[2011] monetizing emerging games markets
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Monetizing Emerging Games’ MarketsBenoit Schotte-Daudin, GlobalCollectPeter Warman, Newzoo August 2011
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GlobalCollect is the world’s premier Payment Service Provider of local
e-payment solutions for the online Video Gaming industry. While most
providers limit their services to a technical link with payment acquirers,
GlobalCollect is a full service partner providing you with online game
monetization market metrics and best practices based on years
of experience with international online gaming leaders. Through a
single-interface platform, we offer access to an unrivalled portfolio of
online payment methods in almost 200 countries and 170 currencies,
including all major credit and debit cards, e-wallets, direct debits,
real-time banking, prepaid, cash at outlets, and bank transfers.
Newzoo is an international market research firm focused completely
on the games industry. Newzoo aims to provide the best independent
consumer market data across all game platforms and business models.
Newzoo also operates the global B2B portal Gamesindustry.com and
publishes the bi-annual Games Industry Black Book.
www.newzoo.com.
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1 Game platform popularity 4 1.1 Emerging versus Western markets 4
2 Who plays and who pays 6 2.1 Spending on social and MMO games 6 2.2 Demographics 7 2.3 Emerging markets 8
3 Business models 10 3.1 Virtual item sales versus subscriptions 10
4 Payment preferences 12 4.1 Country ranking 12 4.2 Payment methods 13 4.3 Processing payments 14 4.4 Transaction value 15
Table of Contents
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Emerging versus Western markets
In emerging markets like Brazil and Russia Internet penetration and use is relatively low,
but growing at an enormous pace. Of the active internet population - 46 million in Brazil
as well as Russia - at least 75% plays games. The uptake of online and mobile gaming
has pushed the number of players and “payers” to a level comparable to major
European markets. The number of people actively playing games ranges from 16 million
in Mexico to 35 million in Brazil to 38 million in Russia. Equivalent to Western countries, on
average 50% of these consumers actually spend money on games.
1 Game platform popularity
26M
Casualwebsites
Socialnetworks
Mobiledevices
MMOgames
The average Brazilian gamer plays on 4.6 of the game genres/platforms above
Number of gamers per “platform” in BrazilActive internet population 10-65: 46 million | Gamers: 35 million | Spenders: 17 million
Consolegames
PC/Macboxed
PC/Macdownload
24M 24M 24M19M 21M 23M
11M
Casualwebsites
Socialnetworks
Mobiledevices
MMOgames
The average Mexican gamer plays on 4.8 of the game genres/platforms above
Number of gamers per “platform” in MexicoActive internet population 10-65: 22 million | Gamers: 16 million | Spenders: 9 million
Consolegames
PC/Macboxed
PC/Macdownload
12M 12M9M
12M 10M 11M
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The average game genre/platform is more or less the same for Western and Emerging
markets. Mexico is leading with 4.8 game genres/platforms played per gamer. Followed
by Russia with 4.7, Brazil with 4.6, and Spain with 4.2. Overall the graphs show that
Mobile is a popular platform across different countries - in most countries it is among the
top three in terms of number of gamers per platform. This definitely contributes to the
average game genre/platform played per person, as players play more games on the
move these days.
