1 BizTech 2015 Spring Case: Mecaslin Street Games This case was adapted from a Deloitte Consulting Case from 2012 for educational use only in an internal case competition. About Mobile Gaming Gaming, once a simple pastime, is now a big business. In 2010, worldwide revenues for the industry totaled $19.1 billion – a touch lower than the annual GDP of Bolivia. The key industry players, companies such as Electronic Arts, Activision Blizzard, and Zynga, produce a variety of games with staggering rates of sales. For example, Activision’s Call of Duty sold 6.5 million copies in the first 24 hours after its release. As a point of comparison, the final edition of the Harry Potter series sold 6.9 million copies on the day of its debut. However, even with these blockbusters, the overall pie is shrinking. Online and mobile gaming is stealing market share and redefining the gaming landscape. From 2008 to 2010, the sales of games for traditional consoles shrunk by $900 million. That being said, hardware sales have been growing, and consoles will remain the largest gaming segment for the next five years, even as revenue growth is expected to decline as gamers spend more of their time on social and mobile gaming. Ten years ago, games were played on consoles and purchased on disks – now gamers can use mobile phones, tablets, or PCs to download a game in mere minutes. Innovations like 3D and HD graphics are increasing the file size of the products and necessitating changes to the delivery mechanism. Instead of sending out a game on two disks, online downloads are gradually becoming the method of choice. While these enhanced graphics are good for gamers, the constant state of innovation is putting a strain on the IT resources of many of the market leaders. In one interview, a developer admitted that instead of sending their development files over the terribly slow network, it was faster to ship them via FedEx. In order to please the game consumers and creators alike, cloud computing is becoming an integral part of any gaming company’s portfolio. In fact, new players like Zynga already use this operating model and have come to be known as the new brand of company “born in the cloud”. Picking up on the trends, established gaming companies are turning to social and mobile games to provide new revenue streams via ad revenue. They are also drawn by the lower costs of the social media games – development can take a few short weeks, and expenditure is measured in thousands, not millions, of dollars. Another bonus of these new platforms is their ability to generate sustained revenue streams as users buy upgrades within the game (an example is Zynga’s Mob Wars, wherein players pay real currency for items that only exist within the world of their game. Zynga reportedly earns over $22,000 daily on Mob Wars alone). This move to mobile and social gaming is driving faster, almost continuous, design cycles. While this model ensures a constant stream of games to appease consumers, recent reports have highlighted the strain the pressure of constant delivery puts on the development staff. Gaming companies have seen decreased morale and heightened attrition as a negative consequence of the shifts the industry is facing. Another side effect of the shift to mobile gaming is that the profile of a typical gamer is dramatically changing. Traditionally, the biggest market segment was comprised of males, aged 18-35, looking for
15
Embed
BizTech 2015 Spring Case: Mecaslin Street Gamesmisclub.gtorg.gatech.edu/wp-content/uploads/2014/... · mobile gaming is stealing market share and redefining the gaming landscape.
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
1
BizTech 2015 Spring Case: Mecaslin Street Games
This case was adapted from a Deloitte Consulting Case from 2012 for educational use only in an internal
case competition.
About Mobile Gaming Gaming, once a simple pastime, is now a big business. In 2010, worldwide revenues for the industry
totaled $19.1 billion – a touch lower than the annual GDP of Bolivia. The key industry players, companies
such as Electronic Arts, Activision Blizzard, and Zynga, produce a variety of games with staggering rates
of sales. For example, Activision’s Call of Duty sold 6.5 million copies in the first 24 hours after its
release. As a point of comparison, the final edition of the Harry Potter series sold 6.9 million copies on
the day of its debut. However, even with these blockbusters, the overall pie is shrinking. Online and
mobile gaming is stealing market share and redefining the gaming landscape. From 2008 to 2010, the
sales of games for traditional consoles shrunk by $900 million. That being said, hardware sales have
been growing, and consoles will remain the largest gaming segment for the next five years, even as
revenue growth is expected to decline as gamers spend more of their time on social and mobile gaming.
