	
  Gamer	
  
ARPPU	
  
-
10.0
20.0
30.0
40.0
50.0
60.0
2003 2004 2005 2006 2007 2008
ARPU($/Year)
Source: IDC, ThinkEquity LLC
22
Game	
  Spend	
  As	
  Percentage	
  Of	
  Per-­‐
Capita	
  Income	
  	
  
Games Spend as %of Per-Capita Income
0.00%
0.05%
0.10%
0.15%
0.20%
0.25%
0.30%
0.35%
2003 2004 2005 2006 2007 2008 2009 2010E
U.S.
China
Games Spend as %of Per-Capita Income (ex. Food)
0.00%
0.05%
0.10%
0.15%
0.20%
0.25%
0.30%
0.35%
0.40%
0.45%
0.50%
2003 2004 2005 2006 2007 2008 2009 2010
Source: ThinkEquity LLC
23
Players	
  Willing	
  To	
  Spend	
  More…	
  
0.08%
0.09%
0.10%
0.11%
0.12%
0.13%
0.14%
Games as % of Per Capita Income
U.S.
Korea
China
Source: National Bureau of Statistics of China, Korea Game Development Institute, EuroMonitor International,
ThinkEquity LLC
24
…And	
  The	
  Vendors	
  Are	
  More	
  Profitable	
  
-40%
-20%
0%
20%
40%
60%
80%
100%
120%
SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO
Operating Margin
ROE
Source: Company Reports, ThinkEquity LLC
25
Legend	
  of	
  Mir	
  2	
  
•  2D	
  MMORPG,	
  Martial	
  Arts,	
  Adventure	
  	
  
•  Developed	
  by	
  Wemade,	
  operated	
  by	
  Shanda	
  
•  Launched	
  in	
  China	
  in	
  2001	
  under	
  subscription	
  based	
  model	
  
•  Converted	
  to	
  free-­‐to-­‐play	
  model	
  in	
  2005	
  	
  
•  PCU	
  ~400-­‐500K	
  
26
Mir	
  2	
  Revenue’s	
  Growth	
  AUer	
  Model	
  Change	
  
-
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2,000
2002 2003 2004 2005 2006 2007 2008
RMBMillion
Source: Company Reports, ThinkEquity LLC
27
…And	
  ARPPU	
  Growth	
  AUer	
  IniEal	
  Kneejerk	
  
0
50
100
150
200
250
300
350
400
2002 2003 2004 2005 2006 2007 2008
ARPU(RMB/Qtr)
Source: Company Reports, ThinkEquity LLC
Estimated ARPPU
28
ZT	
  Online	
  
•  2D	
  MMORPG,	
  Martial	
  Arts,	
  Adventure	
  
•  Developed	
  and	
  Published	
  by	
  Giant	
  Online	
  	
  
•  Launched	
  in	
  2007	
  
•  Free-­‐to-­‐play,	
  pay	
  for	
  virtual	
  goods	
  model	
  
•  PCU:	
  1	
  million+	
  
29
70%+	
  Higher	
  ARPPU	
  Compared	
  to	
  
WOW	
  
0
20
40
60
80
100
120
140
160
180
ARPU($/Year)
World of Warcraft ZT Online
Source: Company Reports, ThinkEquity LLC
30
Top	
  Players	
  Pay	
  20x	
  of	
  WOW	
  ARPU	
  
$0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
Top 5% Players 15% Players 80% Players WOW
Source: Company Reports, ThinkEquity LLC
31
ARPPU	
  DistribuEon	
  Curve	
  of	
  ZT	
  Online	
  	
  
(20)
-
20
40
60
80
100
120
140
160
- 500 1,000 1,500 2,000
Users ('000)
ARPu($/Month)
Source: Company Reports, ThinkEquity LLC
32
Examples	
  of	
  MoneEzaEon	
  
•  Game	
  Design	
  (System	
  for	
  marriage,	
  breeding,	
  
parenting,	
  balance	
  between	
  males/females)	
  
•  Special	
  In-­‐game	
  Events	
  (Valentine’s	
  day,	
  New	
  Year’s	
  
day,	
  Sports)	
  
•  In-­‐game	
  Promotions	
  
•  Treasure	
  Chest	
  
–  Special	
  Bonus	
  for	
  Opening	
  Most	
  Chests	
  
•  Chat	
  &	
  Response	
  
33
Virtual	
  Goods:	
  WW	
  Market	
  Size	
  Es2mate	
  	
  
($	
  Million)	
  
Source: ThinkEquity LLC estimates
0
5,000
10,000
15,000
20,000
25,000
2009E 2010E 2011E 2012E 2013E 2014E
Mobile
Social Network
Online (off-Social
Networks)
34
Virtual	
  Goods:	
  WW	
  Market	
  Size	
  
Es2mate	
  ($	
  Million)	
  
0
5000
10000
15000
20000
25000
2009E2010E2011E2012E2013E2014E
Rest of World
U.S.
South Korea
Japan
Europe
China
Source: ThinkEquity Estimates
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
36
Mid-­‐session	
  vs.	
  Persistent	
  Games	
  
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
AppStore Facebook -
Now
Facebook-
May, 09
Persistent
Mid-session
Source: ThinkEquity Estimates
37
Console	
  Games:	
  U.S.	
  Market	
  Size	
  
0
2,000
4,000
6,000
8,000
10,000
12,000
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
$million
-15%
-10%
-5%
0%
5%
10%
15%
20%
25%
30%
35%
40%
Y/YGrowth
Source: NPD
38
Average	
  Game	
  Play	
  Hours	
  Per	
  
Week	
  On	
  Console	
  
0.0
5.0
10.0
15.0
20.0
25.0
2006 2007 2008 2009
Source: Nielson
39
Games	
  Going	
  Social	
  –	
  What	
  We	
  Have	
  Seen	
  
•  Facebook	
  opening	
  up	
  a	
  new	
  market	
  similar	
  to	
  
Wii	
  	
  
•  55%	
  of	
  Facebook	
  users	
  play	
  games	
  on	
  Facebook	
  
and	
  Games	
  account	
  for	
  ~40%	
  of	
  page	
  views	
  of	
  
Facebook	
  
•  Facebook	
  games	
  not	
  just	
  games	
  but	
  also	
  a	
  mean	
  
of	
  communication,	
  a	
  mean	
  to	
  express	
  oneself	
  in	
  
virtual	
  environment	
  
40
Gaming	
  Versus	
  Expression	
  
0
50
100
150
200
250
$Billion
Video Game Luxury Goods
Source: Bain & Company, PWC
Trends	
  in	
  Social	
  Games	
  
•  Focus	
  on	
  Monetization	
  
–  Conversion	
  	
  
–  Advertising	
  
•  Platform	
  maturing	
  	
  
–  IPs	
  Matter	
  
•  Social	
  Games	
  outside	
  Facebook	
  
–  Using	
  Facebook	
  social	
  graph	
  	
  
–  New	
  platforms	
  
•  Mobile	
  another	
  wave	
  of	
  disruption	
  
–  Location:	
  convergence	
  of	
  physical	
  and	
  virtual	
  world	
  	
  
41
Focus	
  on	
  Mone2za2on	
  
42
ARPU/MAU Per Capita GDP MAU/GDP (bps)
($ MAU) (US $, 000)
Mixi 0.80 39.7 24
DeNA 4.51 39.7 136
Gree 2.39 39.7 72
Giant 1.27 3.8 402
ChangYou 1.38 3.8 436
US MMO 6.67 46.0 174
US Social Games 0.15-1.00 46.0 4-26
Source: Company Reports, ThinkEquity Estimates
Focus	
  on	
  Mone2za2on	
  
