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Games Industry Outlook
      NY Games Conference
       September 30, 2009
Good Morning



            J oost



      SuperData Research, Inc. 2009
Top 5 Trends in Gaming

I. Smartphones
II. Digital Distribution
III. Trading Card Games
IV. Prepaid Game Cards
V. Growing Free2Play Market



           SuperData Research, Inc. 2009
I. Rise of the Smartphones
       A ‘market within a market,’ expected to grow ~4 times
       faster than the overall handset industry

  WW Handset Shipments (% of units)
70.0

                                                                  As annual shipments
52.5                                                              for Low End and Mid-
                                                                  Tier handsets are
35.0                                                              declining, shipments
                                                                  for Smartphones
                                                                  expected to reach
17.5                                                              almost 300MM units
                                                                  by 2010E
  0
       2003 2004 2005 2006 2007 2008 2009E 2010E 2011E 2012E
       Low End         Mid-tier         Smartphones

                                  SuperData Research, Inc. 2009
II. Digital Distribution Marches On
      Different Technology, Different Consumer Behavior


                                             Monthly Sales as % of Annual
                              30.0
Shift toward digital
distribution reduces
seasonality, attracts         22.5

consumers outside of
traditional holiday season    15.0




Decreased dependence           7.5

on “once-a-year casual
shoppers”                        0
                                     J   F     M   A     M   J   J   A    S   O   N   D

                                                       Games Software
                                                       Overall Software

                         SuperData Research, Inc. 2009
II. Digital Distribution Marches On
        As consoles step up online offerings, digital distribution of
        video game grows from 19% in 2008 to 23% for 2009E

        U.S. Video Games Sales: 1999 - 2009E
15.00



11.25                                                                Worldwide digitally
                                                                     downloaded game
 7.50                                                                sales expected to
                                                                     reach $10.8 billion by
 3.75
                                                                     2012
   0
        1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009E

                     Physical Games Sales
                     Digital Games Sales
                     % of Video Games Sold Online

                                     SuperData Research, Inc. 2009
III. Trading Card Games
TCGs are very compatible with Internet-based play,
without surrendering any portability




                                                Online Game Play




                                                Offline Social Play

                SuperData Research, Inc. 2009
III. Trading Card Games
 This sleeping giant has a loyal following, strong licenses
 and capable of a smooth transition into digital age



        Japan
         23%
                          U.S.              Total TCG market
                          40%               estimated at $2.2
                                            billion worldwide
         Europe
          37%



mil $               2002 2003 2004 2005 2006 2007 2008 2009E
U.S. Retail Sales   750    850    700     475    550   600   800   845


                       SuperData Research, Inc. 2009
III. Trading Card Games
      TCGs are a natural extension for F2P, especially those
      with a strong brand or license




      Free Realms (SOE)             Club Penguin (Disney)         MapleStory (Nexon)




World of Warcraft (Blizzard Ent.)    Pokémon (Nintendo)        Yu-Gi-Oh! (Konami Digital)
                               SuperData Research, Inc. 2009
IV. Prepaid Game Cards
     Rising popularity of online game play has also spurred
     growth in prepaid game sector



Traditionally cheaper
than using credit cards
Gives younger
audiences controlled
access
Infrastructure already
in place




                         SuperData Research, Inc. 2009
V. Growing Free2Play Market
 Emerging markets show growing appetite for F2P and
 offer advantages that developed market do not

                      Growth %
Emerging Market
                     Jan-April ‘09
Turkey                 158.4%             In emerging markets, most
Brazil                 100.0%             players play at PC Cafés,
Taiwan                  78.4%             and do not want to buy and
Sri Lanka               72.0%             download a game to a
Philippines             69.8%             machine they don’t own
Russian Federation      63.6%
South Africa            51.6%
                                          Limited competition from
China                   46.8%
                                          consoles in these markets
Vietnam                 37.5%
India                   34.4%
Average Growth          71.2%

                       SuperData Research, Inc. 2009
Conclusion

Smartphones: Growing market, but not infinite
Digital Distribution: Exchange seasonality for economic
vulnerability
Trading Card Games: Great ancillary venue for cool IP
Prepaid Game Cards: Expanding addressable market by
lowering boundaries for financial transactions
Growing Free2Play Market: Great model to penetrate
emerging markets




                  SuperData Research, Inc. 2009
Thanks



   joost@superdataresearch.com




         SuperData Research, Inc. 2009
Fine Print
Conditions
SuperData Research (“SuperData”) has made every attempt to verify the
accuracy and completeness of information here presented from sources we
believe to be reliable. It is understood, however, that our estimates, forecasts,
opinions and recommendations represent the judgment of our analysts, based
on the best information available at the time of publication. It is recommended
that purchasers also consult other available business sources and not rely
solely on this analysis as the basis for major strategic, financial, or
management decisions. SuperData makes no warranty or representation,
either expressed or implied, with respect to the information in this report. In
no event will SuperData be liable for direct, indirect or consequential damages
resulting from any defect or inaccuracy in this report, even if advised of the
possibility of such damages.

