Posts Tagged ‘gaming sector’

Citi sees $1 billion in IGA by 2014, and PricewaterhouseCoopers puts global market at $73.5 billion by 2013

Wednesday, June 17th, 2009

Maybe it’s a sheer coincidence, but combining the recent NPD numbers regarding consumer electronics consumption habits, and the extremely positive outlook on virtual worlds recently published by Strategy Analytics things are already looking good.  Well hold onto your hats, as both Citi and PricewaterhouseCoopers published even more news to get pretty jazzed about.

Citi

moneyAccording to a recent Gamasutra piece, a research note by Citi indicates that the In Game Advertising market could reach the $1 billion mark by 2014.  Citi sees the most online advertising growth coming out of the gaming sector, which currently stands at around $600 million.  An impressive number for sure, however, it accounts for only roughly one-third of the total online advertising spend, $20 billion.

According to analysts, today’s average gamer is 35 years old, with 40 percent of “total gamers” being female.  Obviously, this is a highly attractive audience to advertisers.  Citi says that in game advertisements “have higher engagement and slightly higher [cost per thousand users, representing value] than traditional banner ads.”

And this advertising isn’t simply limited to a Doritos banner on the side of an in game truck.  Citi says that this advertising is also tying into the separate trend of microtransactions, as real world brands are setting up shop in virtual worlds.  Looking at high profile, tangible examples, Citi points to both Apple and Tencent’s investments into microtransactions, and gives a thumbs up to the segment, calling it a potential “multi-billion dollar opportunity.”

PricewaterhouseCoopers

Recently releasing their Global Entertainment & Media Outlook 2009-2013 report, financial firm PricewaterhouseCoopers is calling the US and Canadian game industry revenues for 2009 at or around the $17.2 billion mark.  In this report, the “Game Industry” is defined as console, handheld, PC, and mobile game software sales, subscription fees, and in-game advertising (no microtransactions???).

PWC predicts that these game industry revenue streams will collectively post average annual growth rates of 5.8 percent through 2013, at which point we’re looking at an estimated $21.6 billion.  Looking outside North American waters, PricewaterhouseCoopers expects to see a global compound annual growth rate of 7.4 percent, pushing total numbers to a massive $73.5 billion in 2013.

Included in the report, and cited as a driving force behind these numbers is their prediction of the release of the next-gen console, first appearing in 2012.  PWC predicts that Nintendo will arrive on the scene first, particularly due to the Wii’s inability to output HD graphics.

Echoing Citi’s statements about IGA, the firm notes that this is a particularly strong segment of the market.  PWC places today’s in-game advertising spend at $886 million (could we agree on $743 million?), but sees at 13 percent annual growth rate over the next five years, placing the spend at $1.3 billion in 2013 (again, maybe we can settle on $1.15 billion?).

 

BOOM! Virtual Worlds expect explosive growth

Tuesday, June 16th, 2009

According to yesterday’s release from market research firm Strategy Analytics, the virtual worlds sector is set up for some truly phenomenal growth.  The Boston based firm projects the global virtual world population to grow from today’s approximately 186 million inhabitants to a whopping 640 million (the equivalent of twice the current US population) by 2015.  That’s nearly a 25 percent compounded annual growth rate (CAGR).  Say it with me now….holy crap!

39306The largest growing sector should come as no surprise, kids between the ages of 5 and 9.  Strategy Analytics predicts that this demo will grow 27 percent, while tweens and teens should see a growth rate of 21 percent.  This growth rate may be effected by what I discussed yesterday, regarding NPD’s reports on a younger trend of consumer electronics consumers, particularly regarding laptop computers.

In the report, “Virtual Worlds Market Forecast 2009-2015,” Strategy Analytics goes on to predict that virtual worlds will continue to improve the overall user experience, and thus convert registrations to active users at a 38 percent CAGR through 2015.