43
Source: ThinkEquity Estimates
Focus	
  on	
  Mone2za2on	
  
44
Source: ThinkEquity Estimates
Focus	
  on	
  Mone2za2on:	
  Adver2sing	
  
45
Advertising
Virtual Goods -
Indirect Payment
Virtual Goods -
Direct Payment
Playdom 5-10% 15% 75-80%
Kabam NA 10% 90%
Rekoo 10% NA 90%
Serious Business 10% 10% 80%
Source: ThinkEquity LLC interviews with the CEOs of respective companies
Focus	
  on	
  Mone2za2on:	
  Adver2sing	
  
$0.00
$0.20
$0.40
$0.60
$0.80
$1.00
$1.20
WebMD The Knot Yahoo! Demand
Media
Social
Games
ARPU/DAU
46
Source: comScore, Company Reports, ThinkEquity Estimates
47
Social	
  Games	
  Outside	
  Facebook	
  
•  Social	
  feature	
  no	
  longer	
  a	
  proprietary	
  of	
  SNS	
  
•  Users	
  want	
  to	
  stay	
  connected	
  with	
  friends	
  –	
  to	
  brag,	
  to	
  
compete,	
  to	
  have	
  a	
  fun-­‐experience	
  together	
  
•  Monetization	
  of	
  DeNA	
  vs.	
  Mixi	
  
•  First	
  iteration	
  of	
  social	
  games	
  outside	
  Facebook	
  already	
  
there	
  
•  Next	
  iteration	
  of	
  social	
  games	
  with	
  deeper	
  integration/
social	
  games	
  from	
  ground	
  up	
  
–  Imagine	
  a	
  social	
  shooter,	
  action	
  game	
  –	
  trophy	
  save	
  your	
  real-­‐life	
  
friend	
  in	
  virtual	
  environment	
  	
  	
  	
  
As	
  PlaUorm	
  Matures;	
  IPs	
  Become	
  
More	
  Important	
  
48
2009 2006
Game Publisher Game Publisher
1 Battlefield 1943 Electronic Arts Geometry Wars Bizzare Creations
2 Castle Crashers The Behemoth Gauntlet Midway Games
3 Trials HD Microsoft Games Smash TV Midway Games
4 Hasbro Family Game Night Electronic Arts Bejeweled II Oberon
5 Shadow Complex Microsoft Games Zuma Oberon
6 Marvel vs. Capcom 2 Capcom Bankshot Billiards PixelStrom
7 Magic: The Gathering Wizards Of the Coast Outpost Kaloki NinjaBee
8 UNO Gameloft Mutant Storm Reloaded Microsoft Games
9 Worms Microsoft Games Joust Midway Games
10 Peggle PopCap Games Wik: Fable of Souls Reflexive Entertainment
Source: IGN, Majornelson.com
As	
  PlaUorm	
  Matures;	
  IPs	
  Become	
  
More	
  Important	
  
49
Rank Game Publisher Price
1 The Sims Electronic Arts $6.99
2 The Oregon Trail Gameloft $4.99
3 Need for Speed: Undercover Electronic Arts $4.99
4 Madden NFL 10 Electronic Arts $4.99
5 Tiger Woods PGA Tour Electronic Arts $0.99
6 Assassin's Creed: Altair Chronicles Gameloft $4.99
7 Flight Control Firemint $0.99
8 Cooking Mama Taito $6.99
9 Civilization Revolution Take-Two $6.99
10 Wheel of Fortune Sony $0.99
Source: Apple
50
Social	
  Gaming:	
  WW	
  Market	
  Size	
  Es2mate	
  	
  
($	
  Million)	
  
Source: ThinkEquity LLC estimates
0
2,000
4,000
6,000
8,000
10,000
12,000
14,000
2009E 2010E 2011E 2012E 2013E 2014E
Advertising
Virtual Goods
51
Social	
  Gaming:	
  WW	
  Market	
  Size	
  
Es2mate	
  ($	
  Million)	
  
0
2000
4000
6000
8000
10000
12000
14000
2009E 2010E 2011E 2012E 2013E 2014E
ROW
China
Europe
U.S.
Japan
Source: ThinkEquity Estimates
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
Mobile:	
  Next	
  Wave	
  of	
  Disrup2on	
  
53
Source: International Telecommunication Union, NPD
Smartphone	
  Market	
  Poten2al	
  
54
Source: ThinkEquity Estimates
0
50
100
150
200
250
300
350
400
450
U.S. Europe
Mobile
Subscribers
Smartphone
Users
WW	
  Smartphone	
  Installed	
  Base	
  
55
Source: Ericcson
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
2010E 2011E 2012E 2013E 2014E 2015E 2016E
Skipping	
  The	
  PC	
  Web?	
  
0
200
400
600
800
1000
1200
Population Internet
Users
Broadband
Users
Mobile
Subscribers
Number of Subscribers in India (Million)
56
Source: Telecom Regulatory Authority of India, InternetWorldStats.com
No	
  Contract,	
  Android	
  =	
  $150	
  
Source: www.flipkart.com
58
WW	
  Mobile	
  Games	
  Market	
  Size	
  
Es2mate	
  ($	
  Million)	
  
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
2009E 2010E 2011E 2012E 2013E 2014E
Social Games
Downloadable Games
Source: ThinkEquity Estimates
59
WW	
  Social-­‐Mobile	
  Games	
  Market	
  Size	
  
Es2mate	
  	
  ($	
  Million)	
  
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
2009E 2010E 2011E 2012E 2013E 2014E
Source: ThinkEquity Estimates
Agenda	
  
•  Games-­‐as-­‐a-­‐Service	
  
–  Lines	
  blurring	
  between	
  platforms;	
  Tablets,	
  Set-­‐top	
  boxes	
  	
  	
  
–  Innovation	
  by	
  startups	
  	
  
•  Virtual	
  Goods	
  
–  Perfect	
  Price	
  Discrimination	
  
–  Enhance	
  Community/Curb	
  Piracy	
  
–  Higher	
  quality	
  of	
  earning	
  (a)	
  Predictability,	
  (b)	
  Lifetime	
  Value	
  
•  Social	
  Games	
  
–  Vertical	
  Games	
  
–  Monetization	
  (a)	
  Conversion,	
  (b)	
  Advertising	
  	
  
–  Platforms	
  dedicated	
  for	
  games	
  
•  Mobile	
  Games	
  	
  
–  Rise	
  of	
  persistent	
  games	
  
–  Mobile	
  an	
  extension	
  of	
  other	
  platforms	
  
–  Dominated	
  by	
  a	
  few?	
  
61
	
  
	
  
QUESTIONS?	
  