Ten years ago, games were played on consoles and purchased on disks – now gamers can use mobile
phones, tablets, or PCs to download a game in mere minutes. Innovations like 3D and HD graphics are
increasing the file size of the products and necessitating changes to the delivery mechanism. Instead of
sending out a game on two disks, online downloads are gradually becoming the method of choice. While
these enhanced graphics are good for gamers, the constant state of innovation is putting a strain on the
IT resources of many of the market leaders. In one interview, a developer admitted that instead of
sending their development files over the terribly slow network, it was faster to ship them via FedEx. In
order to please the game consumers and creators alike, cloud computing is becoming an integral part of
any gaming company’s portfolio. In fact, new players like Zynga already use this operating model and
have come to be known as the new brand of company “born in the cloud”.
Picking up on the trends, established gaming companies are turning to social and mobile games to
provide new revenue streams via ad revenue. They are also drawn by the lower costs of the social media
games – development can take a few short weeks, and expenditure is measured in thousands, not
millions, of dollars. Another bonus of these new platforms is their ability to generate sustained revenue
streams as users buy upgrades within the game (an example is Zynga’s Mob Wars, wherein players pay
real currency for items that only exist within the world of their game. Zynga reportedly earns over
$22,000 daily on Mob Wars alone). This move to mobile and social gaming is driving faster, almost
continuous, design cycles. While this model ensures a constant stream of games to appease consumers,
recent reports have highlighted the strain the pressure of constant delivery puts on the development
staff. Gaming companies have seen decreased morale and heightened attrition as a negative
consequence of the shifts the industry is facing.
Another side effect of the shift to mobile gaming is that the profile of a typical gamer is dramatically
changing. Traditionally, the biggest market segment was comprised of males, aged 18-35, looking for
2
games rich in graphics, sound, and with a solid storyline. These types of consumers are willing to pay
between $40 and $60 for a game and upwards of $200 for the console on which to play it. Focused on
this customer profile, the gaming companies poured money into development with a high margin, low
volume revenue model. Enter social media and mobile games. The customer base shifts to a mix of
males and females, aged 5-55. They’re looking for easy-to-use games – the type that will help kill time
while they wait for the bus or stand in line – a level of enjoyment that they value at no more than $10
per game. With their low demands for quality, these games cost mere thousands to develop and make
up for their low margins with high sales.
Due to the increased competition and changing atmosphere of the industry, many of the largest gaming
companies are growing through acquisition – snatching up developing studios for their intellectual
capital. This helps offset some of the pricing pressures from the value chain – from console makers to
internet service providers – all of whom are looking to control the distribution of games to customers,
especially in this new “age of the cloud”.
About Cloud Computing Until a few years ago, consumers needed to buy hardware, software, and sometimes data in order to
use certain products. Recently, however, research and innovation has led to a significant breakthrough
in the way technology is delivered. In the past few years, companies have been leveraging the Internet
as a common infrastructure that can be used to deliver products.
Cloud computing is a nebulous term that has many different meanings. Gartner Research refers to the
term as “a style of computing where scalable and elastic IT-enabled capabilities are delivered as a
service to external customers using Internet technologies.” In order to fully understand cloud
computing, let’s look at several examples of some of the most successful products:
Netflix uses Amazon Web Services (IaaS) to encode and deliver high-quality video streams on
devices such as PCs, game consoles, and smartphones. Cloud computing has helped Netflix
move from physical DVD rental to on-demand video streaming and become the biggest online
distributor of streaming videos
OnLive, a cloud-based gaming company, allows on-demand and instant game play on Internet-
connected computers by using remote servers to host video games. Cloud-based gaming will
solve the device-content compatibility* issue and increase the user base for interactive games
Workday offers a Software-as-a-Service (SaaS) solution to provide cost and resource savings to
major companies that need an HR and Finance management tool
In other words, it is no longer necessary to buy and install a suite of software for each and every
customer. Instead, one application can be loaded that would allow multiple customers to log into a web
based service that hosts the program. Workload shifts from the computers of local customers to the
servers of network computers that make up the cloud.
Cloud computing functionality has exploded in the last few years, and the use of cloud technologies has
had a significant impact in the gaming industry. Cloud computing has produced new revenue streams
and has opened markets that were previously unreachable. Customers are no longer required to buy a
console and individual games. Instead, games can be streamed directly from the web in order to provide
significantly more data to customers, allowing for a better user experience. Because of this, traditional
3
video game companies must change the way they develop games in order to tap a market with
significant potential for growth.