1 Game platform popularity
29M
Casualwebsites
Socialnetworks
Mobiledevices
MMOgames
The average Russian gamer plays on 4.7 of the game genres/platforms above
Number of gamers per “platform” in RussiaActive internet population 10-65: 46 million | Gamers: 38 million | Spenders: 20 million
Consolegames
PC/Macboxed
PC/Macdownload
28M 29M26M
14M
25M 25M
8.6M
Casualwebsites
Socialnetworks
Mobiledevices
MMOgames
The average Spanish gamer plays on 4.2 of the game genres/platforms above
Number of gamers per “platform” in SpainActive internet population 10-65: 24 million | Gamers: 15 million | Spenders: 6 million
Consolegames
PC/Macboxed
PC/Macdownload
8.9M 10.2M6.0M
12.2M9.3M 8.1M
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Spending on social and MMO gamesWhen looking at the payers vs. players ratio for MMO games, it becomes clear that
the US not only has the highest number of MMO payers but also by far the highest
percentage of MMO payers compared to Spain and emerging markets. 43% of
all MMO players in the US pay for MMO games. In emerging markets, the average
percentage of MMO payers is about 35% of all MMO players. Zooming in on social
game payers vs. players ratios, it can be said that the percentage of payers amongst
social players is on average (almost) equal when comparing the US with emerging
markets. Social payer’s percentages vary between 25 and 27% in these countries. With
only 16% of social players actually paying for social games in Spain, it becomes clear
that Spanish social gamers are not keen on paying for it. However, when looking at the
actual social payers, Spaniards are in fact spending the most on average per month on
social games (€7,62 per month).
2 Who plays and who pays?
Paying Social gamers in absolute numbers and ratio
25%
16%
27% 27% 26%
in US, ES, RU, BR, MX
Payers (absolute)
19.0M 1.4M 7.2M 6.4M 3.2M
19 million Social gamers in the US spend an average of 8.5 USD per month.
Paying MMO game players in absolute numbers and ratio
in US, ES, RU, BR, MX
43%
31%
37% 34% 35%
Payers(absolute)
22.3M 1.9M 9.2M 8.1M 3.4M
31% of MMO gamers in Spain make an average purchaseof 5.90 Euro per month
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DemographicsThere are significant differences between these countries when looking at the
percentage/ number of MMO and social gamers as well as the payers vs. players
ratio across platforms. However, looking at the graph with the age make-up of social
and MMO gamers, it can be concluded that the US and emerging markets are not
so different for social and MMO players and payers. Social players are most often
between 10 - 35 years old: 74% in the US and 82% in Brazil.
2 Who plays and who pays?
Demographic profile of payers vs players for social gaming - US Social Players: 76M – Social Payers: 19M
23% of the social payers is 26 to 30 years old, which equals 4.4M social payers
16% of the social players is 10 to 15 years old, which equals 12.0M social players
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Emerging marketsFor Emerging and Western markets alike, the largest group of paying players can
be found in the age range between 20 and 35. In Brazil for instance, 32% of social
gamers are between 26 - 35 years of age, representing 42% of paying social gamers.
To underline the similarity in age make-up between social payers in the US and Brazil: in
both countries, 23% of all social payers are between 26 - 30 years old. For MMO players
and payers the same kind of trend can be identified.
Demographic profile of payers vs players for social gaming - BR Social Players: 24M – Social Payers: 6M
23% of the social payers is 26 to 30 years old, which equals 1.5M social payers
16% of the social players is 10 to 15 years old, which equals 3.8M social players
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23
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19
15
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7
3 3 3 3
2 Who plays and who pays? (continues)
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Demographic profile of payers vs players for MMO gaming - US MMO Players: 52M – MMO Payers: 22M
21% of the MMO payers is 26 to 30 years old, which equals 4.7M MMO payers
17% of the MMO players is 10 to 15 years old, which equals 9.1M MMO players
10
17
16 17
21
18
21
18
16
14
7 8
65
1 12 2
Demographic profile of payers vs players for MMO gaming - RU MMO Players: 26M – MMO Payers: 9M
17% of the MMO payers is 26 to 30 years old, which equals 1.6M MMO payers
18% of the MMO players is 10 to 15 years old, which equals 4.7M MMO players
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2 3
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2 Who plays and who pays? (continues)
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Virtual item sales versus subscriptionsOnly in Spain, subscription based payments are used more often than buying virtual
items within social games. The difference between paying via subscription or virtual
item is more significant when looking at Russia, Brazil, and Mexico. For MMOs this is
different, where subscriptions are in higher demand than virtual items for the US and
Spain. For emerging markets, the difference between the two payment methods is less
for MMO games than for Social games. These numbers do not indicate the amount
of money spent but the absolute number of paying gamers via subscriptions or virtual
items.