The linked image cannot be displayed. The file may have been moved, renamed, or deleted. Verify that the link points to the correct file and location.
62
Risks	
  &	
  Disclosures	
  
COMPANIES MENTIONED IN THIS REPORT:
Company Exchange Symbol Price Rating
Activision Blizzard, Inc. NASDAQ ATVI $11.54 Buy
Akamai Technologies, Inc. NASDAQ AKAM $34.14 Hold
Apple Inc. NASDAQ AAPL $347.23 Buy
Changyou.com Limited NASDAQ CYOU $43.48 Buy
comScore, Inc. NASDAQ SCOR $28.40 Buy
Electronic Arts Inc. NASDAQ ERTS $22.61 Buy
Giant Interactive Group, Inc. NYSE GA $9.37 Hold
Google, Inc. NASDAQ GOOG $535.45 Buy
NetEase.com, Inc. NASDAQ NTES $45.64 Buy
63
Risks	
  &	
  Disclosures	
  
COMPANIES MENTIONED IN THIS REPORT:
Company Exchange Symbol Price Rating
NetEase.com, Inc. NASDAQ NTES $45.64 Buy
Perfect World Co., Ltd. NASDAQ PWRD $24.99 Hold
salesforce.com, Inc. NYSE CRM $134.38 Hold
Shanda Games NASDAQ GAME $7.15 Buy
Shanda Interactive Entertainment Limited NASDAQ SNDA $49.40 Hold
Take-Two Interactive Software NASDAQ TTWO $16.04 Buy
THQ, Inc. NASDAQ THQI $4.52 Hold
Risks	
  &	
  Disclosures	
  
Analyst	
  Certification	
  I,	
  Atul	
  Bagga,	
  hereby	
  certify	
  that	
  all	
  of	
  the	
  views	
  
expressed	
  in	
  this	
  research	
  report	
  accurately	
  reflect	
  my	
  personal	
  views	
  about	
  the	
  
subject	
  securities	
  and	
  issuers.	
  I	
  also	
  certify	
  that	
  no	
  part	
  of	
  my	
  compensation	
  
was,	
  is,	
  or	
  will	
  be	
  directly	
  or	
  indirectly	
  related	
  to	
  the	
  specific	
  recommendations	
  
or	
  views	
  expressed	
  in	
  this	
  research	
  report.	
  
	
  
The	
  analyst(s)	
  responsible	
  for	
  preparing	
  this	
  report	
  has/have	
  received	
  
compensation	
  based	
  on	
  various	
  factors,	
  including	
  the	
  firm's	
  total	
  revenues,	
  a	
  
portion	
  of	
  which	
  is	
  generated	
  by	
  investment	
  banking	
  activities.	
  	
  
ThinkEquity	
  LLC	
  makes	
  a	
  market	
  in	
  Akamai	
  Technologies,	
  Inc.,	
  Apple	
  Inc.,	
  
Activision	
  Blizzard,	
  Inc.,	
  Changyou.com	
  Limited,	
  Electronic	
  Arts	
  Inc.,	
  Giant	
  
Interactive	
  Group,	
  Inc.,	
  Google,	
  Inc.,	
  NetEase.com,	
  Inc.,	
  Perfect	
  World	
  Co.,	
  Ltd.,	
  
salesforce.com,	
  Inc.,	
  Take-­‐Two	
  Interactive	
  Software,	
  THQ,	
  Inc.,	
  Shanda	
  
Interactive	
  Entertainment	
  Limited,	
  Shanda	
  Games,	
  and	
  comScore,	
  Inc.	
  
securities;	
  and/or	
  associated	
  persons	
  may	
  sell	
  to	
  or	
  buy	
  from	
  customers	
  on	
  a	
  
principal	
  basis.	
  
	
  
Risks	
  &	
  Disclosures	
  
Rating	
  Definitions	
  	
  
Effective	
   October	
   7,	
   2009,	
   ThinkEquity	
   LLC	
   moved	
   from	
   a	
   four-­‐tier	
   Buy/Accumulate/Source	
   of	
  
Funds/Sell	
   rating	
   system	
   to	
   a	
   three-­‐tier	
   Buy/Hold/Sell	
   system.	
   The	
   new	
   ratings	
   appear	
   in	
   our	
  
Distribution	
   of	
   Ratings,	
   Firmwide	
   chart.	
   To	
   request	
   historical	
   information,	
   including	
   previously	
  
published	
   reports	
   or	
   statistical	
   information,	
   please	
   call:	
   866-­‐288-­‐8206,	
   or	
   write	
   to:	
   Director	
   of	
  
Research,	
  ThinkEquity	
  LLC,	
  600	
  Montgomery	
  Street,	
  San	
  Francisco,	
  California,	
  94111.	
  
	
  	
  
Buy:	
   ThinkEquity	
   expects	
   the	
   stock	
   to	
   generate	
   positive	
   risk-­‐adjusted	
   returns	
   of	
   more	
   than	
   10%	
  
over	
  the	
  next	
  12	
  months.	
  ThinkEquity	
  recommends	
  initiating	
  or	
  increasing	
  exposure	
  to	
  the	
  stock.	
  
	
  	
  
Hold:	
  ThinkEquity	
  expects	
  the	
  stock	
  to	
  generate	
  risk-­‐adjusted	
  returns	
  of	
  +/-­‐10%	
  over	
  the	
  next	
  12	
  
months.	
  ThinkEquity	
  believes	
  the	
  stock	
  is	
  fairly	
  valued.	
  
	
  	
  
Sell:	
  ThinkEquity	
  expects	
  the	
  stock	
  to	
  generate	
  negative	
  risk-­‐adjusted	
  returns	
  of	
  more	
  than	
  10%	
  
during	
  the	
  next	
  12	
  months.	
  ThinkEquity	
  recommends	
  decreasing	
  exposure	
  to	
  the	
  stock.	
  
65
Risks	
  &	
  Disclosures	
  
Distribution	
  of	
  Ratings,	
  Firmwide	
   	
  	
  
ThinkEquity	
  LLC	
  	
   	
  	
  
IB	
  Serv./Past	
  12	
  
Mos.	
  
	
  	
  
Rating	
   Count	
   Percent	
   	
  	
  	
   Count	
   Percent	
  
BUY	
  [B]	
   153	
   66.20	
   22	
   14.38	
  
HOLD	
  [H]	
   76	
   32.90	
   2	
   2.63	
  
SELL	
  [S]	
   2	
   0.90	
   0	
   0.00	
  
66
Risks	
  &	
  Disclosures	
  
This	
  report	
  does	
  not	
  purport	
  to	
  be	
  a	
  complete	
  statement	
  of	
  all	
  material	
  facts	
  related	
  to	
  any	
  company,	
  
industry,	
  or	
  security	
  mentioned.	
  The	
  information	
  provided,	
  while	
  not	
  guaranteed	
  as	
  to	
  accuracy	
  or	
  
completeness,	
  has	
  been	
  obtained	
  from	
  sources	
  believed	
  to	
  be	
  reliable.	
  The	
  opinions	
  expressed	
  reflect	
  
our	
  judgment	
  at	
  this	
  time	
  and	
  are	
  subject	
  to	
  change	
  without	
  notice	
  and	
  may	
  or	
  may	
  not	
  be	
  updated.	
  
Past	
  performance	
  should	
  not	
  be	
  taken	
  as	
  an	
  indication	
  or	
  guarantee	
  of	
  future	
  performance,	
  and	
  no	
  
representation	
  or	
  warranty,	
  express	
  or	
  implied,	
  is	
  made	
  regarding	
  future	
  performance.	
  This	
  notice	
  
shall	
  not	
  constitute	
  an	
  offer	
  to	
  sell	
  or	
  the	
  solicitation	
  of	
  an	
  offer	
  to	
  buy,	
  nor	
  shall	
  there	
  be	
  any	
  sale	
  of	
  
these	
  securities	
  in	
  any	
  state	
  in	
  which	
  said	
  offer,	
  solicitation,	
  or	
  sale	
  would	
  be	
  unlawful	
  prior	
  to	
  
registration	
  or	
  qualification	
  under	
  the	
  securities	
  laws	
  of	
  any	
  such	
  state.	
  This	
  research	
  report	
  was	
  
originally	
  prepared	
  and	
  distributed	
  to	
  institutional	
  clients	
  of	
  ThinkEquity	
  LLC.	
  	
