Posts Tagged ‘gaming market’

Chinese online gaming market to reach 64.9 million online players by years end

Monday, August 31st, 2009

With only 3 months left in the single digits 21st century, San Jose, California based Niko Partners is projecting a whopping 64.9 million online gamers under the Chinese flag by years’ end.

While this number is truly staggering, looking at the bottom line is awe-inspiring. According to Niko Partners, each of these 64.9 million gamers will spend on average $52 a pop. Pulling out the calculator, and doing a quick AxB, the Chinese online gaming marketing is in the $3.4 billion range. And remember, the Asian market is the birthplace of the free-to-play, microtransaction based gaming. This $52 on average/person comes directly from the sales of virtual items purchases, as well as advertiser supported in-game advertising.

china-internetNiko Partners Managing Partner Lisa Cosmas Hanson comments, “There’s no doubt that the market for games is growing at an incredible rate in China. The economics of the market are shifting from supply-driven to demand-driven.”

Niko’s numbers seem to be right in line with what they projected earlier this year. Documenting the Chinese online gaming market over 2008, Niko put revenues at $2.75 billion. In May Hanson commented, “China’s online market has plenty of room for growth in the next five years, and much of that growth will come from beyond the major metropolises where the number of Internet cafés, home PC penetration and Internet usage are all on the rise.”

Of particular note in Niko’s earlier study, and presumably still true in these newest numbers, Niko places 77 percent of total revenues coming from the MMO market, the remaining 23 percent coming from casual games

 

U.S. online gaming market grows 22 percent Year over Year

Monday, July 13th, 2009

Leader internet measurement firm comScore released on Friday new data that reveals the United States online gaming market attracted approximately 87 million visitors in May 2009, a 22 percent gain over May 2008. The data points to a slumping economy as a primary driver, as more and more Americans are increasingly seeking out cheaper entertainment options.

Coming up big again this year is Yahoo! Games, bringing home the bacon with approximately 19.4 million visitors, up 6 percent from May ’08, filing their way through the big Y’s offerings. EA Online took the number two spot with 18 million visitors, a healthy 34 percent increase YOY. Nickelodeon Casual Games with 14.8 million visitors, and Wild Tangent Network with 13.8 million visitors (a 16 percent increase) took spots 3 and 4 respectively. And while these numbers are in their own right, impressive, the best newcomer award clearly belongs to GSN Games Networks which saw 6 million visitors in May 2009, representing a stellar 563 percent increase over May 2008 traffic.

comScore data 1

“Online gaming continues to be one of the top gaining categories over the past year growing at ten times the rate of the total U.S. Internet population and reaching nearly one out of every two Internet users,” said Edward Hunter, comScore director of gaming solutions. “And the growth in the category is occurring not only at the top gaming destination sites, but also through viral distribution platforms, including widgets and applications. In fact, some online gaming companies that distributed their games across sites are reaching as many people as the top online gaming sites.”

Also included in the data is comScore’s noting of a growing trend in the online gaming space: distributed content. These distributed content platforms include widgets and applications. comScore has found that these methods of distribution can often put creators of said delivery mechanisms numbers similar to gaming portal destinations. For example, accord to the comScore data, MochiMedia reached a combined total audience of 16.9 million in May ’09, which in effect, would put them in spot number 3, above Nickelodeon Casual Games. Likewise, Games2Win was visited over 1.8 million times in May ’09, which would put them squarely within the top 20 online gaming destinations.

comScore data 2

“The power and reach of viral content distribution is well captured by comScore Extended Web Metrix,” said Alok Kejriwal, CEO and Co-Founder, Games2win. “With these latest consumer traffic numbers, we can now effectively present and strategically leverage our accelerating audience reach, and share data with our advertisers, marketers and partners that represents a holistic view of who is playing our games and from where.

 

Nickelodeon’s AddictingGames to leap to iPhone

Friday, July 3rd, 2009

As the iPhone 3.0 (microtransaction supporting) OS continues to gather users, as well as Apple’s clear indication to engage the gaming market with the 3GS version, developers have already started the run for the roses, trying to make their products the primary destination. And while there are a number of top producers doing quite well with their iPhone products, the ante was just upped, as Nickelodeon’s wildly successful AddictingGames is now iPhone bound under the name AddictingGames iNetwork.

AddictingGames LogoLeveraging their existing name and market position, the iNetwork will provide a cross-promotional network, allowing indie iPhone games developers access to AddictingGames.com’s reach, upsell capabilities, and naturally social gaming features – high scores, reviews, level builders, facebook connect integration and player matching. While specific numbers were not released, AddictingGames iNetwork will offer these features in exchange for a revenue share with the developer.

