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Peter Warman (Newzoo) @ Games and Screens, IBC

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Peter Warman (Newzoo) @ Games and Screens, IBC

  1. 1. The Global Games Market Understanding change and sizing opportunities across all four screens. Games & Screens Session at IBC 2013 16 September, 1330-1500 Peter Warman, CEO Newzoo
  2. 2. Breaking News….Breaking news…
  3. 3. Games fastest growing video content …. 72,500,000 videos 1,500,000 videos Games #1 category Games #1 category 100% growth YoY
  4. 4. Newzoo. NewWho? Clients…. Our Key Clients Newzoo assists in decision making on a strategic, product or marketing level. We provide global overview and deep local insights. Our data is based on a mix of financial analysis of company revenues, primary consumer research and transaction data. 80% of our clients are global headquarters. several key clients cannot be disclosed www.newzoo.com
  5. 5. www.newzoo.com 18 KEY COUNTRIES Newzoo. NewWho? Core Services….
  6. 6. Newzoo. NewWho? Additional Services…. Communication & Consultancy Ensuring outsiders maximize potential.
  7. 7. 2013 Global Games Market | Per Region Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  8. 8. 2013 Global Games Market | Per Segment Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  9. 9. 1 Growth: 2012-2016 Global Games Market Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  10. 10. Games Industry using Screen Segmentation To understand the changes in the games market and identify future growth opportunities, monitoring only revenues and using traditional segmentation does not suffice. Too much jargon. Too tech-driven. Source: Newzoo Screen Segmentation ModelTM traditional new ENTERTAINMENT SCREEN COMPUTER SCREEN FLOATING SCREEN PERSONAL SCREEN MMO’S MOBILE CONSOLEPC/MAC SOCIAL/CASUAL CONSUMER CONSUMER
  11. 11. Games Industry using Screen Segmentation 25% of EU & US Gamers plays on all four screens
  12. 12. 2013 Global Games Market | Per Screen Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  13. 13. Five key trends driving change and growth 1. More screens Only five years ago, gamers played mainly on two screens: The TV and the PC. That number has since doubled giving room for more time and ultimately money spent on gaming. Gamers will still spread their budget across all screens. 2. Games are free Consumers have gotten used to the idea of trying a game before they decide to spend money. The days of low quality free games have passed as in-game spending business models have proven successful. Next stop: The TV screen... 3. Games are services As monetization now takes place within the game at a moment the consumer chooses, publishers and developers are even more incentivized to keep their gamer engaged as long as possible. Beta periods are crucial involving the gamers in the final settings of the game. 4. Flexible business models New Business models require continuous balancing between value for the consumer and profit for the publisher. Monetization of the game should keep free gamers happy and provide room for spending by the “whales”. The launch of a game is just the start... 5. Global marketplace The games market is now, a global playground. Online connectivity allows companies to localize and launch games anywhere on the planet. To secure growth, emerging markets should be a part of any game company’s strategy.
  14. 14. screens access bizz models free organisation service profit value Consumers want continuous access games that are, in principle, free. Ideally, their game continuously improves and expands, as a service. If the game gives them value, they have no problem to spend money. Game companies increasingly need to make their games accessible via all screens as well as adapt their business models. The continuous balancing act between value for consumers and profit requires organisational change. Hard, but it is the only way to maintain growth in this competitive and truly global marketplace. CONSUMER PERSPECTIVE INDUSTRY PERSPECTIVE Changes for consumers and industry global choice
  15. 15. PLAYERS TIME PAYERS MONEY access screens free bizzmodels organisation services value profit +8% +26% +33% +1% CONSUMER PERSPECTIVE INDUSTRY PERSPECTIVE MARKET GROWTH Change creates new growth potential +17% +8% +18% +3% Growth starts with consumers playing more…. 2013 vs 2012 YoY growth KPIs Source: 2013 Newzoo
  16. 16. Games: 66% of Mobile Revenues Smartphones and tablets have accelerated change within the games market and are expected to gross $24bn game revenues in 2016, or 28% of the total market.
  17. 17. www.newzoo.com =
  18. 18. www.newzoo.com =
  19. 19. Newcomers are masters of Free-to-Play Services New companies set up to manage games as a service on a global scale currently benefit most from the (r)evolution. DATA Q4 2012
  20. 20. Watch live games of gamers that are (slightly) better than you. Prize money season 2: $5,000,000 Video Spectator Modes, Video Content
  21. 21. Flexibility is Key, Mobile Server Side Updates Source: Dave Bailey, Mediatonic Level & Quest EditingItem Management
  22. 22. www.newzoo.com Organizational Impact Of F2P Games as a Service
  23. 23. Organisational Impact of Change Games as a Service New competences required and … what is the role of the publisher? • Creative led-design team • Art and production pipelines • Client-side Engineering • Production management • Quality Assurance Traditional studio fundamentals User Acquisition, Distribution, Community Live Ops  Content build, Monitoring, Deployment, Cloud Mngmt Big Data, Business Intelligence, Product Strategy GaaS Technology  Scalability, Security, Efficiency, Content Management New competences required to run GaaS Source: Keynote Dave Bailey, Mediatonic at 2013 Azure Gaming Summit
  24. 24. www.newzoo.com =
  25. 25. www.newzoo.com Key Trend. Globalization. Emerging Markets as Drivers of Growth
  26. 26. Global Population vs Gamers Per region for the top 110 countries, 2013E “MATURE” MARKETS REPRESENT 14.9% of people 31.5% of online people 37.1% of gamers 37.8% of paying gamers 73.6% of money spent on games 17.9% 32.4% 23.2% 2.8% 4.3% 1.8% 15.2%0.7% 2013 Global Games Market Report | www.globalgamesmarket.com 1.8% 1,600 MILLIONS 1,400 1,200 1,000 800 600 400 200 0 74% of game revenues is generated by 15% of the worlds’ population < MATURE GROWTH >
  27. 27. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 United States Japan China United Kingdom Australia Canada France Germany Korea Taiwan Italy Switzerland Russia Singapore Sweden Hong Kong Brazil Netherlands Spain Thailand RANK COUNTRY TOP GAME United States United Kingdom China Australia Canada Russia Germany France Japan Italy Netherlands Korea Brazil Mexico Switzerland Spain Taiwan Norway Denmark Sweden COUNTRY TOP GAME Korea Japan United States United Kingdom Germany Australia France Russia Canada Spain Singapore Hong Kong Italy Brazil Sweden Norway Thailand Switzerland Netherlands Denmark COUNTRY TOP GAME iPhone AppStore iPad AppStore Google Play Store these rankings are published monthly on www.newzoo.com/free/rankings Top Countries per AppStore| March 2013 Emerging? No. Rather explosive growth markets.
  28. 28. © 2013 Newzoo/Distimo Monthly Global AppStore Report Top Grossing iOS Games Russia | June 2013
  29. 29. =
  30. 30. Peter Warman, CEO Newzoo peter@newzoo.com

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