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Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Jan 22, 2018

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Page 1: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429
Page 2: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429
Page 3: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Viking skib her?

Page 4: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429
Page 5: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429
Page 6: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

•  Consumer spent more time on playing •  Consumer time spent on games has seen an 40% YoY increase

•  Games are the primary driver on mobile devices •  Games generate >66% of mobile revenues

•  From paid to F2P •  Free games generate >95% of mobile games revenue

•  Games are no longer seen as boxed products •  Games have evolved into continuous services

Why are games and gamification good business?

Page 7: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429
Page 8: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Latin America 4%

North America 27%

Europe, Middle East & Africa

24%

Asia- Pacific 45%

+14% YoY 182 mio gamers $3.3Bn

+1% YoY 195 mio gamers $22.2Bn

+2% YoY 553 mio gamers $19.1Bn

+15% YoY 817 mio gamers $36.8Bn

You can make money in North America & Europe, but growth is in Asia…

Source: NEWZOO, November 2014

Page 9: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Online Casual Games 12%

Games on Mobile 47%

MMO games 4%

Games on console and portable

1%

Boxed and Downloaded games 30%

Game middleware and service providers

6%

Online Casual Games

Games on Mobile

MMO games

Games on console and portable

Boxed and Downloaded games

Game middleware and service providers

Danish game developers focus on mobile, tablet and the PC platform markets

Source: Interactive Denmark, November 2014

Page 10: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Choose your target market carefully… PC Market Segment is far from dead!

CASUAL WEB GAMES MMO GAMES PC(MID-) CORE GAMES

2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR

1,289M $7.6Bn +5.8% 885M $17.8Bn +11,2% 1,045M $7.4Bn +3,3%

Source: NEWZOO, November 2014

Page 11: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

The big money still comes from consoles, but tablet and mobile are booming…

SMARTPHONE TABLET CONSOLE

2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR 2014 GAMERS 2014 REVENUES 2013-2017 CAGR

1,268M $15.2Bn +19.0% 527M $6.5Bn +28.2% 727M $23.4Bn +0.8%

Source: NEWZOO, November 2014

Page 12: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Our Nordic friends have betrayed us…

Page 13: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

NeogamesDataspelsbranschenProducentforeningenApril 2016

Page 14: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Turnover growth +196%

Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014

Page 15: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

Export growth up 500 millioner kr.

Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014

Page 16: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

From 72 to 190 companies

Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014

Page 17: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

735 full time employed

Producentforeningen & Interactive Denmark Danske Indholdsproducenter i tal, 2014

Page 18: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

1.  How flexible are you when it comes to business model? How have you prepared yourself for change?

2.  How will you satisfy the need of consumers to create and share (in addition to having a cool experience) within your game/marketing experience?

3.  How will your game keep the consumer entertained without too much effort (e.g. content creation) from your side, because time is money?

4.  How do you envisage your launch strategy over time? Do you need time or money?

5.  Who will manage your community and who will analyse all the data coming in after launch?

6.  What is the contribution of the typical screens that surround a consumer to your success? At start and after becoming profitable? Marketing vs experience vs monetization vs community.

7.  With all your new (commercial) responsibilities in running games as a service, how will you make sure not to compromise your genius creativity and game concept?

Key Trends in Games – Things to Consider

Page 19: Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429

A special thanks to Peter Warman and Newzoo for providing us with industry data