Nickelodeon themselves plan on releasing three new titles to the AddictingGames lineup. iNetwork games will be based on Viacom/MTV Networks properties including Nickelodeon, Comedy Central, MTV, and a host of others. Nickelodeon is also promoting their AddictingGames network via a number of TV segments, including the “AddictingGames Showdown” which ran on June 27th and featured a number of online games and game some recognition to the many developers who have created high performing games for AddictingGames’ users.

The first AddictingGames that will be available on the iPhone include: “iParking It,” based on the popular “Parking Lot” game series on AddictingGames.com; “50 States,” a geography duel; and the strategy game “World Wars.” More titles are slated for the coming months.

“The iPhone is perfectly suited for our easy-to-play, fresh, fun games which together present a pretty powerful combination,” said Dave Williams, Senior Vice President and General Manager, Nickelodeon Kids and Family Games Group. “With the AddictingGames iNetwork, we are extending our relationships with developers to the iPhone platform, and are giving them a new promotional vehicle for their games.”

With May 2009 seeing 11.9 million unique visits according to comScore, and 50 new games launching every month, it’s easy to see why AddictingGames has occupied the number one place to reach the male 12-24 online gaming demographic. With 28% of Gen Y consumers owning an iPhone of iPod Touch, and 53% of them downloading games applications in one form or another, Nickelodeon looks to be in a position to hands down dominate.

 

Free-to-play Maple Story ranks among top moneymaking MMO’s of 2008.

Monday, February 2nd, 2009

DFC Intelligence is gearing up to publish a comprehensive study of MMO worlds next month, according to GigaOm.  Wagner James Au got a special preview of the report and shares some initial estimates.

DFC’s David Cole says that the 2008 numbers are on the “very conservative” side, indicating that the 2008 numbers are still being crunched, and more exact numbers will be reflected in the February 16th reports.  “We indicate ranges because these numbers are estimates for 2008 based on where we think these products will end up,” said Cole.  And while the numbers are still being tallied, Cole estimates that the rankings should stay more or less the same, with “maybe a slot here or there” changing.

And while it shouldn’t come as a shock that the Blizzard powerhouse World of Warcraft takes the number one spot, Cole believes that if viewed from a pure profit margin, WoW wouldn’t be taking home the gold.  Asian MMO’s, which are traditionally developed at far lower budgets, have a much higher profit margin.  “Profit margin on Asian games is incredibly high,” says Cole, noting that Asian MMOs charge on or around 5-6 cents per hour with prepaid usage cards, a business model that has yet to proliferate the western gaming market.

What’s interesting to note in this projected report is the high ranking of Nexon’s free-to-play Maple Story (supported by microtransactions, prepaid cards, and international licensing), and the catalogue of Shanda’s games (Virtual item sales, prepaid cards, and freemium subscriptions).

1. World of Warcraft, launched 2004
Genre/Platform: Western MMORPG; client install with 3D graphics
Revenue sources: Monthly subscription, retails sales, prepaid cards (in Asia)
DFC estimated 2008 revenue: $500 million-plus

2. Fantasy Westward Journey, launched 2004
Genre/Platform: Asian MMORPG, client install with 2.5D graphics
Revenue sources: Prepaid cards
DFC estimated 2008 revenue: $150-$500 million

3. Maple Story, launched 2003
Genre/Platform: Asian MMORPG for kids, client install with 2D graphics
Revenue sources: Microtransactions, prepaid cards, international licensing
DFC estimated 2008 revenue: $150-$500 million

4. Shanda (company, includes Legend of Mir and World of Legend series), launched 2003
Genre/Platform: Asian MMORPG, client install with 2.5 graphics
Revenue sources: Prepaid cards, virtual item sales, freemium subscriptions
DFC estimated 2008 revenue: $150-$500 million

5. Lineage I and Lineage II , launched 1998 and 2003
Genre/Platform: Asian MMORPG, client install with 2.5 graphics (Lineage) and 3D graphics (Lineage II)
Revenue sources: Subscription, prepaid cards
DFC estimated 2008 revenue: $150-$500 million

6. Runescape
Genre/Platform: Western MMORPG for kids, web-based with 2.5D graphics
Revenue sources: Premium subscription, prepaid cards, real-world advertising
DFC estimated 2008 revenue: $50-$150 million

7. Club Penguin, launched 2006
Genre/Platform: Virtual world for kids, web-based 2.5D graphics
Revenue sources: Premium subscriptions, prepaid game cards
DFC estimated 2008 revenue: $50-$150 million

