Posts Tagged ‘games market’

GameStop creates new position: General Manager of Digital Media

Thursday, August 6th, 2009

America’s best known brick-and-mortar retailer of all things digital gaming, GameStop has announced that they’ve recently appointed Chris Petrovic to fill the newly created position of General Manager of Digital Media.

gamestopThis new appointment clearly indicates that the retailer can no longer ignore the proliferation of digital downloads and game acquisition, even though the company has downplayed the mechanism previously. Heck, even David Perry has called GameStop COO Dan DeMatteo’s “the era of full digital distribution is 12 to 17 years away,” comment ridiculous, pointing out that the vast majority of the Asian market is dependent on digital distribution. In regards to Petrovic’s appointment, and GameStop’s interest in digital distibution, DeMatteo states that the retailer is well-positioned to “[identify] and effectively [participate] in emerging trends in casual, browser, and mobile gaming.” Sure, there’s no harm in showing up to the party after dinner is served, right? Further to this, DeMatteo stats, “We are … committed to supporting our unique and vast footprint of brick-and-mortar stores and knowledgeable associates with a smart digital business platform.”

Petrovic’s appoint comes on the heals of last Friday’s announcement from GameStop that they’ve launched an online digital casual game store, and revised the overall digital distribution store for the bread and butter PC games market. Direct from GameStop: “Petrovic will be responsible for building on the company’s ongoing efforts to integrate digital media into the company’s multi-channel strategy, as well as overseeing the development and execution of a digital acquisition strategy.”

Prior to coming to GameStop, Chris Petrovic served as VP of digital media at Playboy enterprises, where he was responsible for leading online and mobile projects. He’s also filled executive shoes at the interactive division of greeting cards firm American Greetings, as well as theglobe.com and Prime Ventures.

Is it just me, or does it sound like all the cards are not on the table here? On one hand we’ve got a COO stating that full digital distribution isn’t going to happen for another 12 to 17 years, and that the company is confident in it’s market stance to remain right where they are. On the other hand, GameStop opens an online digital casual games store, only to be followed by the creation of the position of Head of Digital Media. Granted, in today’s market, diversifying your offerings and methods is the smartest way to stay competitive, so why not get the messaging straight here folks? Either GameStop is committed to a digital distribution method, and will put the same type of support behind it that they do with their brick-and-mortar retail divisions, or just leave it alone. The conflicting messages aren’t exactly demonstrating the “We’re all on the same page” message one would like to see from a major retailer. I’m all for GameStop providing a digital distribution service. It certainly saves me a trip to the store, and puts the product in my hands in a matter of minutes, not hours or days – but can’t we all just agree to agree?

 

Free to Play begins to show signs of chipping away at retail’s dominance

Monday, July 20th, 2009

According to new data released by NPD, video game sales are on a steady decline. Sales of software, hardware, and gaming peripherals fell 31 percent, down to $1.17 billion in June 2009. The month prior saw sales around the $1.7 billion mark. According to NPD analyst Anita Frazier, “this month saw the greatest year-over-year monthly decline since September 2000, when the industry declined 41 percent.” Overall, 2008 has seen sales of video games and their associated counterparts (hardware and joysticks, etc.) are down 12 percent YOY.

moneywashingtondollarAnd it’s not just the plastic wrapped shiny discs that aren’t moving off retailers’ shelves. Console sales revenues took a 38 percent hit, totaling only $382.6 million. Of the big three, Microsoft’s Xbox was the only console that actually increased sales during the month of June. Nintendo’s Wii saw a drop of 45 percent, and Sony’s (arguably overpriced) PS3 got clobbered with a 59 percent drop in sales.

And while a 45 percent drop in Wii sales might look bad on paper, Nintendo’s mobile gaming devices, the DS and DSi pulled down 766,000 sales receipts, larger sales numbers than all three consoles combined. If that wasn’t enough to cover the electric bill, Nintendo’s Wii Motion Plus accessory (an add on that makes the controller more accurate) clocked in with 374,000 units sold.

But hang on a second…haven’t we just heard that gaming is seeing a tremendous rise, partially contributed to the current economic situation? Just last week, comScore put out numbers indicating that the market had grown 22 percent in 2009, so what gives?

“Our latest gamer segmentation study suggests that more than 4m new ‘players’ have entered the games market since last year, so certainly the decline isn’t due to less folks participating in the industry,” NPD’s Anita Frazier explained.

“Some of these are new retail consumers and some are playing online for free, and others are a mix of both. The trick is to continue to figure out how to monetize all the gaming that is going on across PC, mobile devices, and video game systems.

“Certainly there is plenty of opportunity in the industry, but the rate of change in many areas of the industry presents a lot of challenge as well.”

So if the segment has seen a spike in usership, but yet, sales are slumping, where are all these people going? And better yet…where, on what, and if at all, are they spending their money?