About The Client Mecaslin Street Games, Inc. is a publicly traded American developer and distributer of video games for
gaming consoles. With over 7,000 employees, Mecaslin Street is the second largest gaming company in
the world and considers its strongest competition to be companies such as Activision and Electronic
Arts. In 2014, Mecaslin Street recorded a 30% decline in revenue from the previous year, seeing a
substantially higher decline than the 20% decrease that the overall industry faced. To address their
disappointing performance, Mecaslin Street just rolled out a new set of five year strategic goals aimed at
improving performance across several key measures (see Exhibit 3 for more details). The key client
contacts who have voiced concerns over cloud technology are:
Anna Wise – Chief Executive Officer
Anna Wise has been Chief Executive Officer of Mecaslin Street since June 2007. Previously, Ms. Wise
served as the Chief Operating Officer of Mecaslin Street for 3 years. Prior to joining Mecaslin Street, Ms.
Wise served as the Chief Talent Officer for the Windows Operating System Division of Microsoft. Ms.
Wise has held executive management positions at several companies including Dove, Panasonic, Coca
Cola, and Kraft. Ms. Wise holds an MBA from Harvard Business School and a B.S. in Applied Mathematics
from Georgia Tech.
Because of Ms. Wise’s more traditional career path, she has not had much experience in cloud
computing and is resistant to changing the corporate strategy to focus on an area where Mecaslin Street
has little experience. She also is very concerned about talent attrition and the happiness of Mecaslin
Street employees. Ms. Wise will not support such a large change without analytical evidence of the
potential for growth.
Ram Kumar – Vice President of Strategic Development
Mr. Kumar has been Vice President of Strategic Development for Mecaslin Street since March 2014.
Prior to joining Mecaslin Street, he was a Senior Associate of Corporate Strategy at Google for 3 years.
From June 2006 to March 2008, Mr. Kumar served as an Equity Research Associate at Goldman Sachs.
Mr. Kumar received a B.A. in Economics from Northwestern University and an MBA from University of
Chicago Booth School of Business.
Mr. Kumar is not afraid of large scale change, and coming from Google, sees the huge potential for
growth in cloud gaming. He would like to see additional research in the future of the industry in order to
make a sound investment decision.
Maria Morgan – Chief Information Officer
Mrs. Morgan was recently hired as the Chief Information Officer at Mecaslin Street. She was previously
the Global IT lead for Disney’s gaming division and has a computer science background, receiving her
undergraduate degree from the University of Texas at Austin and her MSM from Georgia Tech.
Mrs. Morgan is an avid supporter of technological advancement and a strong proponent of moving
Mecaslin Street towards cloud technology. She comes from an analytical background and expects any
proper solution to rely heavily on solid quantitative reasoning.
4
Dave Cunningham – Vice President of Corporate Finance
Mr. Cunningham has steadily advanced at Mecaslin Street since he began as a financial analyst with the
company in 1992. A University of California, Los Angeles alumni with a degree in finance, he worked his
way up to his current position as the global head of corporate finance faster than any person in the
history of the company.
Mr. Cunningham is wary of sweeping technological changes, especially when they require significant
financial investment. He expects requests for funding to be very persuasive before he gives them the
stamp of approval to go to the board.
* Note: Mecaslin Street and its employees are fictional and intended for illustrative purposes only.
The Case After a rough final quarter of 2014, Mecaslin Street’s VP of Strategic Development, Ram Kumar,
considers the need to invest in technology that will allow the company to respond to the changes in
their market. From e-mail correspondence, he knows that the newly hired CIO, Maria Morgan, is a
strong proponent of embracing cloud technologies for improved business processes and customer
delivery. He contemplates suggesting an investment in cloud at the board meeting in two weeks, but he
knows that he needs a well-formulated plan, especially given that it would be such a large investment
during turbulent economic times. Because of the complex nature of the problem, Ram Kumar decides to
call upon Burdell Consulting to assist with his presentation to the board.