  
	
  
67
Risks	
  &	
  Disclosures	
  
Recipients	
  who	
  are	
  not	
  market	
  professionals	
  or	
  institutional	
  clients	
  of	
  ThinkEquity	
  LLC	
  should	
  seek	
  
the	
  advice	
  of	
  their	
  personal	
  financial	
  advisors	
  before	
  making	
  any	
  investment	
  decisions	
  based	
  on	
  this	
  
report.	
  Stocks	
  mentioned	
  in	
  this	
  report	
  are	
  not	
  covered	
  by	
  ThinkEquity	
  LLC	
  unless	
  otherwise	
  
mentioned.	
  	
  
	
  
Additional	
  information	
  on	
  the	
  securities	
  mentioned	
  is	
  available	
  on	
  request.	
  In	
  the	
  event	
  that	
  this	
  is	
  a	
  
compendium	
  report	
  (covers	
  more	
  than	
  six	
  ThinkEquity	
  LLC-­‐covered	
  subject	
  companies),	
  ThinkEquity	
  
LLC	
  may	
  choose	
  to	
  provide	
  specific	
  disclosures	
  for	
  the	
  subject	
  companies	
  by	
  reference.	
  To	
  request	
  
more	
  information	
  regarding	
  these	
  disclosures,	
  please	
  call:	
  866-­‐288-­‐8206,	
  or	
  write	
  to:	
  Director	
  of	
  
Research,	
  ThinkEquity	
  LLC,	
  600	
  Montgomery	
  Street,	
  San	
  Francisco,	
  California,	
  94111.	
  Stocks	
  
mentioned	
  in	
  this	
  report	
  are	
  not	
  covered	
  by	
  ThinkEquity	
  LLC	
  unless	
  otherwise	
  mentioned.	
  	
  
	
  
Member	
  of	
  FINRA	
  and	
  SIPC.	
  	
  
	
  
Copyright	
  2011	
  ThinkEquity	
  LLC,	
  A	
  Panmure	
  Gordon	
  Company	
  
68

Weitere ähnliche Inhalte

Was ist angesagt?

Gamer 2.0, Exploring the use of Gaming, Community, & Social Media
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaGamer 2.0, Exploring the use of Gaming, Community, & Social Media
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
 
Gaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturnGaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturnPieter-Jan Adriaensens
 
Check Six Gaming Partnership Presentation
Check Six Gaming Partnership PresentationCheck Six Gaming Partnership Presentation
Check Six Gaming Partnership Presentationnickbx6
 
Gamer 2.0, Exploring the use of Gaming, Community and Social Media
Gamer 2.0, Exploring the use of Gaming, Community and Social MediaGamer 2.0, Exploring the use of Gaming, Community and Social Media
Gamer 2.0, Exploring the use of Gaming, Community and Social MediaKaren O'Brien
 
Game Industry - trends
Game Industry - trendsGame Industry - trends
Game Industry - trendsVictory Media
 
Exploring game industry from an Egyptian perspective
Exploring game industry from an Egyptian perspective Exploring game industry from an Egyptian perspective
Exploring game industry from an Egyptian perspective Motaz Agamawi
 
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinCasinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
 
Idea for innovators (1)
Idea for innovators (1)Idea for innovators (1)
Idea for innovators (1)purnansh1
 
China Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverChina Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverPhilip Driver
 
Pc gaming market and e sports industry
Pc gaming market and e sports industryPc gaming market and e sports industry
Pc gaming market and e sports industryKevin Huang
 

Was ist angesagt? (20)

Pecha Kucha Talks
Pecha Kucha Talks Pecha Kucha Talks
Pecha Kucha Talks
 
Esports Presentation
Esports PresentationEsports Presentation
Esports Presentation
 
MMOsmart
MMOsmartMMOsmart
MMOsmart
 
Gamer 2.0, Exploring the use of Gaming, Community, & Social Media
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaGamer 2.0, Exploring the use of Gaming, Community, & Social Media
Gamer 2.0, Exploring the use of Gaming, Community, & Social Media
 
I bidgames deck 2015
 I bidgames deck 2015 I bidgames deck 2015
I bidgames deck 2015
 
Gaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturnGaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturn
 
Check Six Gaming Partnership Presentation
Check Six Gaming Partnership PresentationCheck Six Gaming Partnership Presentation
Check Six Gaming Partnership Presentation
 
Presentation games complete
Presentation games completePresentation games complete
Presentation games complete
 
Mogotix
MogotixMogotix
Mogotix
 
Gamer 2.0, Exploring the use of Gaming, Community and Social Media
Gamer 2.0, Exploring the use of Gaming, Community and Social MediaGamer 2.0, Exploring the use of Gaming, Community and Social Media
Gamer 2.0, Exploring the use of Gaming, Community and Social Media
 
Game Industry - trends
Game Industry - trendsGame Industry - trends
Game Industry - trends
 
Eco eco. of gaming inc.
Eco eco. of gaming inc.Eco eco. of gaming inc.
Eco eco. of gaming inc.
 
Esports entertainment Group ppt 092019
Esports entertainment Group ppt 092019Esports entertainment Group ppt 092019
Esports entertainment Group ppt 092019
 
Siege2011 Social Games
Siege2011 Social GamesSiege2011 Social Games
Siege2011 Social Games
 
Exploring game industry from an Egyptian perspective
Exploring game industry from an Egyptian perspective Exploring game industry from an Egyptian perspective
Exploring game industry from an Egyptian perspective
 
SuperOne Presentation
SuperOne PresentationSuperOne Presentation
SuperOne Presentation
 
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinCasinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
 
Idea for innovators (1)
Idea for innovators (1)Idea for innovators (1)
Idea for innovators (1)
 
China Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverChina Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip Driver
 
Pc gaming market and e sports industry
Pc gaming market and e sports industryPc gaming market and e sports industry
Pc gaming market and e sports industry
 

Ähnlich wie Login 2011 Emerging Trends in GaaS

State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
 
Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industryLuc Bourcier
 
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinCasinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
 
Activision Blizzard, Inc. (ATVI) Initiating Coverage Report
Activision Blizzard, Inc. (ATVI) Initiating Coverage ReportActivision Blizzard, Inc. (ATVI) Initiating Coverage Report
Activision Blizzard, Inc. (ATVI) Initiating Coverage ReportAustinKane8
 
Presentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and AppPresentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
 
M&A Hitting New Highs, GamesBeat presentation
M&A Hitting New Highs, GamesBeat presentationM&A Hitting New Highs, GamesBeat presentation
M&A Hitting New Highs, GamesBeat presentationAlina Soltys
 
Pricing Audit World of Warcraft
Pricing Audit World of WarcraftPricing Audit World of Warcraft
Pricing Audit World of WarcraftDebbie Lee
 
Kongregate Mobile Publishing Program
Kongregate Mobile Publishing ProgramKongregate Mobile Publishing Program
Kongregate Mobile Publishing ProgramDavidKongregate
 
The Trials of Trailblazing a New Mobile Market | Darion Lowenstein
The Trials of Trailblazing a New Mobile Market | Darion LowensteinThe Trials of Trailblazing a New Mobile Market | Darion Lowenstein
The Trials of Trailblazing a New Mobile Market | Darion LowensteinJessica Tams
 
Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Elad Kushnir
 
Winter 2020 forbes digital gaming report
Winter 2020 forbes digital gaming reportWinter 2020 forbes digital gaming report
Winter 2020 forbes digital gaming reportSara Cody
 
Data & trends 2014 the digital games industry in review joost van dreunen
Data & trends 2014 the digital games industry in review   joost van dreunenData & trends 2014 the digital games industry in review   joost van dreunen
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
 
GaaS Whitepaper 2009
GaaS Whitepaper 2009GaaS Whitepaper 2009
GaaS Whitepaper 2009Atul Bagga
 
Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
 
The Marketing Power Of Gaming Culture
The Marketing Power Of Gaming CultureThe Marketing Power Of Gaming Culture
The Marketing Power Of Gaming CultureGareth Kane
 
Game industry paradigm shift gsc sg 2013 03 14
Game industry paradigm shift   gsc sg 2013 03 14Game industry paradigm shift   gsc sg 2013 03 14
Game industry paradigm shift gsc sg 2013 03 14MOL Global Inc
 
Hunting the Next Supercell | Alexis Bonte
Hunting the Next Supercell | Alexis BonteHunting the Next Supercell | Alexis Bonte
Hunting the Next Supercell | Alexis BonteJessica Tams
 
Dennis Ryan Presentation
Dennis Ryan PresentationDennis Ryan Presentation
Dennis Ryan PresentationMediabistro
 

Ähnlich wie Login 2011 Emerging Trends in GaaS (20)

State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
 
Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industry
 
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion LowensteinCasinos: The New Gold Rush For Developers? | Darion Lowenstein
Casinos: The New Gold Rush For Developers? | Darion Lowenstein
 
Activision Blizzard, Inc. (ATVI) Initiating Coverage Report
Activision Blizzard, Inc. (ATVI) Initiating Coverage ReportActivision Blizzard, Inc. (ATVI) Initiating Coverage Report
Activision Blizzard, Inc. (ATVI) Initiating Coverage Report
 
Presentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and AppPresentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and App
 
M&A Hitting New Highs, GamesBeat presentation
M&A Hitting New Highs, GamesBeat presentationM&A Hitting New Highs, GamesBeat presentation
M&A Hitting New Highs, GamesBeat presentation
 
Pricing Audit World of Warcraft
Pricing Audit World of WarcraftPricing Audit World of Warcraft
Pricing Audit World of Warcraft
 
Kongregate Mobile Publishing Program
Kongregate Mobile Publishing ProgramKongregate Mobile Publishing Program
Kongregate Mobile Publishing Program
 
The Trials of Trailblazing a New Mobile Market | Darion Lowenstein
The Trials of Trailblazing a New Mobile Market | Darion LowensteinThe Trials of Trailblazing a New Mobile Market | Darion Lowenstein
The Trials of Trailblazing a New Mobile Market | Darion Lowenstein
 
Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care.
 
Winter 2020 forbes digital gaming report
Winter 2020 forbes digital gaming reportWinter 2020 forbes digital gaming report
Winter 2020 forbes digital gaming report
 
Data & trends 2014 the digital games industry in review joost van dreunen
Data & trends 2014 the digital games industry in review   joost van dreunenData & trends 2014 the digital games industry in review   joost van dreunen
Data & trends 2014 the digital games industry in review joost van dreunen
 
GaaS Whitepaper 2009
GaaS Whitepaper 2009GaaS Whitepaper 2009
GaaS Whitepaper 2009
 
Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...
 
The Marketing Power Of Gaming Culture
The Marketing Power Of Gaming CultureThe Marketing Power Of Gaming Culture
The Marketing Power Of Gaming Culture
 
Report
ReportReport
Report
 
Future of Social Games
Future of Social GamesFuture of Social Games
Future of Social Games
 
Game industry paradigm shift gsc sg 2013 03 14
Game industry paradigm shift   gsc sg 2013 03 14Game industry paradigm shift   gsc sg 2013 03 14
Game industry paradigm shift gsc sg 2013 03 14
 
Hunting the Next Supercell | Alexis Bonte
Hunting the Next Supercell | Alexis BonteHunting the Next Supercell | Alexis Bonte
Hunting the Next Supercell | Alexis Bonte
 
Dennis Ryan Presentation
Dennis Ryan PresentationDennis Ryan Presentation
Dennis Ryan Presentation
 