Information about specific companies is not intended to be a complete
description, nor of their securities, nor is this study an offer to buy or sell such
securities. SuperData’s liability, if any, shall not exceed the amount paid for this
study.


                             SuperData Research, Inc. 2009

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NY Games Conference 2009

  • 1. Games Industry Outlook NY Games Conference September 30, 2009
  • 2. Good Morning J oost SuperData Research, Inc. 2009
  • 3. Top 5 Trends in Gaming I. Smartphones II. Digital Distribution III. Trading Card Games IV. Prepaid Game Cards V. Growing Free2Play Market SuperData Research, Inc. 2009
  • 4. I. Rise of the Smartphones A ‘market within a market,’ expected to grow ~4 times faster than the overall handset industry WW Handset Shipments (% of units) 70.0 As annual shipments 52.5 for Low End and Mid- Tier handsets are 35.0 declining, shipments for Smartphones expected to reach 17.5 almost 300MM units by 2010E 0 2003 2004 2005 2006 2007 2008 2009E 2010E 2011E 2012E Low End Mid-tier Smartphones SuperData Research, Inc. 2009
  • 5. II. Digital Distribution Marches On Different Technology, Different Consumer Behavior Monthly Sales as % of Annual 30.0 Shift toward digital distribution reduces seasonality, attracts 22.5 consumers outside of traditional holiday season 15.0 Decreased dependence 7.5 on “once-a-year casual shoppers” 0 J F M A M J J A S O N D Games Software Overall Software SuperData Research, Inc. 2009
  • 6. II. Digital Distribution Marches On As consoles step up online offerings, digital distribution of video game grows from 19% in 2008 to 23% for 2009E U.S. Video Games Sales: 1999 - 2009E 15.00 11.25 Worldwide digitally downloaded game 7.50 sales expected to reach $10.8 billion by 3.75 2012 0 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009E Physical Games Sales Digital Games Sales % of Video Games Sold Online SuperData Research, Inc. 2009
  • 7. III. Trading Card Games TCGs are very compatible with Internet-based play, without surrendering any portability Online Game Play Offline Social Play SuperData Research, Inc. 2009
  • 8. III. Trading Card Games This sleeping giant has a loyal following, strong licenses and capable of a smooth transition into digital age Japan 23% U.S. Total TCG market 40% estimated at $2.2 billion worldwide Europe 37% mil $ 2002 2003 2004 2005 2006 2007 2008 2009E U.S. Retail Sales 750 850 700 475 550 600 800 845 SuperData Research, Inc. 2009
  • 9. III. Trading Card Games TCGs are a natural extension for F2P, especially those with a strong brand or license Free Realms (SOE) Club Penguin (Disney) MapleStory (Nexon) World of Warcraft (Blizzard Ent.) Pokémon (Nintendo) Yu-Gi-Oh! (Konami Digital) SuperData Research, Inc. 2009
  • 10. IV. Prepaid Game Cards Rising popularity of online game play has also spurred growth in prepaid game sector Traditionally cheaper than using credit cards Gives younger audiences controlled access Infrastructure already in place SuperData Research, Inc. 2009
  • 11. V. Growing Free2Play Market Emerging markets show growing appetite for F2P and offer advantages that developed market do not Growth % Emerging Market Jan-April ‘09 Turkey 158.4% In emerging markets, most Brazil 100.0% players play at PC Cafés, Taiwan 78.4% and do not want to buy and Sri Lanka 72.0% download a game to a Philippines 69.8% machine they don’t own Russian Federation 63.6% South Africa 51.6% Limited competition from China 46.8% consoles in these markets Vietnam 37.5% India 34.4% Average Growth 71.2% SuperData Research, Inc. 2009
  • 12. Conclusion Smartphones: Growing market, but not infinite Digital Distribution: Exchange seasonality for economic vulnerability Trading Card Games: Great ancillary venue for cool IP Prepaid Game Cards: Expanding addressable market by lowering boundaries for financial transactions Growing Free2Play Market: Great model to penetrate emerging markets SuperData Research, Inc. 2009
  • 13. Thanks joost@superdataresearch.com SuperData Research, Inc. 2009
  • 14. Fine Print Conditions SuperData Research (“SuperData”) has made every attempt to verify the accuracy and completeness of information here presented from sources we believe to be reliable. It is understood, however, that our estimates, forecasts, opinions and recommendations represent the judgment of our analysts, based on the best information available at the time of publication. It is recommended that purchasers also consult other available business sources and not rely solely on this analysis as the basis for major strategic, financial, or management decisions. SuperData makes no warranty or representation, either expressed or implied, with respect to the information in this report. In no event will SuperData be liable for direct, indirect or consequential damages resulting from any defect or inaccuracy in this report, even if advised of the possibility of such damages. Information about specific companies is not intended to be a complete description, nor of their securities, nor is this study an offer to buy or sell such securities. SuperData’s liability, if any, shall not exceed the amount paid for this study. SuperData Research, Inc. 2009