Knowing that this is a multi-faceted problem, Mr. Kumar asks Burdell to bring a team comprised of
Human Capital, Technology, and Strategy & Operations practitioners. At his team briefing he outlines
the questions that he is looking to answer in the formulation of this presentation:
1. What are some options for how Mecaslin Street can integrate cloud into their business in order
to achieve their five year goals? Specifically, Mr. Kumar has requested that Burdell provide an
analytical evaluation of the current cloud options, along with the team’s suggestion as to which
makes the most sense for Mecaslin Street to pursue
2. How does this cloud strategy fit into Mecaslin Street’s five year growth plan and strategic vision?
Specifically, Mr. Kumar has requested an implementation roadmap to demonstrate how the
strategy should be enacted
3. If Mecaslin Street implements cloud technology, it will be a dramatic shift to their current
overall structure (i.e., change the process of game development)
a. What factors regarding the operating model should be considered when implementing a
new technology?
b. How can Mecaslin Street manage the change that their employees will experience with a
dramatic shift to their operating model? How should the company focus their talent strategy
to ensure that they don’t lose valuable employees in the transition, while also ensuring that
they have the necessary capabilities for a cloud based business model?
4. Mr. Kumar is concerned that the investment in cloud will put Mecaslin Street in an undesirable
financial position while the world economy is still shaky. On the other hand, he knows that
technological innovation is necessary to compete with companies “born in the cloud”. What are
some other concerns he should be aware of and how can Mecaslin Street mitigate against those
risks?
5
5. Mr. Kumar mentions that some members of the board are resistant to an overall strategic
investment to the cloud. How should Mr. Kumar present Burdell’s assessment to leadership to
minimize resistance?
Following the team briefing Mr. Kumar hands the Burdell team a template on which to make the
presentation. He is heading on a business trip to Asia and will be “out of pocket” for one week, after
which he will meet with the team to be briefed on their findings. He strongly encourages the team to
perform external research prior to completing the analysis and tells Burdell to get creative in thinking of
their solution, making sensible assumptions when necessary.
6
Exhibits
Exhibit 1: E-mail Correspondence From: Morgan, Maria
Sent: Sunday, January 29, 2015 2:57 PM
To: Kumar, Ram; Cunningham, Dave
Subject: Investment in the Cloud
Hi Ram and Dave,
I trust you’ve both been well since I last saw you at the board meeting in December. I wanted to take a
moment to write you regarding something that has been weighing heavily on my mind these past few
months. As you may know, I am a strong proponent of moving the company toward a cloud solution,
based on recent changes in the marketplace and Mecaslin Street’s internal data transmission needs. I
know it’s a big investment, but now more than ever we need to take action.
Internally, delays in data transmission during the development cycle are coming back to affect our
bottom line. As one of numerous examples, during the crucial final development period of Call to Glory
IV, we lost 10 days of development time physically shipping the disks to our global testers. Developers
were working on materials that hadn’t had the bugs identified and ultimately it showed in the quality of
our final products, the amount of overtime we had to pay to both developers and testers, and the sales
of the game. With EA’s Battlefield 5 and Activision’s Call of Duty Advanced Warfare coming out on our
heels, we simply can’t afford these kinds of delays.
On top of that, I know you have both been following the explosive growth of our mobile and social
gaming competition (If you are unaware of what Shinra is doing in the US next summer, I would highly
recommend checking Google News). We have to make a move, for our stock price and in order to
maintain our position as one of the market leaders in the global gaming industry.
Let me know your opinions and what I can do to help prepare for our next board meeting. I cannot
stress how strongly I feel that immediate action is necessary.
