SlideShare una empresa de Scribd logo
1 de 12
Descargar para leer sin conexión
Time to Bet The World again ?




          Andrew Burnett
       Barcelona October 2012


                  1
PAY2PLAY DIGITAL ENTERTAINMENT



“New technology, new business models and new
regulation will power a new entertainment industry for
all of us. We call it Pay2Play”
    Sir David Michels




                            2
OUR THESIS


•   41% of internet user play games at least once a week

•   Millions of players; a small minority that monetises big.

•   Monetise, retain, re-energise, build LTV

•   Acquire and build ROI.

•   Invest wisely and exit efficiently.




                                                        3
WHAT IS PAY2PLAY ENTERTAINMENT ?

                                  Payment     Game Play       Reward




•   Social Gaming : games that connect directly with social network profiles and largely depend on
    social platforms for distribution.

•   Mobile Gaming : mostly, though not exclusively, casual games (simple gameplay that can be learnt in
    minutes) for smartphones, tablets, handheld game consoles and other mobile internet devices.

•   Cash Gaming : Paid participation games with an element of luck in the gameplay and cash prizes
    frequently greater the cash amount paid to participate.

•   Pay 2 Play Entertainment : Includes casual games, online games, skill games, bingo, sports betting,
    casino games, exchange platforms and all forms of gamification.




                                                          4
THE PAY2PLAY CONVERGENCE MODEL


                  REACH                  ENGAGE                    MONETISE                   RETAIN



                                              Signups
                     Traffic             Daily Active Users      Social gaming build reach and open new markets
                Unique Visitors
 SoMoOn          Bounce Rate
                                        Signup conversion
                                            Play 4 Free
              Monthly Active Users            Forums                  Mobile platforms grow engagement
                 Pages viewed           Custom downloads


                                                                    Ease of payment          Retention bonuses
                                                                Average Booking per User     Customer Service
                                                                      Subscriptions         Re-ignition marketing
Cash Gaming    Cash gaming monetises and drives retention          Micro transactions
                                                                Registration to Depositor
                                                                                             CRM Programme
                                                                                              VIP programmes
                                                                           rate




                                      Cross-selling across all platforms and channels
                                                    Brands become key


                                                        5
THE PAY2PLAY ENTERTAINMENT MARKET

                                                                                                        The Pay2Play Entertainment market size
•   Fastest growing digital industry in the                                     125
    world
                                                                                                                                   15% CAGR
•   15% CAGR; 3x faster than the global                                         100                                                                                                  52.8
    M&E industry                                                                                                                                                  47.1
                                                                                                                                                 43
                  Other                                                         75
                  $121.00bn                                                                                                  38.3


                                                                    $ billion
                                                                                                           34.1
     Newspapers                                                                 50
     $82.00bn                                                                             31.1
                                         Television subscription                                                                                                                     49.3
                                         $290.00bn
                                                                                                                                                                  44.8
                                                                                                                                                40.3
                                                                                                                              36
                                                                                25                         30.3
       Filmed Entertainment
       $97.00bn
                                                                                          20.7


      Consumer & Educational Books                                               0
      $116.00bn                                                                           2011e          2012e              2013e             2014e              2015e             2016e
                                                 Digital Pay2Play
                                                 $102.00bn
                                                                                                                        SoMoOn                                         Cash
                          Business to Business
                          $180.00bn                                                            Source : Citigroup, PWC, Xyologic.com, Zynga S1, Inside Networks, Gartner, NPD Group,
                                                                                             Euromoniter, GfK, Flurry,, Evercore Group L.L.C. Research, Dec 2011; Gaming Capital, Morgan
                                                                                                                         Stanley, Think Equity, Burlywood estimates



                                                                                      6
THE LONG TERM GROWTH TRENDS



•   Growth in global consumer spending : The rise of the Middle Class in emerging markets and
    substitution spending in the developed markets.

•   Technological advances. Smartphone shipments outstripping PCs.

•   New digital business models. Virtual goods market to double by 2014

•   The separation of digital from physical media. New regulations and new market growth
    opportunities.




                                                   7
TECHNOLOGY AND REGULATION DRIVE
                 GROWTH

•   Disruptive technologies emerge : Tablets, Smartphone, iTV 2.0. Windows share of internet devices
    barely 50%

•   Balkanisation of the internet. Apps beat web, walled garden, thoughtful content. Index search now
    down to 50%

•   Wide scale global platform extension through social media platforms.