“The high conversion of registrants to active users demonstrates that users are finding value – in the form of entertainment, engagement, and social interaction,” according to Barry Gilbert, Vice President of the Strategy Analytics Gaming Sector and author of this report. In addition, Gilbert noted, “Access to virtual worlds across a variety of platforms, from consoles to mobile devices, will help catalyze growth.”

And now for the almighty Dollar.  Where’s the money coming from?  Well, according to the report, the top three to take to the bank are microtransactions, subscriptions, and advertising/sponsorships.  Said microtransactions are expected to grow from slightly over $1 billion in 2008 to….wait for it…..wait for it…..$17.3 billion in 2015 accounting for 86% of the revenue generated by virtual worlds.

Here’s how Strategy Analytics numbers break down (in millions):

picture-13

Obviously this is outstanding news for youth focused virtual worlds, including fatfoogoo client CampFu.  If there’s ever been a doubt about the staggering growth potential hidden in these virtual worlds, and the monetary potential stored away in virtual goods, if Strategy Analytics projections are spot on, these doubts could be summed up in one word: Shattered.

 

Online gaming titles saw 27 percent increase in visitors in 2008

Thursday, January 29th, 2009

According to a new comScore report, 2008 saw a massive surge in online games.  The US market for online gaming grew to a healthy 86 million visitors in December ’08, compared to 67 just a year earlier.  Due to this jump in activity, the total time spent playing online games has risen 42 percent, with Americans’ time spent playing online games grew from 3.7 percent in December ’07 to 4.9 percent in December ’08.

The big winner in ’08 was Yahoo! Games taking the number 1 spot with 19.5 million visitors, a notable 20 percent rise from ’07 figures.  Powerhouse EA took the silver medal with 15.4 million visitors, up 21 percent.  Walt Disney’s legacy continues with Disney Games ranking 3rd with 13.4 million, a 13 percent gain.  Fourth place belongs to Wild Tangent with 13.3 million visitors, rising 74 percent yoy, and Addictinggames.com rounding out the top 5, with 11.3 million visitors, a 17 percent increase.  Most notable is the number 10 position, Spill Games which say only 6.7 million visitors, but a massive 269 percent increase over ‘07’s numbers.

“It appears that online, ad-supported gaming is one of the activities that has benefited during this economic downturn,” said Edward Hunter, comScore director of gaming solutions. “Not only have consumers turned to outlets such as gaming to take their minds off the economy, but as they curtail their discretionary gaming-related purchases they are turning to free alternatives.”

More eyeballs means more display ads

While most ‘traditional’ forms of online advertising are seeing some pretty slim pickins at the moment, the online gaming category is bucking the trend, and has seen some remarkably positive numbers.  From November 2007 to November 2008, the total number of display ads in the online gaming sector rose to 8.6 billion, a 29 percent increase.  Given the increase in more eyeballs, more and more display ads are being served, but players’ frequency of exposure remained relatively the same at 127 ad views/person.  Another positive for the end consumer is that the number of ads per page, a measure of “ad clutter” actually declined 17 percent.

“The growth in display ads in the online gaming category not only underscores the assertion that gamers are increasingly accepting of ad-supported games, but also that the advertising community is recognizing the value of this highly engaged audience,” added Hunter. “It is also likely that the advertising agency community will begin to demand more evaluations of campaign effectiveness in this space as spend and impressions continue to rise.”

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Turkey bans K2 Network’s Knight Online – levies tax

Friday, January 16th, 2009

It looks like our neighbors to the east in Turkey aren’t exactly happy about the cash that K2’s Knight Online is rolling in, and want a piece of the action.

The Turkish Telecommunications Directorate (TIB) has recommended to the Ministry of Finance to place a tax on Internet gaming after an investigation allegedly found some discrepancies in the industry.  One of Turkey’s largest media outlets, Zaman Instanbul reports that TIB head Fethi Simsek stated that the TIB had been closely monitoring the online gaming sector and decided to warn the Ministry of Finance about a need for a tax.