Login 2011 Emerging Trends in GaaS

  • 1. Please see analyst certification (Reg. AC) and other important disclosures on slides 61-67 of this presentation. Emerging  Trends  in  Games-­‐as-­‐a-­‐Service   Atul  Bagga   Senior  Research  Analyst,   ThinkEquity  
  • 2. 2 London Liverpool Boston New YorkChicago Minneapolis San Francisco Doha Bangalore Mumbai New Delhi Geneva Singapore Global  Banking  &  Distribu2on   Capabili2es   Worldwide  reach  and  capabilities  of  the  Panmure  Gordon  Group   • 231  people  located  in  8  offices  in  the  US  and  Europe   • 45  investment  bankers     • 34  research  analysts  covering  over  450  companies   • Over  50  brokerage  professionals  making  markets  in  over  500  stocks   • 20  private  client  and  asset  management  professionals,  representing  $600  million  in  assets  under  advisement   • 135  affiliated  professionals  working  at  QInvest  in  the  Middle  East   • 165  affiliated  professionals  working  for  Ambit  in  India  and  Singapore   Panmure Gordon Group office locations Panmure associations through QInvest (QInvest is a 46% shareholder in Panmure Gordon & Co.) Panmure associations through Ambit Capital (QInvest is a 25% shareholder in Ambit) PANMURE GORDON & CO INTEGRITY IN INVESTMENT BANKING SINCE 1876 Quaker SecuritiesA Panmure Gordon Company ThinkEquity LLC A Panmure Gordon Company
  • 3. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 4. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 5. 5 Top  Companies  By  Revenue  CAGR   (2008-­‐2010)    
  • 6. 6 Top  Companies  By  Revenue  CAGR   (2008-­‐2010)     0% 10% 20% 30% 40% 50% 60% 70% 80% 0% 20% 40% 60% EBIT Margin RevenueCAGR(2008-2010) Gree Inc. DeNA Co. Ltd. Zoo Entertainment Inc. Gamevil Inc. Perfect World Co. Ltd. mixi Inc. NHN Corp. NetDragon Websoft Inc. Tencent Holdings Ltd. Neowiz Games Corp. NCsoft Corp. Netease.com Inc. ADS Changyou.com Ltd. Kingsoft Corp. Ltd. Gameloft S.A. Source: FactSet
  • 7. 7 Enterprise  Value/Sales  MulEple  U.S.   Video  Game  Companies  Shares     0 1 2 3 4 5 6 7 Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09 ATVI ERTS TTWO THQI Source: FactSet
  • 8. 8 Emergence  of  MulE-­‐Channel  Games-­‐as-­‐a-­‐ Service   FreeFree--toto--PlayPlay Pay to PlayPay to Play: Upfront Purchase; Subscription Virtual Goods Ads Premium Content Subscription Others – App Install, Incentive Marketing PC Gaming Console Gaming Mobile Gaming Online GamingSocial Gaming Multi-Channel Games-As-A-Service Source: ThinkEquity LLC
  • 9. 9 Total  Video  Game  Market:  WW  Market   Size  Es2mate    ($  Million)   Source: ThinkEquity LLC estimates 0 10,000 20,000 30,000 40,000 50,000 60,000 2009E 2010E 2011E 2012E 2013E 2014E Mobile Games Social Games Online - Free-to-Play Online - Subscription PC Console
  • 10. 10 Total  Video  Game  Market:  WW  Market   Size  Es2mate  ($  Million)   0 10000 20000 30000 40000 50000 60000 2009E2010E2011E2012E2013E2014E Rest of World U.S. South Korea Japan Europe China Source: ThinkEquity Estimates
  • 11. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 12. 12 Price  DiscriminaEon   Sources: Unless otherwise noted, images on this and the following slides are courtesy of the respective companies’ Websites.
  • 13. 13 Price  DiscriminaEon     Source: Caroline Scott; http://www.explorecrete.com/gallery/album19/donkey http://www.smokymountainparkarabians.com/
  • 15. 15 Tradi2onal  Models  Represented   Lost  Economic  Value   Source: ThinkEquity LLC. § Traditional gaming models didn’t capitalize on the full spectrum of consumer demand §  Game satisfaction and status were gained by beating levels with skill, not by personalization and purchased status symbols §  Consumers who were willing to spend more on games weren’t able to, outside of peripherals and merchandise § Consumer surplus represented lost economic value for publishers Supply Demand Price Quantity All Customers Pay One Price Some Customers Willing to Pay Higher Prices Consumer Surplus = Lost Revenue $50 $
  • 16. 16 Limited  Edi2ons  and  Map  Packs   Captured  More  Revenue   (1) Pricing is approximate. (2) Source: Microsoft. §  “Limited” and “Collectors” Edition games made headway in price discrimination, capturing additional revenue §  While this price discrimination resulted in higher revenue, there were still relatively few options available for hardcore gamers §  Further, these options came at a higher cost for publishers: §  Halo 3 “Legendary Edition” box included a large, physical plastic helmet §  Map pack content has high production cost §  Yet the virtual model was proven: Map packs were only available digitally on XBOX Live, but 25% of players purchased them(2) §  Map packs had PR hype equal to that of the original Halo 3 release Supply Demand Price Quantity Halo 3: Standard Pricing(1) Hardcore gamers could spend incrementally more, if desired Yet Still, Lost Revenue $60 Halo 3: “Limited Edition” Price(1) $75 Halo 3: Map Pack Priced at $15 $90 $
  • 17. 17 Virtual  Goods  Enable  Perfect  Price   Discrimina2on   Supply DemandPrice Quantity §  While virtual map packs and Limited Edition physical media enable partial price discrimination, virtual goods enable perfect price discrimination for social games and MMOs §  Some “hardcore casual” gamers willing to spend $10k+/month on virtual goods §  There is no “price” for the game §  In complex virtual economies, virtual goods (e.g. a $100k space station in Entropia Universe) can generate significant revenue for their owners, representing more of an asset than an expense §  Justifies high end purchases $23.99 With the true cost of virtual goods close to zero, there is effectively no “supply” curve – goods are readily supplied at all price points 5 Fortune Points $0.99 One family spent $35,000 on virtual goods in Outspark games $35,000 $4.99 200 Fortune Points $39.99 $ Source: ThinkEquity LLC
  • 19. 19 Build  Community   0 10 20 30 40 50 60 70 Million World of Warcraft - Global Subscribers TLBB - Registered Accounts Happy Acquarium - MAU Farmville - MAU Source: Company Reports, DeveloperAnalytics.com, ThinkEquity LLC
  • 20. 20 Source: Acclaim Big     spenders   Paying  Users   Free  Users   Mone2za2on   line   $1   $15   ARPU   $100+   Everyone  pays  Everyone  pays   1  X   10  X   PAY   Ads   Sponsors  
  • 21. 21 Longevity  &  SEckiness:  Avg  Chinese  Gamer   ARPPU   - 10.0 20.0 30.0 40.0 50.0 60.0 2003 2004 2005 2006 2007 2008 ARPU($/Year) Source: IDC, ThinkEquity LLC
  • 22. 22 Game  Spend  As  Percentage  Of  Per-­‐ Capita  Income     Games Spend as %of Per-Capita Income 0.00% 0.05% 0.10% 0.15% 0.20% 0.25% 0.30% 0.35% 2003 2004 2005 2006 2007 2008 2009 2010E U.S. China Games Spend as %of Per-Capita Income (ex. Food) 0.00% 0.05% 0.10% 0.15% 0.20% 0.25% 0.30% 0.35% 0.40% 0.45% 0.50% 2003 2004 2005 2006 2007 2008 2009 2010 Source: ThinkEquity LLC
  • 23. 23 Players  Willing  To  Spend  More…   0.08% 0.09% 0.10% 0.11% 0.12% 0.13% 0.14% Games as % of Per Capita Income U.S. Korea China Source: National Bureau of Statistics of China, Korea Game Development Institute, EuroMonitor International, ThinkEquity LLC
  • 24. 24 …And  The  Vendors  Are  More  Profitable   -40% -20% 0% 20% 40% 60% 80% 100% 120% SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO Operating Margin ROE Source: Company Reports, ThinkEquity LLC