•   Regulation of cash gaming throughout the world, especially USA. The un-demonisation of
    gambling

•   Easier and more profitable routes to market with regulation, straight-forward payment channels,
    and higher-rated earnings.




                                                    8
TRANSFORMATIONAL MONETISATION


•   A massive addressable market : 1.6 billion estimated social network users by 2014; 3% would
    treble the digital cash gaming market .

•   Lower friction and acquisition costs.

•   Adoption of best practices :

    •   Ease of payments.

    •   Player lifetime analysis and player profiling

    •   Fraud detection and back customer relationship programs.




                                                       9
BURLYWOOD CAPITAL




Mark Blandford   Andrew Burnett        Sir David Michels   Neil Goulden




                                  10
CONCLUSION


•   The world’s fastest growing media and entertainment sector

•   Transformational profit growth for the best operators.

•   Our name for a new era : Pay2Play digital entertainment.

•   New sources of investment.

•   The Third Epoch.




                                                    11
Thank You



    12

Más contenido relacionado

Similar a Burlywood EIG presentation 2012 pdf

Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
Gerald Tan
 
F5DIGITAL DigiGen09_The Next Big Thing
F5DIGITAL DigiGen09_The Next Big ThingF5DIGITAL DigiGen09_The Next Big Thing
F5DIGITAL DigiGen09_The Next Big Thing
Gregory Birgé
 
Scoreloop Sync Presentation
Scoreloop Sync PresentationScoreloop Sync Presentation
Scoreloop Sync Presentation
niccoleone
 

Similar a Burlywood EIG presentation 2012 pdf (20)

Promotions 2.0
Promotions 2.0Promotions 2.0
Promotions 2.0
 
Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
Business Model of Social Games (Detailed) - Gerald Tan (2012-Mar-01)
 
Macrocosm Venture Plan: Presentation
Macrocosm Venture Plan: PresentationMacrocosm Venture Plan: Presentation
Macrocosm Venture Plan: Presentation
 
Managing brands in digital and social channels
Managing brands in digital and social channelsManaging brands in digital and social channels
Managing brands in digital and social channels
 
Promotions 2.0
Promotions 2.0Promotions 2.0
Promotions 2.0
 
SparxUp Awards 2010
SparxUp Awards 2010SparxUp Awards 2010
SparxUp Awards 2010
 
Payments lanscape 2 12
Payments lanscape 2 12Payments lanscape 2 12
Payments lanscape 2 12
 
Dutch Customer Futures Digital 19 6 8
Dutch Customer Futures Digital 19 6 8Dutch Customer Futures Digital 19 6 8
Dutch Customer Futures Digital 19 6 8
 
Affiliate Pivot – What’s Your Brevenue?
Affiliate Pivot – What’s Your Brevenue?Affiliate Pivot – What’s Your Brevenue?
Affiliate Pivot – What’s Your Brevenue?
 
Social media, emerging platforms and online advertising
Social media, emerging platforms and online advertisingSocial media, emerging platforms and online advertising
Social media, emerging platforms and online advertising
 
The Chat Room Advertising Rates
The Chat Room Advertising RatesThe Chat Room Advertising Rates
The Chat Room Advertising Rates
 
Web 2.0 Weekly - July 13, 2010
Web 2.0 Weekly - July 13, 2010Web 2.0 Weekly - July 13, 2010
Web 2.0 Weekly - July 13, 2010
 
Day1 0900 kai_bolik
Day1 0900 kai_bolikDay1 0900 kai_bolik
Day1 0900 kai_bolik
 
Week 2 Ideation Bootcamp - Bluhm
Week 2 Ideation Bootcamp - BluhmWeek 2 Ideation Bootcamp - Bluhm
Week 2 Ideation Bootcamp - Bluhm
 
New Media & Marketing
New Media & MarketingNew Media & Marketing
New Media & Marketing
 
F5DIGITAL DigiGen09_The Next Big Thing
F5DIGITAL DigiGen09_The Next Big ThingF5DIGITAL DigiGen09_The Next Big Thing
F5DIGITAL DigiGen09_The Next Big Thing
 
Multiplus Investor Presentation - BTG Conferene
Multiplus Investor Presentation - BTG ConfereneMultiplus Investor Presentation - BTG Conferene
Multiplus Investor Presentation - BTG Conferene
 
Multiplus Investor Presentatio
Multiplus Investor PresentatioMultiplus Investor Presentatio
Multiplus Investor Presentatio
 
Web 2.0 fails to produce cash
Web 2.0 fails to produce cashWeb 2.0 fails to produce cash
Web 2.0 fails to produce cash
 