“While some of the decline in retail sales could be a migration on the part of consumers to acquiring content via digital distribution, our reports on downloads and subscriptions reveal that it’s not yet having enough impact on the console market to be an overly meaningful factor in the retail down-turn. That said, there are increasing avenues for consumers to game, including via mobile devices, and it’s clear the industry is sorting through how to manage all these opportunities while deploying resources appropriately,” says Frazier.

Now I’m not one to pick at words (yes I am), but note that Frazier mentions only downloads and subscriptions. There are two key pieces of data that NPD is not addressing here. Browser based gaming, and in platform gaming (i.e. casual games apps on social networks). While NPD may be clocking downloads and subscriptions, there’s no indication that they’ve collected significant data on where these 4 million new gamers are going. They’re clearly not heading to the local Best Buy to drop $59.99 on the newest copy of Call of Duty, so again…where are they? My bet firmly lies in browser based, either within social networks, or directly, gaming. If that be the case, the even more important question is – how many of these new gamers, all playing for free, are or plan to make a microtransaction purchase?

 

South Korean gaming market grew 20 percent in 2008

Thursday, July 16th, 2009

kimjongilKorea: An isolated nation suffering from an oppressive government and dictator, virtually cut off from the rest of the world (and the 21st century). Oh no no no. Sorry. That’s NORTH Korea. Although this picture may be shockingly correct, perhaps in not as many words, North Korean’s cousins to the South couldn’t get any closer to the opposite side of the spectrum.

South Korea is one of the most wired countries in the world, with 80 percent of the South Korean population owning a PC. Based on rough population estimates, that puts a computer in the hands of 38 million South Koreans. Given the relatively small land mass that South Korea covers, including extremely densely populated areas such as Seoul, as well as being (more or less) the birthplace of the free-to-play business model, it’s easy to see why and how gaming has integrated itself so rapidly in the everyday culture. Don’t forget, this is the country that has professional Starcraft leagues that often receive national television coverage.

According to Pearl Research, the South Korean appetite for video game consumption is showing no signs of slowing, as they estimate the online games market in South Korea grew an impressive 20 percent in 2008. The data comes via Pearl’s new study, “Online Games Market in Korea.”

The top five game operators in South Korea in 2008 were:

  • NHN – a 51 percent revenue increase YOY
  • Nexon
  • NCSoft – a 5 percent YOY revenues gain
  • Neowiz – up 29 percent with revenue gains YOY
  • CJ Internet – a 21 percent YOY gain in revenues

The Top online games in the South Korean market include:

  • Activision/Blizzard – World of Warcraft
  • NCSoft – Aion and Lineage series
  • CJ Internet – Sudden Attack (free-to-play)
  • EA – FIFA Online 2 (free-to-play)
  • Nexon – Dungeon Fighter (free-to-play)

Naturally, the vast majority of games available to South Koreans come in the free-to-play format, and according to the Pearl Research study, the global economic downturn has had little to no effect on microtransactions purchases. Pearl points to the low cost of these individual items as a potential reason.

The report also goes on to conclude that while these numbers are exciting, and a good indicator of the current state of affairs, not all is rosy in the South Korean gaming market. They point to intense domestic competition, a government crackdown on web board games, and increasing development costs is important challenges to be met.  However, the study also cites lack of capital for smaller publishers even though the South Korean government is pumping money into the industry.  I guess these small(er) publishers are flying below the government investment radar?

 

Premium sports broadcaster Setanta joins New Street Media in PES 2009

Monday, September 29th, 2008

New Street Media, a pioneer in in-game advertising has recently signed a deal with Setanta to deliver ads in Konami’s Pro Evolution Soccer 2009.

With over 14 years of digital strategy experience, New Street Media delivers game based marketing strategies across every digital platforms including OC, Console, mobile and iTV.  Sentanta Sports is a leading sports broadcaster with nine channels in the UK, Ireland, North America and Australia.  Their digital content is available to more the 50 million homes worldwide.

The PES 2009 title, which is set for an October 17th release date, is widely regarded as the premier online soccer game, and will feature Setanta ads throughout the game via static perimeter board advertising.  The Setanta/New Street Media deal is not limited strictly to actual in-game advertising, but extends to various PES events slated to take place throughout the year, where Setanta advertising will also receive high profile treatment.  PES competitions and PESfan.com and PESRanksings.com will also feature Sentanta ads.

Jon Murphy, PES Team Leader for Konami Digital Entertainment GmbH, commented,“We are delighted to be working with such a prominent brand in the football world and hope this will be the start of a longer partnership”

“This is a truly symbiotic relationship, where the partnership delivers extra value to both parties’ audiences. Successful in-game advertising campaigns need to consider the gamer and add value to the gameplay experience and give something back to the gamer!” said New Street Media’s Managing Director, Maryam Bazargan

Setanta’s Online Marketing and Acquisition Manager, Ben Carter said:“Setanta is always looking for new ways of reaching our core target audience of sports fans and so this was an obvious partnership for us, given Pro Evolution Soccer’s strength and position in the football games market.”