  • 25. 25 Legend  of  Mir  2   •  2D  MMORPG,  Martial  Arts,  Adventure     •  Developed  by  Wemade,  operated  by  Shanda   •  Launched  in  China  in  2001  under  subscription  based  model   •  Converted  to  free-­‐to-­‐play  model  in  2005     •  PCU  ~400-­‐500K  
  • 26. 26 Mir  2  Revenue’s  Growth  AUer  Model  Change   - 200 400 600 800 1,000 1,200 1,400 1,600 1,800 2,000 2002 2003 2004 2005 2006 2007 2008 RMBMillion Source: Company Reports, ThinkEquity LLC
  • 27. 27 …And  ARPPU  Growth  AUer  IniEal  Kneejerk   0 50 100 150 200 250 300 350 400 2002 2003 2004 2005 2006 2007 2008 ARPU(RMB/Qtr) Source: Company Reports, ThinkEquity LLC Estimated ARPPU
  • 28. 28 ZT  Online   •  2D  MMORPG,  Martial  Arts,  Adventure   •  Developed  and  Published  by  Giant  Online     •  Launched  in  2007   •  Free-­‐to-­‐play,  pay  for  virtual  goods  model   •  PCU:  1  million+  
  • 29. 29 70%+  Higher  ARPPU  Compared  to   WOW   0 20 40 60 80 100 120 140 160 180 ARPU($/Year) World of Warcraft ZT Online Source: Company Reports, ThinkEquity LLC
  • 30. 30 Top  Players  Pay  20x  of  WOW  ARPU   $0 $200 $400 $600 $800 $1,000 $1,200 $1,400 $1,600 $1,800 Top 5% Players 15% Players 80% Players WOW Source: Company Reports, ThinkEquity LLC
  • 31. 31 ARPPU  DistribuEon  Curve  of  ZT  Online     (20) - 20 40 60 80 100 120 140 160 - 500 1,000 1,500 2,000 Users ('000) ARPu($/Month) Source: Company Reports, ThinkEquity LLC
  • 32. 32 Examples  of  MoneEzaEon   •  Game  Design  (System  for  marriage,  breeding,   parenting,  balance  between  males/females)   •  Special  In-­‐game  Events  (Valentine’s  day,  New  Year’s   day,  Sports)   •  In-­‐game  Promotions   •  Treasure  Chest   –  Special  Bonus  for  Opening  Most  Chests   •  Chat  &  Response  
  • 33. 33 Virtual  Goods:  WW  Market  Size  Es2mate     ($  Million)   Source: ThinkEquity LLC estimates 0 5,000 10,000 15,000 20,000 25,000 2009E 2010E 2011E 2012E 2013E 2014E Mobile Social Network Online (off-Social Networks)
  • 34. 34 Virtual  Goods:  WW  Market  Size   Es2mate  ($  Million)   0 5000 10000 15000 20000 25000 2009E2010E2011E2012E2013E2014E Rest of World U.S. South Korea Japan Europe China Source: ThinkEquity Estimates
  • 35. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 36. 36 Mid-­‐session  vs.  Persistent  Games   0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% AppStore Facebook - Now Facebook- May, 09 Persistent Mid-session Source: ThinkEquity Estimates
  • 37. 37 Console  Games:  U.S.  Market  Size   0 2,000 4,000 6,000 8,000 10,000 12,000 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 $million -15% -10% -5% 0% 5% 10% 15% 20% 25% 30% 35% 40% Y/YGrowth Source: NPD
  • 38. 38 Average  Game  Play  Hours  Per   Week  On  Console   0.0 5.0 10.0 15.0 20.0 25.0 2006 2007 2008 2009 Source: Nielson
  • 39. 39 Games  Going  Social  –  What  We  Have  Seen   •  Facebook  opening  up  a  new  market  similar  to   Wii     •  55%  of  Facebook  users  play  games  on  Facebook   and  Games  account  for  ~40%  of  page  views  of   Facebook   •  Facebook  games  not  just  games  but  also  a  mean   of  communication,  a  mean  to  express  oneself  in   virtual  environment  
  • 40. 40 Gaming  Versus  Expression   0 50 100 150 200 250 $Billion Video Game Luxury Goods Source: Bain & Company, PWC
  • 41. Trends  in  Social  Games   •  Focus  on  Monetization   –  Conversion     –  Advertising   •  Platform  maturing     –  IPs  Matter   •  Social  Games  outside  Facebook   –  Using  Facebook  social  graph     –  New  platforms   •  Mobile  another  wave  of  disruption   –  Location:  convergence  of  physical  and  virtual  world     41
  • 42. Focus  on  Mone2za2on   42 ARPU/MAU Per Capita GDP MAU/GDP (bps) ($ MAU) (US $, 000) Mixi 0.80 39.7 24 DeNA 4.51 39.7 136 Gree 2.39 39.7 72 Giant 1.27 3.8 402 ChangYou 1.38 3.8 436 US MMO 6.67 46.0 174 US Social Games 0.15-1.00 46.0 4-26 Source: Company Reports, ThinkEquity Estimates
  • 43. Focus  on  Mone2za2on   43 Source: ThinkEquity Estimates
  • 44. Focus  on  Mone2za2on   44 Source: ThinkEquity Estimates
  • 45. Focus  on  Mone2za2on:  Adver2sing   45 Advertising Virtual Goods - Indirect Payment Virtual Goods - Direct Payment Playdom 5-10% 15% 75-80% Kabam NA 10% 90% Rekoo 10% NA 90% Serious Business 10% 10% 80% Source: ThinkEquity LLC interviews with the CEOs of respective companies
  • 46. Focus  on  Mone2za2on:  Adver2sing   $0.00 $0.20 $0.40 $0.60 $0.80 $1.00 $1.20 WebMD The Knot Yahoo! Demand Media Social Games ARPU/DAU 46 Source: comScore, Company Reports, ThinkEquity Estimates
  • 47. 47 Social  Games  Outside  Facebook   •  Social  feature  no  longer  a  proprietary  of  SNS   •  Users  want  to  stay  connected  with  friends  –  to  brag,  to   compete,  to  have  a  fun-­‐experience  together   •  Monetization  of  DeNA  vs.  Mixi   •  First  iteration  of  social  games  outside  Facebook  already   there   •  Next  iteration  of  social  games  with  deeper  integration/ social  games  from  ground  up   –  Imagine  a  social  shooter,  action  game  –  trophy  save  your  real-­‐life   friend  in  virtual  environment        
  • 48. As  PlaUorm  Matures;  IPs  Become   More  Important   48 2009 2006 Game Publisher Game Publisher 1 Battlefield 1943 Electronic Arts Geometry Wars Bizzare Creations 2 Castle Crashers The Behemoth Gauntlet Midway Games 3 Trials HD Microsoft Games Smash TV Midway Games 4 Hasbro Family Game Night Electronic Arts Bejeweled II Oberon 5 Shadow Complex Microsoft Games Zuma Oberon 6 Marvel vs. Capcom 2 Capcom Bankshot Billiards PixelStrom 7 Magic: The Gathering Wizards Of the Coast Outpost Kaloki NinjaBee 8 UNO Gameloft Mutant Storm Reloaded Microsoft Games 9 Worms Microsoft Games Joust Midway Games 10 Peggle PopCap Games Wik: Fable of Souls Reflexive Entertainment Source: IGN, Majornelson.com
  • 49. As  PlaUorm  Matures;  IPs  Become   More  Important   49 Rank Game Publisher Price 1 The Sims Electronic Arts $6.99 2 The Oregon Trail Gameloft $4.99 3 Need for Speed: Undercover Electronic Arts $4.99 4 Madden NFL 10 Electronic Arts $4.99 5 Tiger Woods PGA Tour Electronic Arts $0.99 6 Assassin's Creed: Altair Chronicles Gameloft $4.99 7 Flight Control Firemint $0.99 8 Cooking Mama Taito $6.99 9 Civilization Revolution Take-Two $6.99 10 Wheel of Fortune Sony $0.99 Source: Apple
  • 50. 50 Social  Gaming:  WW  Market  Size  Es2mate     ($  Million)   Source: ThinkEquity LLC estimates 0 2,000 4,000 6,000 8,000 10,000 12,000 14,000 2009E 2010E 2011E 2012E 2013E 2014E Advertising Virtual Goods
  • 51. 51 Social  Gaming:  WW  Market  Size   Es2mate  ($  Million)   0 2000 4000 6000 8000 10000 12000 14000 2009E 2010E 2011E 2012E 2013E 2014E ROW China Europe U.S. Japan Source: ThinkEquity Estimates
  • 52. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 53. Mobile:  Next  Wave  of  Disrup2on   53 Source: International Telecommunication Union, NPD
  • 54. Smartphone  Market  Poten2al   54 Source: ThinkEquity Estimates 0 50 100 150 200 250 300 350 400 450 U.S. Europe Mobile Subscribers Smartphone Users
  • 55. WW  Smartphone  Installed  Base   55 Source: Ericcson 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 2010E 2011E 2012E 2013E 2014E 2015E 2016E
  • 56. Skipping  The  PC  Web?   0 200 400 600 800 1000 1200 Population Internet Users Broadband Users Mobile Subscribers Number of Subscribers in India (Million) 56 Source: Telecom Regulatory Authority of India, InternetWorldStats.com