8. Lord of the Ring Online
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

9. Warhammer Online
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

10. Age of Conan
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

Wagner continues his conversation with Cole around the most popular, in terms of active players, MMO of 2008.  To answer this question, we’ve got to go even a bit further out on the speculation branch, but Cole points out that Fantasy Westward Journey registered 2-3 million concurrent players back in August.  And although Warcraft likes to beat it’s own drum regarding their estimated 11 million+ players, “You’re lucky to get 5-10 percent [of them] playing at the same time,” says Cole.  Minho Kim, developer of Maple Story said in December that the title has 87+ million registrations, but wouldn’t comment on how many of these registered users were/are active monthly users.  Joost van Dreunen from DFC’ estimates the number to be more in the 13 – 17.4 million regular Maple Story players, roughly 15-20 percent of Kim’s estimation.

Cole admits that this year’s list looks remarkably similar to the 2007 list with Conan and Warhammer being released in 2008.  And while only 2 of the top 10 contain some type of microtransaction support, I’d estimate that this list might look very different one year from now with a number of highly anticipated (think Free Realms and Battlefield Heroes) free-to-plays coming online in ’09.

 

Korean Government serious about Games -$200m serious

Tuesday, December 9th, 2008

Gaming is no joke in Korea.  Not only is Starcraft played competitively, but cybercafe’s run around the clock.  To this end the Korean government is taking serious steps in making sure that Korean game developers stay on the map.

The Korean government recently announced that they’re pumping 350B Korean Won (approx. $200M) into a fund that’s designed to be used by the video games industry.  This fund should ensure that Korean developers not only stay competitive, but should also fund innovation.

Yu In-chon, Korean minister of Culture, Sports and Tourism made the announcement noting that the current growth rate must be maintained if the country is to reach it’s goal of becoming the world’s 3rd largest video gaming market, only behind the US and Japan.  In-chon noted that in addition to the cash influx, the government has an additional 59 projects to ensure these goals are met.  The proposal seeks to fund the gaming industry through 2012 with the end goal of exporting a massive 5 trillion won ($3.3 billion)

In a rough and tumble economic climate, obviously this is a noted departure from the norm, and a refreshing vote of confidence from a national government.  NCSoft, one of the world’s largest developers of MMO’s is headquartered in Korea, and could be on the beneficial end of this deal.

What strikes me as slightly odd is that it took the Korean government this long to actually notice the video games industry?  When Starcraft tournaments are broadcast on live television, and specific video gamer training camps are established, this is clearly no longer under the radar.

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Mobile Games Market value expected to double by 2013

Thursday, November 20th, 2008

A recent report published by Juniper Research predicts that the mobile gaming market is expected to reach revenues of more than $10BN by 2013.  One of the key factors driving the prediction?   Apple’s iPhone.  The iPhone has single handedly driven mobile gaming publishers and developers into frenzy to get their games to market ASAP.  The consequence?  Paid-for mobile game downloads have more or less flatlined across North American and Western Europe.

At the same time, it’s not all roses for mobile gaming developers.  The potential for growth is being damped by a combination of limited on-portal revenue shares for publishers and poor games marketing.  The resulting outcome is a mass exodus from the mobile gaming industry.

Dr. Windsor Holden comments, “The revenue share offered by Apple to games publishers is incredibly attractive. The danger is that if operators do not respond with a similar business model, publishers faced with low margins may simply exit Java completely, thereby reducing consumer choice in the longer term.”

A suggestion?  What about a monetization toolkit for mobile games developers that could dramatically shorten their time to market AND help fund continued development?

Juniper’s report also found that ad-funded downloadable content has increased in popularity, BUT the revenue generated from this advertising is most likely insufficient to provide developers or operators with a primary revenue stream (read: why bother?).  Given the current state of financial affairs, CPM rates are falling through the floor, thereby making ad-supported games less and less attractive to developers.  Again, see suggestion above.

But fear not mobile game developer, for all is not lost.  Juniper does see room for growth and profitability in the Indian Sub Continent, Africa/Middle East and South America.  Increased mobile use and low levels of console gaming systems combined with fixed (landline?) Internet have been a driving factor in making mobile phones the gaming platform of choice.

Other significant findings in the Juniper report include:

  • China and the Far East will remain the largest regional market for mobile games throughout the period covered by the report.
  • Global revenues from in-game advertising will rise significantly from 2008 to 2013.
  • Operators need to reduce data charges further for out of bundle customers to encourage casual mobile Internet usage and thereby stimulate the mobile entertainment market

Further details and the study are freely available at Juniper Research.