This investigation also prompted the TIB and the Ministry of the Interior to recommend to the Ministry of Finance a ban on K2’s popular free-to-play, microtransaction based title Knight Online from being played in Internet cafes.  K2’s response was to immediately appeal this decision in a Turkish court of law.

Simsek’s investigation revealed that K2 Network’s operations in Turkey have amounted to profits in the $1M per month range in 2008.  He also stated that K2’s revenues have steadily increased over the past three years, with 2006 seeing around $4M, and 2007 around the $9M range.

“There are thousands of people becoming addicted to games and companies are earning profits without being taxed,” Simsek told the Anadolu Ajansi news service.  Simsek said the game has been popular in Turkey but even though it is now banned at Internet cafes, it is still being played and no taxes apply.

On the other side of the coin, Yusuf Andic from the All Internet Houses Association (TIEV) says that taxing such games is a ‘good move’ he sees that ban on Knight Online as ‘questionable’ as 60 percent of Turkey’s internet gaming takes place in private homes.

So umm.  What?  There are a coupla things going on here that really raise the wtf flag.

  1. Assuming that K2 Networks/Gamers First is a legitimate business organization, wouldn’t they be registered with the Turkish Ministry of Finance, and already pay taxes on revenues generated?
  2. Is Turkey taking a page from the Chinese government’s book, or is there something deeper going on here?
  3. Mr. Simsek’s statement about the addictive attributes of online games comes out of left field, as if almost snuck in there in a ‘I was instructed to mention addiction’ fashion.
  4. If Mr. Andic’s numbers are correct (60% of all online gaming being done in a private home), isn’t this ban just a tad discriminatory?  How was Knight Online/K2 Networks singled out?

Any way you look at this situation, there seems to be a bit more going on here than just taxes.  If Turkey is worried about an addictive culture being formed around online gaming, fair enough, but there are plenty of alternatives to dealing with this issue.  Rather than slapping a tax on it, banning a game, and calling it a day, why not take a look at what Korea is doing and position current Turkish players as the developers of tomorrow?

 

Dutch Game Garden launches at the NLGD Festival June 19th in Utrecht

Monday, June 2nd, 2008

The Dutch Game Garden has announced that they’ll be launching at the NLGD Festival of Game on June 19th in Utrecht, The Netherlands.

Coming hot off a nice pat on the back, the Dutch gaming industry is poised to be a major force to contend with in the Euro gaming market.  The Dutch Game Garden foundation is financed in part by the Dutch government, and is supported by a number of universities and schools.  These schools along with the government are extremely interested in promoting the growth of the gaming sector.  In 2007, the Dutch gaming industry revenue exceeded that of the Dutch film industry, and figures report the gaming sector to have a growth rate of 50% faster than any other Dutch economic sector.

The Dutch Game Garden will support, encourage, and do all it can to help fledgling developers and startups located in the Netherlands, along with companies that choose to relocate to the Netherlands.  They tackle this via a three pronged attack:

The Game Development Club which seeks to encourage students of game design, media, arts and programming courses at universities and school to work together in collaborative projects.

The Game Incubator is a pot o’ soup for talented young entrepreneurs.  The Incubator project helps young entrepreneurs navigate the often hectic ropes of not only setting up a company, but keeping it afloat, and ultimately, bringing their product to market.  By providing training in entrepreneurship and coaching, assisting with housing, providing tools and a network of technical, financial and legal experts, the Incubator seeks to help Mr./Ms. ‘Hey I got an awesome game, but where the heck do I start?’ to hit the ground running.

The Game Development Business Centers provide top-notch facilities for existing and growing game firms in the Utrecht region.  The ultimate goal of these facilities is to create a hotspot of gaming, with access to other important companies, A1 research institutes, universities and schools.

The Dutch Game Garden will offer an official presentation along with a panel discussion at the NLDG festival.

To learn more about the Dutch Game Garden: http://www.dutchgamegarden.nl

To learn more about the NLDG: http://www.nlgd.nl