Scoreloop Sync Presentation
Scoreloop Sync PresentationScoreloop Sync Presentation
Scoreloop Sync Presentation
 

Burlywood EIG presentation 2012 pdf

  • 1. Time to Bet The World again ? Andrew Burnett Barcelona October 2012 1
  • 2. PAY2PLAY DIGITAL ENTERTAINMENT “New technology, new business models and new regulation will power a new entertainment industry for all of us. We call it Pay2Play” Sir David Michels 2
  • 3. OUR THESIS • 41% of internet user play games at least once a week • Millions of players; a small minority that monetises big. • Monetise, retain, re-energise, build LTV • Acquire and build ROI. • Invest wisely and exit efficiently. 3
  • 4. WHAT IS PAY2PLAY ENTERTAINMENT ? Payment Game Play Reward • Social Gaming : games that connect directly with social network profiles and largely depend on social platforms for distribution. • Mobile Gaming : mostly, though not exclusively, casual games (simple gameplay that can be learnt in minutes) for smartphones, tablets, handheld game consoles and other mobile internet devices. • Cash Gaming : Paid participation games with an element of luck in the gameplay and cash prizes frequently greater the cash amount paid to participate. • Pay 2 Play Entertainment : Includes casual games, online games, skill games, bingo, sports betting, casino games, exchange platforms and all forms of gamification. 4
  • 5. THE PAY2PLAY CONVERGENCE MODEL REACH ENGAGE MONETISE RETAIN Signups Traffic Daily Active Users Social gaming build reach and open new markets Unique Visitors SoMoOn Bounce Rate Signup conversion Play 4 Free Monthly Active Users Forums Mobile platforms grow engagement Pages viewed Custom downloads Ease of payment Retention bonuses Average Booking per User Customer Service Subscriptions Re-ignition marketing Cash Gaming Cash gaming monetises and drives retention Micro transactions Registration to Depositor CRM Programme VIP programmes rate Cross-selling across all platforms and channels Brands become key 5
  • 6. THE PAY2PLAY ENTERTAINMENT MARKET The Pay2Play Entertainment market size • Fastest growing digital industry in the 125 world 15% CAGR • 15% CAGR; 3x faster than the global 100 52.8 M&E industry 47.1 43 Other 75 $121.00bn 38.3 $ billion 34.1 Newspapers 50 $82.00bn 31.1 Television subscription 49.3 $290.00bn 44.8 40.3 36 25 30.3 Filmed Entertainment $97.00bn 20.7 Consumer & Educational Books 0 $116.00bn 2011e 2012e 2013e 2014e 2015e 2016e Digital Pay2Play $102.00bn SoMoOn Cash Business to Business $180.00bn Source : Citigroup, PWC, Xyologic.com, Zynga S1, Inside Networks, Gartner, NPD Group, Euromoniter, GfK, Flurry,, Evercore Group L.L.C. Research, Dec 2011; Gaming Capital, Morgan Stanley, Think Equity, Burlywood estimates 6
  • 7. THE LONG TERM GROWTH TRENDS • Growth in global consumer spending : The rise of the Middle Class in emerging markets and substitution spending in the developed markets. • Technological advances. Smartphone shipments outstripping PCs. • New digital business models. Virtual goods market to double by 2014 • The separation of digital from physical media. New regulations and new market growth opportunities. 7
  • 8. TECHNOLOGY AND REGULATION DRIVE GROWTH • Disruptive technologies emerge : Tablets, Smartphone, iTV 2.0. Windows share of internet devices barely 50% • Balkanisation of the internet. Apps beat web, walled garden, thoughtful content. Index search now down to 50% • Wide scale global platform extension through social media platforms. • Regulation of cash gaming throughout the world, especially USA. The un-demonisation of gambling • Easier and more profitable routes to market with regulation, straight-forward payment channels, and higher-rated earnings. 8
  • 9. TRANSFORMATIONAL MONETISATION • A massive addressable market : 1.6 billion estimated social network users by 2014; 3% would treble the digital cash gaming market . • Lower friction and acquisition costs. • Adoption of best practices : • Ease of payments. • Player lifetime analysis and player profiling • Fraud detection and back customer relationship programs. 9
  • 10. BURLYWOOD CAPITAL Mark Blandford Andrew Burnett Sir David Michels Neil Goulden 10
  • 11. CONCLUSION • The world’s fastest growing media and entertainment sector • Transformational profit growth for the best operators. • Our name for a new era : Pay2Play digital entertainment. • New sources of investment. • The Third Epoch. 11
  • 12. Thank You 12