Archive for September, 2010

DFC Intelligence: Free-to-Play will top $2 Billion by 2015

Thursday, September 2nd, 2010

There’s little doubt in today’s digital entertainment realm that consumers are favoring bite sized bits of content over the entire meal. The same is true when looking at gaming – why buy into the entire game blindly, when you can play the game for free, but purchase only the bits you’re interested in? Following this logic, no one will disagree that free-to-play has arrived, and is here to stay for the next foreseeable future. And as developers and publishers must make a return on their investment, we’re sometimes left wondering just how much those firms can hope to recoop. According to a new DFC Intelligence report, the free-to-play market is poised to reach a massive $2 Billion by 2015. And that’s just the English speaking market.

The new DFC Intelligence report pegs the current English language market at around $250 million. Based on growth and consumer patterns DFC sees this number likely to balloon to $2 billion in just 5 years. Primary factors driving these numbers arrive via a maturity of the f2p industry as a whole (i.e. higher quality products arriving on English speaking shores), as well as overall gamer perception that Free-to-Play doesn’t mean any less of a quality gaming experience.

“For many Korean companies the market in North America has not taken off nearly as fast as they expected,” said analyst Insun Yoon. “Much of this can be attributed to the immature infrastructure and a lack of established payment and service mechanisms. The good news is that this is starting to change and consumers are starting to realize that the game play of top high-end F2P games can be quite sophisticated

While it might not be the “be all, end all” figure to look at, DFC estimates that by years’ end, there’ll be around 128 million registered players of free-to-play games. However, Yoon explains, the number to keep an eye on is the conversion rate, i.e. non-paying, to paying. According to Yoon, the industry has seen a steady growth in this conversion. “Once a consumer is able to get a game downloaded and running conversion rates for high-end F2P games tend to be fairly high,” he said.

“F2P games can have multiple payment options and most successful games look to bundle products in creative packages such as the ability to buy a monthly or annual subscription that include a set amount of virtual currency,” added David Cole of DFC. “Creativity in marketing, packaging and distribution are the keys to generating increased revenue.”

If one needed further proof of the concept and model in action, one look at Turbine’s decision to let Dungeons and Dragons Online run on the free-to-play model would settle the score. Apparently, Turbine was so happy with the results that they’re now employing the same model with their flagship title Lord of The Rings Online which goes free-to-play as of September 10th.

For more on DFC Intelligence’s free-to-play market report, please visit them at dfcint.com.

 

DFC Intelligence: Free-to-Play will top $2 Billion by 2015

Thursday, September 2nd, 2010

There’s little doubt in today’s digital entertainment realm that consumers are favoring bite sized bits of content over the entire meal. The same is true when looking at gaming – why buy into the entire game blindly, when you can play the game for free, but purchase only the bits you’re interested in? Following this logic, no one will disagree that free-to-play has arrived, and is here to stay for the next foreseeable future. And as developers and publishers must make a return on their investment, we’re sometimes left wondering just how much those firms can hope to recoup. According to a new DFC Intelligence report, the free-to-play market is poised to reach a massive $2 Billion by 2015. And that’s just the English speaking market.

DFClogo2009The new DFC Intelligence report pegs the current English language market at around $250 million. Based on growth and consumer patterns DFC sees this number likely to balloon to $2 billion in just 5 years. Primary factors driving these numbers arrive via a maturity of the f2p industry as a whole (i.e. higher quality products arriving on English speaking shores), as well as overall gamer perception that Free-to-Play doesn’t mean any less of a quality gaming experience.

“For many Korean companies the market in North America has not taken off nearly as fast as they expected,” said analyst Insun Yoon. “Much of this can be attributed to the immature infrastructure and a lack of established payment and service mechanisms. The good news is that this is starting to change and consumers are starting to realize that the game play of top high-end F2P games can be quite sophisticated

While it might not be the “be all, end all” figure to look at, DFC estimates that by years’ end, there’ll be around 128 million registered players of free-to-play games. However, Yoon explains, the number to keep an eye on is the conversion rate, i.e. non-paying, to paying. According to Yoon, the industry has seen a steady growth in this conversion. “Once a consumer is able to get a game downloaded and running conversion rates for high-end F2P games tend to be fairly high,” he said.

“F2P games can have multiple payment options and most successful games look to bundle products in creative packages such as the ability to buy a monthly or annual subscription that include a set amount of virtual currency,” added David Cole of DFC. “Creativity in marketing, packaging and distribution are the keys to generating increased revenue.”

