Posts Tagged ‘revenue models’

China’s IGA market poised to pounce in 2009

Wednesday, January 14th, 2009

In game advertising started in the Chinese market back in 2007 with a few game operators casually slipping a bit of code into some of their games, with a modest $8.77M ROI.  While this might seem a pretty decent take on an ‘experiment’, according to iResearch, it accounted for only four percent of the market’s total revenues of approximately $2B.

Fast forward one year later, with Chinese IGA revenues topping out at $19M.  Still a relatively small number in the overall scheme of things, but other Chinese firms started to take notice, with several independent third-party IGA providers popping up like daisies.

Two of China’s largest IGA providers, In-Game Media and Bihu.com both believe that the solid foundations laid over the past few years, combined with the current global economic downturn have prepared the market for explosive growth.

Bihu.com

Established in 2004, Bihu previous provided in-game value added services, i.e. in-game messaging, etc.  In 2008 they decided to regroup and refocus, turning the torchlight on in game advertising.  Back in April, Bihu announced their own independent IGA system with allows game developers and operators to insert advertising code into a game without altering the core technology.  Apparently, this was a wise move on Bihu’s part, as their client list shot up from 2 to 10, with major players Dell, Samsung and Intel among the roster.

“With 10 game firms accounting for over 20 online games, we have formed an online-game advertising network, which is a basic step toward attracting advertisers,” says Li Liujun, founder and CEO of Bihu.

Li says that the IGA market in China has been partially held back by the success of virtual item sales, and convincing gaming companies to form IGA relationships to diversify revenue streams.  “China’s game firms mainly earned money through the sale of virtual products, which has been very profitable. This means they were lacking in motivation to find new revenue models,”.  He also points out that a number of developers were a bit skeptical, as inserting IGA’s would require an alteration of the core code of the game, potentially having a negative impact on the game itself.  “Our independent system that can insert adverts without changing a game’s code helps drives our business,” says Li.

Li views the global financial downturn as a time ripe to harvest the benefits of IGA, as many companies will seek to lower costs, and invest more of their advertising budgets in the emerging online media.

In-Game Media

Echoing Li’s statements, strategy director at In-Game Media, Johan Wong says, “People will likely cut down on consumption and stay at home this year, which could lead to an increase in the number of game players,”

Given the global tightening of the collective belt, Wong predicts the Chinese market will see a notable increase in the overall average age of those playing online games.  This ‘raising of the bar’ will open a number of IGA opportunities for Chinese firms ranging from high(er) priced consumer goods and real estate.

Still a relative newcomer, opening in January of 2008, In-Game Media, a subsidiary of Chinese online giant Shanda Interactive Entertainment Inc. had only been delivering IGA to Shanda’s own titles.  But in December 2008 the company opened it’s doors to further expansion, signing contracts with 20 games companies across China.

Over the course of 2008, In-Game Media developed a number of IGAs for Shanda, their most successful involving the Puma brand in Shanda’s Crazy Kart racing game.  In-Game Media was responsible for the Puma branding of virtual characters clothing, which offered users the opportunity to enter and participate in specialized promotional races via the Puma website.

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SOE’s The Agency now looking at microtransactions and IGA

Friday, November 28th, 2008

Sony’s upcoming title ‘The Agency’ will not be looking at a subscription based model, but rather in-game advertising and microtransactions as steady revenue streams.

The Agency presents a unique quandary for SOE – how do you build on-going revenue streams into a title that spans the gap between MMO’s and FPS’s?  The first group is used to monthly subscriptions and a rich virtual world.  The second group has no experience with subscriptions, and expects plenty of shoot ‘em up, and is less concerned with playing with others, or simply just shooting them.

While SOE is carefully studying the market reaction to it’s free-to-play title Free Realms, which earlier this week released a line a Topps collectible cards as an additional income stream, and noting what does and what does not work for the community as a whole, all the while making a title enjoyable by all.
Edwin Evans-Thirlwell from Kikizo.com gets the ‘Scoop of the Week’ award, with his outstanding interview with SOE’s Senior World Designer Kevin O’Hara.  Some highlighted quotes include:

“The Agency is our online persistent shooter,” he says. “We’re not generally using the term MMO, although we do put a lot of MMO abilities that we’ve learned from our other projects into it. We really want to first and foremost be an action shooter as a game, which means first person or third person view, which really brings in the crowd who like that type of visual experience where when you aim and shoot your skill is important.”

“We’re acutely aware that shooter players are not used to playing monthly fees, so I doubt we’ll go for an outright $15 a month, which works on some of our other projects. So we’re checking out Free Realms to see how they’re going to do with their micro-transactions, and we might incorporate some of that. We’ll definitely have some ad revenue models.”