Net Income Before Extra. Items (212) 215 98 (20) (160)
Accounting Change
Discontinued Operations
Extraordinary Item
Net Income (212) 215 98 (20) (160)
Preferred Dividends
Income Available to Common Excl. Extra Items
(212) 215 98 (20) (160)
Income Available to Common Incl. Extra Items
(212) 215 98 (20) (160)
Basic Weighted Average Shares
Basic EPS Excluding Extraordinary Items
Basic EPS Including Extraordinary Items
Dilution Adjustment 0 0 0 0 0
Diluted Weighted Average Shares 264 270 268 265 263
Diluted EPS Excluding Extraordinary Items
(0.80) 0.80 0.37 (0.08) (0.61)
Diluted EPS Including Extraordinary Items
Dividends per Share - Common Stock Primary
0 0 0 0 0
10
Exhibit 3: Mecaslin Street’s Five Year Goals Grow top line revenues at least 20% by the end of December 2020
Enhance the customer experience by producing high-quality, timely, and
engaging game content
Strengthen Mecaslin Street’s internal culture in order to reduce attrition by 10% and
foster a positive and productive workplace
Acquire key intellectual property in order to widen footprint in rapidly growing
gaming segments
Improve the business processes in order to facilitate the internal development of
games
Expand into innovative technologies in order to stay at the forefront of the
worldwide gaming market
Exhibit 4: Mecaslin Street’s General Organizational Structure Excerpt
The departments of the Global Business Division support all studios globally, for example, one
centralized IT department provides coverage for all Mecaslin Street’s studios.
Each studio focuses on the development of one or more (related) games. Each studio builds a unique
product but each depends on the departments of the Global Business Division for support. There are 12
studios worldwide: 3 in the United States, 2 in the United Kingdom, 1 in Romania, 2 in South Korea, 2 in
India, 1 in China, and 1 in Malaysia.
Mecaslin Street
Games
Global Business
Division
Game Development
Division
Information
Technology Finance Marketing Studio C Studio B Studio A
11
Exhibit 5: Burdell Consulting Organization Burdell Consulting is organized into 3 areas to provide services to clients. Burdell’s usual approach is to
consider a client’s problems from each of these angles.
Strategy and Operations Human Capital Technology
Bring industry experience, analytical capabilities and a pragmatic mindset to solving the client’s most complex business problems.
Align the client’s people issues with their business strategy through industry expertise, HR service delivery, talent, culture, change, leadership, and reward strategies.
Adopt an industry focus and apply technology-based innovation to business challenges, while supported by worldwide resources and strategic alliance.
Exhibit 7: News Articles of Note
KT and Ubitus Join Hands to Accelerate Cloud Gaming Service on IPTVs in Korea
TAIPEI and SEOUL, South Korea, Jan. 7, 2015 /PRNewswire/ -- Ubitus Inc., the worldwide cloud gaming
leader, and KT Corporation, the largest telecommunication service provider in South Korean, are excited
to announce their partnership in cloud gaming service today.
KT Corporation has launched its gaming service "Wizgame" on IPTV Set-top-box and plans to strengthen
the service by extending game line up in this year. With the collaboration with Ubitus, more blockbuster
game titles from leading game companies worldwide will be expected to land on KT's "Wizgame" going
forward. Users will be able to download the updated app in KT's Appstore from April.
Moreover, KT's HTML5 Set-top-box devices (three to five models) will be upgraded to support cloud
gaming by April, which would enable 60%~70% of existing KT IPTV 5 million subscribers to access cloud
gaming service. Ubitus is also aimed to support as many set-top-box devices as possible to expand the
12
device coverage. By the end of this year, 80%~90% subscribers would be able to enjoy cloud gaming
service.
Powered by Ubitus' GameCloud ® solution, KT's set-top boxes can deliver instant console gaming
experiences on demand without the need for users to equip with expensive high-end computers or
game consoles as prerequisites. Users will be amazed by the incredible console-level gaming experience,
similar to that of PS4 or Xbox, streaming down via their home broadband connections from the cloud.
"Ubitus is thrilled to collaborate with KT and bring 'Wizgame' cloud gaming service to the next level in
Korea market. We are devoted to enhance customers' satisfaction by bringing more attractive services
and contents to users," said Wesley Kuo, CEO of Ubitus.
About Ubitus Inc.
Ubitus Inc. has the world's leading game virtualization technology and cloud-streaming platform. It
strives to provide a more pervasive gaming user experience using top-notch technology, allowing
players to play the best games at any time and any place as long as they are connected to the internet.
The services are compatible across devices, platforms, and networks. It doesn't matter if the player is
using a smart phone, tablet, PC, or smart TV.
As one of the leaders in cloud gaming technology and game streaming services, Ubitus has entered into
long-term partnerships with top-notch international game developers, becoming the agent for many
classic gaming masterpieces. It has penetrated the Japanese, Korean, US, Hong Kong, and mainland
Chinese market. It has liaised with leading telecom service providers, online service providers, and game
makers everywhere to provide services to local gamers.