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Super Boom Boom 2 to feature microtransactions

Sunday, October 12th, 2008

The LA based publisher GAMEVIL has recently announced plans to launch Super Boom Boom 2: Space Adventure with a microtransaction business model.

Not newcomers to the mobile gaming market, GAMEVIL’s ‘Baseball Superstars 2008’ is one of the top mobile titles in the Korean market.  ‘Baseball Superstars 2008’ has clocked in 1.3 million downloads within the first 10 months of its release.

The game download is expected to cost $3 USD.  The average G-Points purchase is estimated at $1.50 USD, a 50% addition revenue stream, adding an extra 2M USD to the 4M USD generated from the downloads alone.  Overall, GAMEVIL reports that microtransactions have boosted individual games’ revenues by 30-40 percent, while one title in particular has seen increase of over 300 percent.

Super Boom Boom 2 itself may not be breaking any new ground by way of it’s five levels, unlockable extras and online high score tables, it’s microtransaction system is noteworthy.  Players will be able to purchase ‘G-Points’ at GAMEVIL and use this in-game currency to purchase new levels, items and mini-games.

With a market penetration reaching over 90 handsets, Super Boom Boom 2 will be the first American game with a microtransaction platform in place that will reach over 90 percent of all available handsets including the gaming elusive Blackberry and Windows Mobile platform.

Super Boom Boom 2 is expected to reach said mobile devices later this month.

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Score: iPhone 1 – Facebook 0

Wednesday, October 1st, 2008

Pocketgamer.biz recently sat down with PlayFirst CEO John Welch and discussed why iPhone games have more potential than facebook apps.

Stuart Dredge over at pockergamer.biz posted a great article yesterday regarding PlayFirst’s bullish stance on developing mobile games for the iPhone.  While they only entered the market this month with Diner Dash, Welch sees the future of games on the iPhone as having a much greater potential than games developed for facebook.

One of the key factors?  Direct to consumer.  Welch sites the complexities of the mobile gaming market and how it differs greatly from PlayFirst’s normal development platform: the internet connected PC/Mac.  He notes that the iPhone is more like a PC than a mobile phone, thereby allowing developers to port their Playground SDK to automatically generate playable games.  By going direct to the consumer via the Apple app store, PlayFirst has cut out all the complicated licensing partners inherent in the mobile gaming world.
Speaking to the topic of iPhone games having more of an impact on gaming than facebook apps, Welch is quick to point out one very obvious difference:

People buy stuff on the iPhone and they don’t buy things on social networks (yet)…

While facebook and other social networks may be an appealing opportunity, Welch says that the two are completely different genres and revenue models.  Well developed facebook games generally have low production values, weak or sparse mechanics,  and have little or no narrative.  The driving force behind said games is the social aspect which makes them fun to play with friends.  Zeroing on the issue at hand, Welch says point blank,

“Real money will not be made with Facebook games until there is a ubiquitous micro-payment currency where people can play for free but quickly and easily pay a dime or a quarter for an aesthetic or gameplay boost.”

“This is coming, but it’s not here yet. Until there’s a way for game creators to make real money on Facebook you’ll continue to see schlock not worth paying for. Fun schlock, don’t get me wrong, but not the type of experiences on which PlayFirst has built its reputation.”

While games on social networking sites are nothing new, and there’s almost every variety under the rainbow available for them, Welch is spot on when it comes to the monetization.  It’s in the works, but not yet readily available to the general public.  It shouldn’t come as much of a surprise with social networks themselves still scrambling to figure out monetization models.  iTunes has been a flagship for the microtransaction model with a global acceptance.  The iPhone app store is a narural extension of this model.  If PlayFirst and others are able to cut out the middleman, reach an audience with a pre-disposition for microtransactions, AND deliver quality games, we might just be sitting on the edge of a revolution in handheld games.  While the iPhone is certainly the market leader in downloadable games and applications for smartphones, lets not forget about last weeks quiet launch of the T-Mobile/Google Android phone.  Will developers be clamoring to bring games to both the iPhone and Android stores?  Only time will tell….

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Three top VC’s weigh in: Free to play the way to go

Monday, August 25th, 2008

Wagner James Au from Gigaom recently talked with three top VC’s about the gaming industry.  His goal?  To find out what the people with the money are looking at, and where this rapidly changing economy is headed.

The quick and dirty shakes out like so: Free or alternate funded games (i.e. microtransactions, in game advertisement, etc.) are poised for explosive growth, and a top-to-bottom transformation of how games are played, developed, and deployed.  One VC in particular takes an alternate look at the casual gaming market and predicts an imminent backlash.

