Peter Warman (Newzoo) @ Games and Screens, IBC

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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

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Peter Warman, Newzoo, Games and Screens, IBC

Transcript of Peter Warman (Newzoo) @ Games and Screens, IBC

Page 5: Peter Warman (Newzoo) @ Games and Screens, IBC

Newzoo. NewWho? Clients….

Our Key ClientsNewzoo 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

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www.newzoo.com

18 KEY COUNTRIES

Newzoo. NewWho? Core Services….

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Newzoo. NewWho? Additional Services….

Communication & ConsultancyEnsuring outsiders maximize potential.

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2013 Global Games Market | Per Region

Based on financial company data, primary consumer research and actual transactions.

Source: Newzoo GlobalGames Market Report

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2013 Global Games Market | Per Segment

Based on financial company data, primary consumer research and actual transactions.

Source: Newzoo GlobalGames Market Report

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Growth: 2012-2016 Global Games Market

Based on financial company data, primary consumer research and actual transactions.

Source: Newzoo GlobalGames Market Report

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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

ENTERTAINMENTSCREEN

COMPUTERSCREEN

FLOATINGSCREEN

PERSONALSCREEN

MMO’S MOBILE

CONSOLEPC/MAC

SOCIAL/CASUAL

CONSUMER CONSUMER

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Games Industry using Screen Segmentation

25%of EU & US

Gamers plays on all four screens

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2013 Global Games Market | Per Screen

Based on financial company data, primary consumer research and actual transactions.

Source: Newzoo GlobalGames Market Report

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Five key trends driving change and growth

1. More screensOnly 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 freeConsumers 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 servicesAs 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 modelsNew 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 marketplaceThe 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.

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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.

CONSUMERPERSPECTIVE

INDUSTRYPERSPECTIVE

Changes for consumers and industry

global

choice

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PLAYERS

TIME PAYERS

MONEY

access

screens

fre

e

biz

z m

od

els

organisation

services

valu

e

pro

fit

+8%

+26% +33%

+1%

CONSUMERPERSPECTIVE

INDUSTRYPERSPECTIVE

MARKETGROWTH

Change creates new growth potential

+17%

+8%

+18%

+3%

Growth starts with consumers playing more….

2013 vs 2012 YoY growth KPIs

Source: 2013 Newzoo

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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.

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www.newzoo.com

Key Trend: Games are free services“Free is not evil”

=39%

of console gamers in the US never

spends money on console games

55%of mobile gamers in the US never spends money on mobile games43% for MMOs

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Newcomers are masters of Free-to-Play

ServicesNew companies set up to manage games as a service on a global scale currently benefit most from the (r)evolution.

DATA Q4 2012

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Watch live games of gamers that are (slightly) better than you.

Prize money season 2: $5,000,000Video

Spectator Modes, Video Content

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Flexibility is Key, Mobile Server Side Updates

Source: Dave Bailey, Mediatonic

Level & Quest EditingItem Management

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Organisational Impact of Change

Games as a ServiceNew 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

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www.newzoo.com

Changing an organization takes time

=

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Global Population vs GamersPer region for the top 110 countries, 2013E

“MATURE” MARKETS REPRESENT14.9% of people31.5% of online people37.1% of gamers37.8% of paying gamers73.6% 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 >

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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

iPhoneAppStore

iPadAppStore

Google PlayStore

these rankings are published monthly on www.newzoo.com/free/rankings

Top Countries per AppStore| March 2013

Emerging?No. Rather explosive growth markets.

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© 2013 Newzoo/Distimo Monthly Global AppStore Report

Top Grossing iOS Games Russia | June 2013