The company was established in 2007, headquartered in Taipei, Taiwan. It currently has 140 employees,
and has offices in the US, Japan, South Korea, and Mainland China. Since it was established, it has been
generating record-breaking achievements in the global cloud gaming market and received widespread
industry recognition in the respective countries and regions.
For more information, please visit the website of Ubitus. www.ubitus.net
Shinra starts ‘supercomputer cloud gaming’ test in Japan with Final Fantasy VII
Posted January 25, 2015 7:45 PM by Jeff Grubb
Cloud gaming means you don’t need a console to play video games, and now another new company is
stepping in to make that happen.
Shinra, a technology company based out of New York, is kicking off a beta-testing phase for its new
game-streaming platform. The company’s cloud gaming will enable players to access a number of
publisher Square Enix’s releases from throughout the years. Those include Final Fantasy VII, 2013’s
Tomb Raider, and Hitman: Absolution. The test starts Feb. 17 and runs for three months.
To get the beta off the ground, Shinra partnered with Internet company NTT East and Techorus
Coporation. NTT East is ensuring that Shinra’s supercomputer has direct access to Japan’s high-speed
fiber-optic network. Techorus is providing the rendering technology that keeps each instance of a cloud
game running smoothly.
13
In addition to the traditional Square Enix games, Shinra will also release a massively multiplayer online
twin-stick space shooter. The company is hoping this will demonstrate the service’s versatility and how it
might make sense for Internet gaming cafes, which remain popular in Asia.
While this test is only coming to Japan, Shinra president Yoichi Wada, the former president of Square
Enix, says the company is planning a similar beta for the United States this summer.
In a statement, Wada went on to talk about how Shinra wants to change “everything about content,
infrastructure, and business models” in the gaming industry.
Mobile game revenues set to overtake console games in 2015
Posted by John Gaudiosi, January 15, 2015, 10:56 AM EST
Fortune Magazine
A huge power shift in how consumers game is tipping the balance of power in the global video game
business.
The mobile video game industry continues to ride a growing wave of free-to-play and casual game
successes such as Supercell’s Clash of Clans and Rovio Entertainment’s Angry Birds Transformers.
Consumers are spending so much time—and money—playing games on smartphones and tablets that
Newzoo, a video game research firm, has had to raise its 2014 global revenue forecast from $21.7 billion
to $25 billion. The new total is a 43% increase over mobile game revenues recorded for 2013.
Peter Warman, Newzoo’s chief executive, says the mobile market growth isn’t limited to a specific
market. Both “mature” Wewise markets and emerging markets showed rapid growth in 2014. In North
America, the market is now expected to grow 51% year over year; Wewise Europe is expected to grow
by 47%. For the fastest growth, though, look East to emerging markets in Southeast Asia and China—the
latter of which is up 86%. Japan is also seeing strong growth in iOS and Android game revenues, but the
overall market remains level as traditional feature phone game revenues collapse.
“Despite a widely reported slump in new tablet unit sales, game revenues on tablets are growing faster
than smartphones, cementing the position of tablets as a key gaming device,” Warman says.
“Smartphones and tablets have given gamers two new screens to play games on in addition to their TV
and PC screen. Because U.S. consumers use all four screens, mobile gaming does not replace console or
PC gaming. Moreover, it gives gamers the possibility to play games anywhere at any time, pushing
overall time spent on games in the U.S. up 40% in only two years.”
Industry executives see these usage shifts as creating room for new, non-cannibalizing revenue growth
for the mature U.S. mobile gaming market. Time spent playing mobile games ultimately converts to
money spent—even if those dollars are migrating from PC or console games. “Initially, online casual and
social network games suffered revenue losses because of mobile games growth,” Warman says. “This
year for the first time we see signs that it is taking its toll on the global growth of PC and console
gaming.”
In 2015, global mobile game revenues will eclipse console game revenues for the first time. Newzoo
expects that mobile games will generate $30.3 billion worldwide; it predicts that console games will take
in $26.4 billion. The firm expects sales for the total worldwide gaming market to be $91.95 billion in
2015.