  • 57. No  Contract,  Android  =  $150   Source: www.flipkart.com
  • 58. 58 WW  Mobile  Games  Market  Size   Es2mate  ($  Million)   0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 8,000 2009E 2010E 2011E 2012E 2013E 2014E Social Games Downloadable Games Source: ThinkEquity Estimates
  • 59. 59 WW  Social-­‐Mobile  Games  Market  Size   Es2mate    ($  Million)   0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 2009E 2010E 2011E 2012E 2013E 2014E Source: ThinkEquity Estimates
  • 60. Agenda   •  Games-­‐as-­‐a-­‐Service   –  Lines  blurring  between  platforms;  Tablets,  Set-­‐top  boxes       –  Innovation  by  startups     •  Virtual  Goods   –  Perfect  Price  Discrimination   –  Enhance  Community/Curb  Piracy   –  Higher  quality  of  earning  (a)  Predictability,  (b)  Lifetime  Value   •  Social  Games   –  Vertical  Games   –  Monetization  (a)  Conversion,  (b)  Advertising     –  Platforms  dedicated  for  games   •  Mobile  Games     –  Rise  of  persistent  games   –  Mobile  an  extension  of  other  platforms   –  Dominated  by  a  few?  
  • 62. The linked image cannot be displayed. The file may have been moved, renamed, or deleted. Verify that the link points to the correct file and location. 62 Risks  &  Disclosures   COMPANIES MENTIONED IN THIS REPORT: Company Exchange Symbol Price Rating Activision Blizzard, Inc. NASDAQ ATVI $11.54 Buy Akamai Technologies, Inc. NASDAQ AKAM $34.14 Hold Apple Inc. NASDAQ AAPL $347.23 Buy Changyou.com Limited NASDAQ CYOU $43.48 Buy comScore, Inc. NASDAQ SCOR $28.40 Buy Electronic Arts Inc. NASDAQ ERTS $22.61 Buy Giant Interactive Group, Inc. NYSE GA $9.37 Hold Google, Inc. NASDAQ GOOG $535.45 Buy NetEase.com, Inc. NASDAQ NTES $45.64 Buy
  • 63. 63 Risks  &  Disclosures   COMPANIES MENTIONED IN THIS REPORT: Company Exchange Symbol Price Rating NetEase.com, Inc. NASDAQ NTES $45.64 Buy Perfect World Co., Ltd. NASDAQ PWRD $24.99 Hold salesforce.com, Inc. NYSE CRM $134.38 Hold Shanda Games NASDAQ GAME $7.15 Buy Shanda Interactive Entertainment Limited NASDAQ SNDA $49.40 Hold Take-Two Interactive Software NASDAQ TTWO $16.04 Buy THQ, Inc. NASDAQ THQI $4.52 Hold
  • 64. Risks  &  Disclosures   Analyst  Certification  I,  Atul  Bagga,  hereby  certify  that  all  of  the  views   expressed  in  this  research  report  accurately  reflect  my  personal  views  about  the   subject  securities  and  issuers.  I  also  certify  that  no  part  of  my  compensation   was,  is,  or  will  be  directly  or  indirectly  related  to  the  specific  recommendations   or  views  expressed  in  this  research  report.     The  analyst(s)  responsible  for  preparing  this  report  has/have  received   compensation  based  on  various  factors,  including  the  firm's  total  revenues,  a   portion  of  which  is  generated  by  investment  banking  activities.     ThinkEquity  LLC  makes  a  market  in  Akamai  Technologies,  Inc.,  Apple  Inc.,   Activision  Blizzard,  Inc.,  Changyou.com  Limited,  Electronic  Arts  Inc.,  Giant   Interactive  Group,  Inc.,  Google,  Inc.,  NetEase.com,  Inc.,  Perfect  World  Co.,  Ltd.,   salesforce.com,  Inc.,  Take-­‐Two  Interactive  Software,  THQ,  Inc.,  Shanda   Interactive  Entertainment  Limited,  Shanda  Games,  and  comScore,  Inc.   securities;  and/or  associated  persons  may  sell  to  or  buy  from  customers  on  a   principal  basis.    
  • 65. Risks  &  Disclosures   Rating  Definitions     Effective   October   7,   2009,   ThinkEquity   LLC   moved   from   a   four-­‐tier   Buy/Accumulate/Source   of   Funds/Sell   rating   system   to   a   three-­‐tier   Buy/Hold/Sell   system.   The   new   ratings   appear   in   our   Distribution   of   Ratings,   Firmwide   chart.   To   request   historical   information,   including   previously   published   reports   or   statistical   information,   please   call:   866-­‐288-­‐8206,   or   write   to:   Director   of   Research,  ThinkEquity  LLC,  600  Montgomery  Street,  San  Francisco,  California,  94111.       Buy:   ThinkEquity   expects   the   stock   to   generate   positive   risk-­‐adjusted   returns   of   more   than   10%   over  the  next  12  months.  ThinkEquity  recommends  initiating  or  increasing  exposure  to  the  stock.       Hold:  ThinkEquity  expects  the  stock  to  generate  risk-­‐adjusted  returns  of  +/-­‐10%  over  the  next  12   months.  ThinkEquity  believes  the  stock  is  fairly  valued.       Sell:  ThinkEquity  expects  the  stock  to  generate  negative  risk-­‐adjusted  returns  of  more  than  10%   during  the  next  12  months.  ThinkEquity  recommends  decreasing  exposure  to  the  stock.   65
  • 66. Risks  &  Disclosures   Distribution  of  Ratings,  Firmwide       ThinkEquity  LLC         IB  Serv./Past  12   Mos.       Rating   Count   Percent         Count   Percent   BUY  [B]   153   66.20   22   14.38   HOLD  [H]   76   32.90   2   2.63   SELL  [S]   2   0.90   0   0.00   66
  • 67. Risks  &  Disclosures   This  report  does  not  purport  to  be  a  complete  statement  of  all  material  facts  related  to  any  company,   industry,  or  security  mentioned.  The  information  provided,  while  not  guaranteed  as  to  accuracy  or   completeness,  has  been  obtained  from  sources  believed  to  be  reliable.  The  opinions  expressed  reflect   our  judgment  at  this  time  and  are  subject  to  change  without  notice  and  may  or  may  not  be  updated.   Past  performance  should  not  be  taken  as  an  indication  or  guarantee  of  future  performance,  and  no   representation  or  warranty,  express  or  implied,  is  made  regarding  future  performance.  This  notice   shall  not  constitute  an  offer  to  sell  or  the  solicitation  of  an  offer  to  buy,  nor  shall  there  be  any  sale  of   these  securities  in  any  state  in  which  said  offer,  solicitation,  or  sale  would  be  unlawful  prior  to   registration  or  qualification  under  the  securities  laws  of  any  such  state.  This  research  report  was   originally  prepared  and  distributed  to  institutional  clients  of  ThinkEquity  LLC.       67
  • 68. Risks  &  Disclosures   Recipients  who  are  not  market  professionals  or  institutional  clients  of  ThinkEquity  LLC  should  seek   the  advice  of  their  personal  financial  advisors  before  making  any  investment  decisions  based  on  this   report.  Stocks  mentioned  in  this  report  are  not  covered  by  ThinkEquity  LLC  unless  otherwise   mentioned.       Additional  information  on  the  securities  mentioned  is  available  on  request.  In  the  event  that  this  is  a   compendium  report  (covers  more  than  six  ThinkEquity  LLC-­‐covered  subject  companies),  ThinkEquity   LLC  may  choose  to  provide  specific  disclosures  for  the  subject  companies  by  reference.  To  request   more  information  regarding  these  disclosures,  please  call:  866-­‐288-­‐8206,  or  write  to:  Director  of   Research,  ThinkEquity  LLC,  600  Montgomery  Street,  San  Francisco,  California,  94111.  Stocks   mentioned  in  this  report  are  not  covered  by  ThinkEquity  LLC  unless  otherwise  mentioned.       Member  of  FINRA  and  SIPC.       Copyright  2011  ThinkEquity  LLC,  A  Panmure  Gordon  Company   68