Having a look at various screenshots and trailer for The Agency, all I can say is, I can haz now plz?  I personally I’m not a big player of FPS’s, but this one might just drive me over to the dark side.  It looks like this super slick spy shooter would be a perfect place to drop the occasional $20, to pick up a silencer, a sniper scope, and oh, just for kicks, let’s toss a bazooka in there.  The rich textures and landscapes, including urban environments lend themselves well to un-obtrusive IGA’s.

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World of Warcraft to receive Paid Character Customization

Wednesday, October 15th, 2008

In what could be an opinion changer for the entire online gaming industry, it now seems as though we might see microtransactions showing up in Blizzards runaway success: World of Warcraft.  Die hards of the ‘subscription or die’ model have long held WoW as the bastion of last hope in a market increasingly turning towards alternate revenue models.

WarCry has been providing excellent coverage of the Blizzcon and released juicy details about Blizzard’s implementation of microtransactions.  When WoW Production director J. Allen Brack was asked about a button found in the Wrath of the Lich King’s beta files entitled “Paid Character Customization” he initially hesitated with answering the question.  Several questions and answers later, Brack took the bull by the horns and answered the question, confirming that Wrath of the Lich King would eventually have some form of paid character customization, but that they details had not yet been worked out.

It’s also been reported that Blizzard has been investigating opportunities to monetize it’s popular Battle.net gaming service, but Diablo 3 Lead Designer Jay Wilson answered that the company has not yet decided how to approach the matter.  He did however rule out that charging for multiplayer action within Diablo 3 was out of the question.

As stated in the opening paragraph, World of Warcraft has been a flame of hope for all microtransaction neigh sayers since the business model started making waves in the Asian market years ago.  If Blizzard is now finally starting to show cracks in it’s ‘subscription only’ armor, they very well may be in the position to sway the general opinion in the ‘microtransactions are the devil’ camps.  Wow’s new patch 3.0.2 includes a number of Wrath of the Lich King prep updates including a Barber Shop in Stormwind, Ironforge, Undercity, Orgrimmar, and Area 52.  This barber shop allows for character customizations, I’m assuming much in the way that ‘Paid Character Customization’ would, with just the difference of real world money vs. in game money.  This is a brilliant move on Blizzards part to get parties interested in the entire idea of re-shaping the looks of their character.  Once Wrath of the Lich King arrives on November 13th, audiences are already familiar with the process, and the conversion from in-game money haircuts, to real-world money purple and black leather, ultra sweet looking, you don’t have one outfits for their rogue should be smooth sailing.

All said and done, let’s remember that Mr. Brack’s comment was only “World of Warcraft would eventually have some form of paid character customization”.  It’s far too early to even speculate on what Blizzard may or may not do with this option, but the game just got far more interesting to us here at fatfoogoo with this option on the table.

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Nokia does iTunes one better; could it be the future of gaming?

Monday, October 6th, 2008

A quick search of a few various Torrent trackers turns up a surprising number of pirated, readily available video games.  I shouldn’t really be surprised I guess, as piracy in gaming has been running rampant since computer owners were able to insert disc+cntl c+ctrl v+wait a few hours and insert new 5.25 floppy when the first disk is full.

Bruce Everiss from bruceongames.com recently posted an excellent article concerning what the Nokia 5310 phone/mp3 player is doing for the music industry and what it might mean for games.

One answer that the gaming industry has come up with to fight digital piracy is the (dreaded) DRM or Digital Rights Management.  The recent EA/Spore DRM fiasco has brought to light the incredible downside of DRM – pi$$ing off customers.  While the DRM covers the ‘sales’ side of games, there’s obviously a growing number of alternative revenue models in place including microtransactions, in-game advertising, and subscriptions.

Unfortunately (or fortunately, depending on how you look at it), DRM doesn’t really apply very well to the music industry, as regulating a DRM across the entire scope of the internet is relatively impossible.  Combine that with an mp3’s relatively small file size and ability to be shared across a variety of media, and any possible revenue generation is, quite literally, lost in the wind.

Bruce and I seem to agree that Apple’s solution to the problem could and should be seen as the flagship of the microtransaction industry: iTunes.  What Apple did with the introduction of iTunes is take it’s wildly successful mp3 player, the iPod, and provided users with an ultra-slick interface providing them with features and availability that they could get elsewhere for free: but didn’t.  Tack on the added usability and convenience of a mobile iTunes store, and you’ve got a winning combination.

Taking this winning philosophy a step further, Nokia has implemented the “Give it to ‘em for free for a while, get ‘em used to it, and THEN charge ‘em for it later down the road,” model.  They’ve created a music store with over 2M tracks that users can use for free.  Yes, you heard that right, users can download as much as they want, whenever they want.  For free.  The cost of said service is cleverly built into the perchase price of the Nokia 5310 XpressMusic phone (the world’s best selling mp3 phone).  Once your one year quasi pre-paid subscription runs out, then, and only then, must you fork over a fee.  And will users pay for the service?  Of course they will.  They’ve grown accustomed to it, and will want to continue their enjoyment with said service.  Please note, I’ve specifically NOT said music, but service.  This is the crux of the entire model; users are not paying for a product, but rather a service.