14
In North America, consoles will still dominate: Newzoo forecasts $24.05 billion in total games revenue,
with mobile games generating $7.2 billion and console games representing $11.1 billion.
“Playing games on the TV or PC will not disappear,” says Vincent van Deelen, market analyst at Newzoo.
“They are different screens, each with their own right of existence. What we see happening now is that
money spent on games is gradually being spent more equally across all four screens. Ultimately this
could be 25% for TV, 25% for PC, 25% for tablets and handhelds, and 25% for phones. In the U.S., the
percentages are 44%, 26%, 15%, and 15% respectively. On a global scale, the split is closer to the
theoretical situation: 28%, 39%, 13%, and 20%. Time spent on games has already shown a close-to-equal
split across screens for years.”
Apple and Google rise
The continued growth of mobile game revenues will put Google GOOG and Apple AAPL in the top five
public companies by game revenues in 2015, thanks to their 30% commission on all games sold in their
app stores, Warman says.
This shift in power has catapulted Apple to the top of the video game ecosystem. Newzoo reports that
Apple’s App Store remains by far the biggest single platform in the mobile industry, accounting for about
half the mobile games market revenues in 2014. Google Play is a close second.
“We estimate that Apple and Google will earn close to $4 billion and $3 billion respectively in games
revenues in calendar year 2014, explaining the fast growth in Google’s ‘other revenues’ in its recent
quarterly results,” Warman says. “To put this into perspective, Nintendo’s game revenues amounted to
$2.4 billion last year and will likely be slightly lower this year. Other app stores likely to grab a significant
market share in Android games include Amazon and several Chinese stores such as 360 Mobile
Assistant, Tencent’s MyApp, Baidu Mobile Assistant, and Xiaomi’s MIUI.”
Many traditional game publishers have invested heavily in mobile games, or at least launched console
games across mobile devices. Those companies that made the early investment will reap rewards in the
coming years as mobile continues on its upward rise. Newzoo forecasts global mobile revenues will top
$40.9 billion by 2017.
“Electronic Arts has gone through the changes required to be successful on the mobile screens and run
games as a service and is showing great results with a nice balanced portfolio,” Warman says. “Activision
has taken a less experimental approach over time and decided to focus on Skylanders, Call of Duty,
World of Warcraft, and getting Destiny out there. I think the success of Hearthstone: Heroes of Warcraft
will spark more mobile activity in the coming years. Destiny could well be known as the last global
blockbuster launched in the ‘traditional’ way. The pressure put on initial feedback from players, and the
marketing dollars required to put that game in the market is not something any company would like to
repeat.”
Activision invested $500 million in a 10-year plan for Bungie’s Destiny, but has yet to release any sales
data for the game. The console and PC games business transitioned years ago to releasing a smaller
amount of games, most of which are franchise sequels. Even with an installed base of 101 million Wii
units, 80 million PlayStation 3 systems, 80 million Xbox 360 consoles, 13 million PlayStation 4 machines,
7 million Xbox One units, and 7 million Wii U systems, the console business can’t compete with the
sheer billions of smartphone and tablet users around the world.
15
“Practically everyone in mature markets now has a smartphone and the majority has access to a tablet,”
van Deelen says. “In emerging markets, the smartphone is often their first device that is connected to
the Internet. With an installed base of billions, the audience is enormous on a global scale. A console is
not a must-have device like smartphones, and in a growing number of cases, tablets are. Mobile devices,
which aren’t purchased to play games on, introduce new consumers to games.”
The ability for developers of all sizes to publish on app stores like Google’s Play and the Apple’s App
Store has allowed creativity to flourish. Instead of Sony, Microsoft, or Nintendo deciding which games
see the light of day on their closed platforms, consumers are able to more broadly choose with their
downloads and dollars.
“This app store ecosystem allows developers to continuously improve and expand their game in terms
of gameplay and business model,” Warman says. “It has accelerated the shift from games developed as
a product to games run as a service—a change that requires a different organization than traditional
publishers had in place. This is why new players such as Supercell and Kabam have popped up as
winners while many traditional large companies have struggled to change—and, in some cases, did
simply not believe the mobile market was as large as some analysts told them. Now, they are back up to