1. Mobile Gaming Growth into the
Future through 4 Trends
Sujay Tyle
VP of Business Development, Scopely
2. Industry growth
Traditional Mobile
Development Cycle Years Months
Revenue Model Single Purchase Free-to-Play/Continuous
Engagement Days/Months Years
Data and Analytics Limited Ongoing Feedback
Distribution Traditional Retail Network Virality
3. Industry trends responsible for growth
– A widnening demographic
– iOS and Android device and user growth
– Improved monetization
– New kinds of games
• Simulated Synchronous
• Luxury Goods within Mobile Apps
4. 1. A widening demographic
Right now In 2015
50% of social network users 75% of social network users
Women aged 35-55 Women, young adults, heavy gamers
- 54% of mobile gamers are female and 46% are male.
- 79% of mobile gamers are more than 30 years old.
- 43% of social gamers are college graduates, and 79% have
some college experience.
7. Mobile Gaming User Growth
• 800,000 new smartphones are activated
every day: vast majority being Android
phones
• 46% of iOS apps are free, whereas 72% of
Android apps are free.
• 58% of most popular developers are
creating multiple platform apps.
9. Current Monetization Statistics
• Role-playing games and gambling games monetize the
best, followed by hidden object, adventure and
tournament-based games. The worst in terms of
monetization are puzzle, arcade, caretaking and
simulation games.
• 50% of revenue from top grossing iPhone apps comes
from in-game purchases.
• For every dollar made for on iOS, developers only make
24 cents on the Android platform due to poor
monetization
10. Monetization with Future Gaming
• The mobile gaming industry is expected to grow
at an average annual rate of 30% at least through
2014. This growth comes mainly from the sales of
virtual goods, as the freemium model becomes
more dominant.
• In-game purchases should overtake pay-per-
downloads by 2013.
• Easier payment systems through Apple and
Android should be expected
11. 4. New Types of Games
• Taking advantage of ppl’s offline interests
through games
12. Inherently Social First
• With the iconic rise in the number of
smartphone activations, inherently social
games will continue to dominate in-app
monetization and retention
• Wooga: consumers rational spenders who
value functional consumables over
decorations. Focus on making the gaming
experience more social instead of
incorporating things like user avatars
13. Simulated synchronous games
• Feels like playing in real time
– Actually other player’s moves have been pre-
recorded and are played back as you make your
move
– Increases competitiveness, engagement
– Makes gaming more social
• Best implementation so far
– SongPop
14. CA$HING IN
• Many SongPop copycats will appear
• Trivi.al Released in late June 2012
– 9,000 MAU
• What went wrong?
– Good idea
– Bad implementation
• Too specific
• Too burdensome
15. Luxury Goods
• There will always be a
market for luxury goods
and services for consumers
• Lacks existence in any
appstore right now
• Gree and DeNA will
attempt with their
platforms, to create a suite
of luxury in app goods for
consumers to collect
Notas del editor
As the industry is gaining market share from traditional consoles/handhelds, the business model is significantly altered in the following aspects.
Nintendo's consoles in the 1980s appealed primarily to children. Sony's PlayStation appealed to teenagers in the 90s, along with their little siblings. The PlayStation 2 and Xbox, by becoming home entertainment systems, appealed to young adults as well. And finally the Nintendo Wii and Microsoft's Kinect, by making games accessible to anybody, appealed to the whole family.
The Android Market has more free apps than the App Store and will soon overtake the App Store in sheer number of available apps.
as a result of higher developing due to fragmentation and Android users being less willing to pay than iOS users).
‘Simulated synchronous’ is the way further. These apps feel like you’re playing against another person in real time. It increases anxiety to choose quickly (be it songs, pictures etc) because you see their choices happen in real time. For example, Song Pop records the other person’s game and then plays it back against you as you play. So you see when and what they’ve chosen as you’re hurrying to make your own choice.
Like who wants to be a millionaireGame concepts that can potentially cash in on this are many, including number ordering (clicking on the numbers faster than the opponent), guessing-based games with categories such as guess the character, the city, the brand etc; with the basic architecture of the game resembling that of SongPop: simulated syncrhonous.Bear in mind that SongPop was first considered a copycat of Draw Something; actually just a better implementation of simulated synchronous