Mitch Lasky of Benchmark Capital (Second Life, Gaia Online, Red 5, Vivox, Riot Games and JAMDAT) says in an email to Wagner, “I’m sensing that we are on the verge of a casual games backlash.  The space is so ridiculously over-funded, the barriers to entry are so low, and the media models require such high traffic to generate meaningful revenue, that I think there has to be a shake-out. I think the sites with traffic, like MiniClip, will benefit, because everybody is going to be buying referrals from them.”

While Lasky gives credit where credit is due, he also sees top beneficiaries of the non-casual gaming market as middlemare producers.  “I read a recent analyst report that showed almost 90 MMO’s, virtual worlds and online game services scheduled to come to market in the next 18 months,” he said. All that activity is “going to benefit the platform companies — we’ve been seeing tremendous customer growth at Vivox, for example, which provides high quality voice services to online games.”

Speaking to non-casual games, Lasky also added, “I’m increasingly interested in more gamer-oriented online games, not based on subscription billing models. Our investment in Riot Games grew out of this thinking. We’ve seen strong evidence that this combination works in the Chinese and Korean markets, but it’s been slow to take off here. It is going to take the right game to unlock this market, but it could be huge.”

Lightspeed Venture Partners Managing Director Jeremy Liew confirms Lasky’s opinion about the rise of free-to-play.  He’s predicting a massive shift away from the subscription model, echoing developments in Asia.

“Free-to-play gaming and virtual worlds (monetized through up-sold virtual goods and subscriptions) are gaining increasing traction in the West,” he said in an email. “Companies like K2, Nexon, Gaia, Habbo, Neopets, Runescape/Jagex, Gameforge, Eve/CCP and Bigpoint all doing revenues now in the tens and even hundreds of millions of dollars. But gaming, like media, is not a winner-take-all business, and there are many up and coming companies building free to play experiences and growing fast.”

In Liew’s view, companies that can help with player acquisition, billing, fraud and player management/game mastering are those poised to profit the most.

Liew’s not only in his thinking, as Susan Wu a former VC at Charles River Ventures agrees.  “With the death of retail and the greater accessibility of games in the hands of an order of magnitude larger audience, free to play with some premium components becomes the most logical conclusion. Then of course with alternate billing models comes alternate payment systems.”

Wu is now in the drivers seat at what she terms “a groundbreaking, stealthy new online gaming company.”   While Wu’s no newcomer to the party, she sites Susan Choe’s Outspark, Acclaim, and Nabeel Hyatt’s Conduit Labs (Loud Croud) as projects she’s followed closely, and sees them as integral parts of a netwide transformation.

While Wu notes that the web has always been changing, she’s quite surprised at the rapid pace of change, particularly accelerated by the acceptance of social networks as entertainment platforms.

In addition to this acceptance, technological innovations and game development abilities have jumpstarted this change.  With flash becoming a viable platform for games (think iPhone), and even industry giant Blizzard producing hardcore games (and likewise devoted followers) despite super flashy graphics.  Wu also takes a step back to view a psychological factor as game industry driver.  “With social relationships as primary catalysts for game playing; we’re moving back to the playground where games reinforce and create social bonds.”

So while one VC sees an impending backlash verging on the horizon, all three separately agree that the age of subscription is a dying breed, with free to play titles gaining more and more ground each day.  As Lasky points out, with over 90 MMO’s, virtual worlds, and online game services coming to market within the next 18 months, this is bound to become an increasingly competitive space.  Bringing the product to market quickly and effectively may be the winning strategy for developers.  Wouldn’t it be a shame for them to have a great title, but be weighed down by their own development of primary and secondary economies?  Enter stage right…..fatfoogoo.

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Chinese online gaming market hits $645 Million in Q2

Monday, August 18th, 2008

A recent press release by Digitimes places the combined market value of the China online gaming market at $645 M (4.43 billion yuan).

With an explosive growth rate, this places the market at an 11.2% growth over Q1, and a 65.9% increase on the year.  Big players Shanda (Who recently partnered with THQ to release Company of Heroes in a microtransaction format), Netease, and Giant (formerly Zheng Tu) took the top three spots respectively.

While the Chinese output is already an impressive showing of growth, with more and more chinese titles being filtered, translated and repackaged for North American shores, one can only wonder if the sky truly is the limit for Chinese developers?  Will these titles in combination with EA’s Battlefield Heroes, and ID’s Quake microtransaction based games finally break the mold and lead to overall acceptance by the North American gaming community?  Only time will tell.

via Digitimes

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