If one needed further proof of the concept and model in action, one look at Turbine’s decision to let Dungeons and Dragons Online run on the free-to-play model would settle the score. Apparently, Turbine was so happy with the results that they’re now employing the same model with their flagship title Lord of The Rings Online which goes free-to-play as of September 10th.

For more on DFC Intelligence’s free-to-play market report, please visit them at dfcint.com.

 

Digital River Drives Virtual Economies for Global Game Titles

Wednesday, September 1st, 2010

Leading online game publishers benefit from a combination of in-game commerce solutions

MINNEAPOLIS – Aug. 26, 2010 – Digital River, Inc. (NASDAQ: DRIV ), a leading provider of global e-commerce solutions, announced it has been selected by seven global game publishers to power in-game commerce for popular social game titles. Digital River is helping these publishers manage virtual economies and monetize their games through a combination of in-game commerce solutions. These solutions range from virtual goods and currencies to micro-transactions, global payments, billing, analytics and e-marketing.

Recently, Digital River launched in-game e-commerce solutions for the following leading game titles:

  • Bubble Island:
    Developed by wooga, Bubble Island is an exciting puzzle game based on a popular arcade concept operated in StudiVZ and Facebook.

  • Dawn of Nations:
    This browser-based strategy, massively multiplayer online (MMO) game published by element36 immerses players in World War II.

  • MonsterWorld:
    wooga’s third title in the social gaming space allows Facebook and StudiVZ users to grow exotic plants and realize their own unique vision of a monster world.

  • onGOLF:
    A live online simulation golf game from Deseven, onGolf features some of the most recognizable golf brands.

  • Qraut:
    Qraut is a browser-based strategy MMO game, bringing the successful Russian title ‘Botva’ to Europe.

  • Vikings of Thule:
    Developed by Nordic publisher Gogogic, Vikings of Thule is a revolutionary Facebook-based MMO game.

  • WebbliWorld:
    Produced by Aardman, WebbliWorld is a global online virtual world for children that addresses the environment, climate change and recycling.

  • Riot Games:
    fatfoogoo is the global monetization partner for Riot’s RTS title “League of Legends”, handling virtual currencies, managing storefronts and providing vouchers, billing and payment functionality for Riot as well as for their international publishing partners.

  • Digital River:
    Has licensed fatfoogoo’s best of breed wallet and user-management technology to incorporate these into their e-commerce platform “Global Commerce”.

“More game publishers and developers are making the move towards in-game commerce models,” said Jeff Hemenway, Digital River’s group vice president of games. “They are experimenting with new ways to monetize their games and keep players immersed in online game play. Finding an e-commerce partner with a proven and flexible in-game solution that is scalable around the world is essential to making this successful transition.”

Digital River’s e-commerce solution offers game publishers all the scalability and reliability of a proven in-store platform along with turn-key technologies designed to operate a successful in-game marketplace. Together, Digital River and its recently acquired in-game commerce provider, fatfoogoo, deliver a comprehensive suite of in-game store functions. These functions include global payments, fraud prevention services, inventory management, player-to-player marketplaces, auction capabilities as well as the use of virtual goods, currencies and electronic wallets.

About Digital River, Inc.
Digital River, Inc., a leading provider of global e-commerce solutions, builds and manages online businesses for software and game publishers, consumer electronics manufacturers, distributors, online retailers and affiliates. Its multi-channel e-commerce solution, which supports both direct and indirect sales, is designed to help companies of all sizes maximize online revenues as well as reduce the costs and risks of running an e-commerce operation. The company’s comprehensive platform offers site development and hosting, order management, fraud management, export controls, tax management, physical and digital product fulfillment, multi-lingual customer service, advanced reporting and strategic marketing services.

Founded in 1994, Digital River is headquartered in Minneapolis with offices across the U.S., Asia, Europe and South America. For more details about Digital River, visit the corporate website , call +1 952-253-1234 or follow the company on Twitter .

Forward-looking Statement

In addition to the historical information contained herein, this press release contains forward-looking statements, such as statements containing the words, “will,” “plans,” “intends,” “expects,” and similar words. Such forward-looking statements involve known and unknown risks, uncertainties and other factors which may cause the actual results, performance or achievements of Digital River, or industry results, to differ materially from those expressed or implied by such forward-looking statements. Such factors include, among others: Digital River’s operating history and variability of operating results; competition in the electronic commerce market; the ability of Digital River to support online and in-game commerce sales for social game titles; the market’s acceptance of such offerings; and other risk factors referenced in Digital River’s public filings with the Securities and Exchange Commission.

Digital River is a registered trademark of Digital River, Inc. All other company and product names are trademarks, registrations or copyrights of their respective owners.