Know any other industries that specialize in digital content delivery with a growing interest in a microtransaction business model?  It’s quite easy to see how this formula could very easily be applied to the gaming industry.  As more and more publishers and operators shift towards a pure digital delivery method and ‘boxed game’ sales move more and more into the history books, perhaps a monthly/yearly subscription to one (or more than one even) games provider(s), that would allow users to download and play their game of choice.

Bruce points out that EA Chief John Riccitello has suggested this theory in the past.  Perhaps Battlefield Heroes is more than just a testing of the microtransaction waters, but also an experiement in free-to-play and just how and where EA can drive this vehicle.   Perhaps the Spore debacle could even be a driving force in EA’s further investigation into the model?

We already know that David Perry’s a big fan of free-to-play fighting piracy, Alex St John says only microtransaction based games have a future, and Riccitello has been floating the idea around; perhaps it takes a mobile phone service to actually throw a bit of ‘proof positive’ on the fire.

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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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Five top trends immerge from LA Virtual Worlds Expo 2008

Sunday, September 14th, 2008

Last week’s Virtual Worlds Expo 2008 in Los Angeles has come to a wrap with bits and pieces of news floating around here and there.  When you pack a few hundred industry insiders all in once place at the same time, opinions and trends are bound to blossom.  CEO and Co-Founder of Frenzoo, Simon Newstead gives us his view the Virtual Worlds Expo 2008, and what we should be watching via freetoplay.biz.

Covering the top five immerging trends, Newstead covers everything from ‘The War on Geekiness’ to ‘Taking Virtual Responsibility Seriously’.  Kotaku’s interested in the reverse transition starting to happen from Virtual Worlds going retail, but WeeWorld’s position on Branded Items: Not Free For Long reveals a growing trend in Marketing and diversified revenue streams:

WeeWorlds head of marketing, Lauren Bigelow, explained the plans of the 25 Million strong WeeMee community: to date, all branded items had been free, but some items will soon cost money, such as premium branded items like an upcoming Paris Hilton.

Why? Charging money for branded items increases exclusivity – and therefore buzz – driving the marketing campaign’s objectives. Obviously a revenue stream is a happy side effect as well.

Used well, it sounds like a win-win. Expect experimentation on branded item pricing to happen in coming months.

As Newstead states, driving a marketing campaign and generating buzz via exclusivity is a great way promote in game sales, AND the happy side effect of a revenue is an added plus.

While WeeWorlds was featured here by Newstead, if it works for WeeWorld, we will certainly see an increase in similar revenue models in the future, as publishers and developers still wrestle with the Sweet Spot question, and aim to please all.

To read more about Newstead’s top five trends coming out of the Virtual Worlds Expo 2008 in Los Angeles, visit freetoplay.biz.

 

70% of Games Lose Money, microtransactions can recoup costs

Wednesday, August 13th, 2008

Former Sony executive Chris Deering recently stated at the Edinburgh Interactive Festival that only three in ten games will ever make enough money to break even, much less see a profit.

Kicking off this week’s Festival, Deering delivered his keynote and served up some juicy predictions for the gaming industry.  Based on his findings and correlations drawn from Screen Digest and other industry sources, Deering expects that by 2011, there will be 2.5 Bn potential gamers worldwide.  Traditional gaming platforms such as the DS, Wii and PS3 are expected to have a base of 500m by 2011, with alternative mobile platforms and gaming PCs splitting the remains with a billion users each.

Looking at the numbers, Deering warned that “traditional revenue sources will not be sufficient to fund games development” and as the market grows, studios must seek alternative revenue sources now in order to avoid becoming obsolete.

Citing the growth of new players to the market; mobile network carriers, cable, satellite, and DSL providers all working towards a ‘competitive array’, this competition is only going to get stiffer.

“Something is going to have to be there to make up the difference,” he said, citing a “creative use of hybrid online/offline advertising revenue models” as one key way to succeed. “These business models must be explored.”

Deering went on to cover areas and trends that he believes will sustain a 2.5bn person market.  On the development end these include WiFi, lighting and voice recognition, massive game worlds, cinema-real presentations.  On the player end; microtransactions and in game advertising topped Deerings list.  He also covered user generated and user enhanced games.

Perhaps planting a new seed, Deering also went on to unfold his vision of another potential revenue source; gaming.  “Gambling will become a source of development funding,” said Deering. “Perhaps not directly, but this area can provide some sources of income which eventually be directed back to the developer.”

Prior to his appointment as president of Sony Europe, Deering served as the head of Sony Computer Entertainment Europe during the launch of the original PlayStation, PlayStation 2 and PSP, which gave him significant knowledge of Sony’s internal and external development strategies. He resigned from Sony in 2005.

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