While there’s been some waves in the in-game advertising sphere over the past few weeks, most notably Google, Konami and New Street Media seem to be headed in the right direction with this one.  Gamers are certainly a fickle bunch, and often a bit put off by in-game ads, but if the advertising context mirrors the game content and ads an even more ‘real world’ feel to the game play, who could oppose it?

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Approximately 67% of Korean users in their 20s purchase paid digital content

Wednesday, September 3rd, 2008

According to a new study compiled by Pearl Research and recently published by Research and Markets, approximately 67% of Korean users in their 20s purchase paid digital content.  They forecast that the Korean market will exceed $1.7 billion by 2011.

While not surprising, the study found that casual games that are free-to-play, easy to learn, and can be played in “micro-slices”, i.e. games that can be played in ten minute or less segments at a time.

Some highlighted key findings from the study include:

  • South Korea has a sophisticated information technology (IT) infrastructure with 80% of households connected to the Internet.
  • Korea has one of the highest adoption rates of purchasing virtual items and micro-transactions. Approximately 67% of those in the 20-30 age cohort purchased online paid content. Of those who have purchased digital content, 91% purchased music while 39% purchased community and avatar items
  • A common strategy in Korea is the operation of large game portals that provide a wide selection of games, including massively-multiplayer online role-playing games (MMORPGs), casual, and web board games all within one convenient site. Top game portals such as CJ Internet’s Netmarble, NHN’s Hangame, and Neowiz’s Pmang can attract 500,000 to 1 million unique visitors a day. More than 11 million Korean adults visit game portals every month, according to this reports estimates.
  • While South Korea has a robust games market, critical challenges include intense domestic competition; prevalence of “me-too” or derivative titles; challenges in expanding overseas to the US and China; and rising development costs. The “Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; 2007 to 2011 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.

With all the flurry surrounding Korea’s neighbor to the west, it’s often easy to lose site of the ‘other’ gigantic market in Asia.  With a 67% purchase rate, Pearl’s prediction of $1.7 billion by 2011 could be spot on.  The question is…who’s handling all these microtransactions, and how do you and your title reach the market before it’s too late?  The answer is already staring you in the face.  fatfoogoo can bring your title to the Korean marketplace in days rather than months.  With out vast experience in multi currency transactions, fraud detection and prevention, and plug and play integration, we can help YOU today!

 

Wanted: Free to play, bringing more viewers to the box office

Saturday, August 23rd, 2008

The action thriller Wanted staring Angelia Jolie and Morgan Freeman premiered in Europe yesterday.  Its US premier two months ago was accompanied by the launch of Swedish Developer Stillfront’s Wanted free to play MMO.

While the launch of an accompanying game with film is nothing new, this FIG (Fan Immersion Game) marks the growing popularity in such projects.  Film studios are watching the numbers, with some video game sales reaching into the millions that previously only summer blockbusters could achieve.  It’s also recently been speculated that the two media are in a dead heat horserace, with one detracting from the other.

The Wanted MMO differs slightly from other FIGs in that it’s based on a  completely free-to-play model.  Rather than launched as a parallel revenue maker, this FIG seeks to draw more and more people into the entire Wanted experience, and therefore drive traffic to box offices.  Stillfront is a FIG specialist, and explained in their press release announcing the game:

“Fan Immersion Games (FIGs) are casual, massively multiplayer online games (MMOGs) that are free to play yet also include opportunities for players to buy advantages and premium accounts using micro transactions payable via SMS messages and credit cards. These games deliver high fan engagement through their story-driven design and community elements.

According to the Casual Games Association, the North American online casual games market is estimated to reach $690 million with worldwide revenue of over $1.5 billion. DFC Intelligence states that the worldwide online games market is forecasted to reach $13 billion in 2011.”

Adding a bit of icing to the cake for the European market, the Wanted game was officially ported to the iPhone allowing viewers to bring their new MMO (and associated microtransactions) along for the ride.  In addition to utilizing the iPhone’s tilt function navigation, the mobile edition has in game benefits for players that log on regularly.  While this may only be speculation, logging in on a mobile platform has the ability to be seen by others (think train, bus, subway, etc.) and adds to the potential viral marketing aspect.

Free to play, microtransaction based models are coming at consumers left, right and center with a grain of resistance in the Western Market.  While EA’s doing a good job of breaking down the walls of acceptance with it’s highly anticipated top tier title Battlefield Heroes, perhaps bringing the concept to users via a ‘backdoor’ aka FIG, in combination with high profile pc or console based games might just be the winning recipe?

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