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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
Breaking News….Breaking news…
Games fastest growing video content ….
72,500,000 videos
1,500,000 videos
Games #1 category Games #1 category
100% growth YoY
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
www.newzoo.com
18 KEY
COUNTRIES
Newzoo. NewWho? Core Services….
Newzoo. NewWho? Additional Services….
Communication & Consultancy
Ensuring outsiders maximize potential.
2013 Global Games Market | Per Region
Based on financial
company data, primary
consumer research and
actual transactions.
Source: Newzoo Global
Games Market Report
2013 Global Games Market | Per Segment
Based on financial
company data, primary
consumer research and
actual transactions.
Source: Newzoo Global
Games Market Report
1
Growth: 2012-2016 Global Games Market
Based on financial
company data, primary
consumer research and
actual transactions.
Source: Newzoo Global
Games Market Report
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
Games Industry using Screen Segmentation
25%
of EU & US
Gamers plays on
all four screens
2013 Global Games Market | Per Screen
Based on financial
company data, primary
consumer research and
actual transactions.
Source: Newzoo Global
Games Market Report
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.
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
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
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.
www.newzoo.com
=
www.newzoo.com
=
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
Watch live games of gamers that are (slightly) better than you.
Prize money season 2: $5,000,000
Video
Spectator Modes, Video Content
Flexibility is Key, Mobile Server Side Updates
Source: Dave Bailey, Mediatonic
Level & Quest EditingItem Management
www.newzoo.com
Organizational Impact
Of F2P Games as a Service
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
www.newzoo.com
=
www.newzoo.com
Key Trend. Globalization.
Emerging Markets as Drivers of Growth
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 >
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.
© 2013 Newzoo/Distimo Monthly Global AppStore Report
Top Grossing iOS Games Russia | June 2013
=
Peter Warman, CEO Newzoo
peter@newzoo.com

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Peter Warman (Newzoo) @ Games and Screens, IBC

  • 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
  • 3. Games fastest growing video content …. 72,500,000 videos 1,500,000 videos Games #1 category Games #1 category 100% growth YoY
  • 4.
  • 5. 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
  • 7. Newzoo. NewWho? Additional Services…. Communication & Consultancy Ensuring outsiders maximize potential.
  • 8.
  • 9. 2013 Global Games Market | Per Region Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  • 10. 2013 Global Games Market | Per Segment Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  • 11. 1 Growth: 2012-2016 Global Games Market Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  • 12. 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
  • 13. Games Industry using Screen Segmentation 25% of EU & US Gamers plays on all four screens
  • 14. 2013 Global Games Market | Per Screen Based on financial company data, primary consumer research and actual transactions. Source: Newzoo Global Games Market Report
  • 15.
  • 16. 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.
  • 17. 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
  • 18. 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
  • 19. 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.
  • 22. 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
  • 23. Watch live games of gamers that are (slightly) better than you. Prize money season 2: $5,000,000 Video Spectator Modes, Video Content
  • 24. Flexibility is Key, Mobile Server Side Updates Source: Dave Bailey, Mediatonic Level & Quest EditingItem Management
  • 26. 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
  • 29. 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 >
  • 30. 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.
  • 31. © 2013 Newzoo/Distimo Monthly Global AppStore Report Top Grossing iOS Games Russia | June 2013
  • 32. =
  • 33. Peter Warman, CEO Newzoo peter@newzoo.com