3 Business models
Popularity of virtual items within social gaming
Popularity(absolute)
70% of Russian paying social gamers spend money on virtual items.
17.2M 1.2M 5.0M 5.3M 2.7M
90% 88% 85%83%
70%
for US, ES, RU, BR, MX
Popularity(absolute)
89% of Spanish paying social gamers spend money on subscriptions.
15.9M 1.3M 3.7M 4.4M 2.1M
84% 89%
67%68%
52%
Popularity of subscriptions within social gamingfor US, ES, RU, BR, MX
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3 Business models
Popularity(absolute)
91% of Mexican paying MMO gamers spend money on virtual items.
18.5M 1.5M 7.0M 7.1M 3.1M
83%
79%
91%88%
76%
Popularity of virtual items within MMO gamingfor US, ES, RU, BR, MX
Popularity(absolute)
59% of Russian paying MMO gamers spend money on subscriptions.
20.3M 1.6M 5.4M 6.6M 2.5M
91% 85%
74%81%
59%
Popularity of subscription within MMO gamingfor US, ES, RU, BR, MX
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Country rankingEmerging markets like Brazil and Russia were already in the top ranks of GlobalCollect’s
online video gaming merchants in 2010 and have risen a little bit over the past
12 months. Their potential was seized by early movers and is now being aggressively
tapped by all major players. To be successful in Brazil, Spain, and Mexico, online
publishers need to monetize via “low-commitment” models (traditional F2P and social
gaming), enabling local players to spend what they can when they can. Russia shows
a different profile because of its strong hardcore player base which is more prone to
targeted purchases of high-value productions (AAA MMORPG’s and downloads).
Country ranking per monetization model (# of payments) (source GlobalCollect online gaming payment processing data, 2010)
Overall AAA Downloads F2P virtual F2P premium Social
rank MMORPG currency subscription gaming
(subscriptions)
1 1 1 1 1 1
5 25 15 9 5 2
9 6 9 26 54 86
13 9 12 8 15 17
25 43 33 39 11 11
4 Payment preferences
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Payment methodsWhen asked how social and MMO players pay for their games, it becomes clear that
credit cards are the number one payment method in the US and Brazil. As much as 42%
of the Brazilian MMO payers state that credit cards are one of their preferred payment
method. Overall, credit cards and online payment services are the most popular
payment methods amongst social and MMO followed by text messaging. Whereas
credit cards perform best in the US and Brazil, online payment methods are more
popular in Russia, Mexico, and Spain.
4 Payment preferences
Ranking
No. 1 Credit Card (39%)
Text messaging service (24%)
Text messaging service (39%)
Credit Card (40%)
Online payment service (29%)
No. 2 Online payment service (29%)
Online payment service (20%)
Online payment service (26%)
Online payment service (23%)
Credit Card (29%)
No. 3 Text messaging service (13%)
Credit Card (20%)
Credit Card (21%)
Online bank account (19%)
Text messaging service (22%)
Top three payment methods and their popularity (in %) for social gaming Amongst paying social gamers, Respondents could tick max. 3.
in US, ES, RU, BR, MX
Payers (absolute) 19.0M 1.4M 7.2M 6.4M 3.2M
Ranking
No. 1 Credit Card (34 %)
Online payment service (25%)
Online payment service (34%)
Credit Card (42%)
Online payment service (26%)
No. 2 Online payment service (23%)
Credit Card (22%)
Online payment service (32%)
Online payment service (22%)
Credit Card (23%)
No. 3 Online bank account (21%)
Text messaging service (18%)
Credit Card (22%)
Online bank account (15%)
Text messaging service (23%)
Top three payment methods and their popularity (in %) for MMO gaming Amongst paying social gamers, Respondents could tick max. 3.
in US, ES, RU, BR, MX
Payers (absolute) 22.3M 1.4M 9.2M 8.1M 3.4M
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Processing paymentsEven if cards are dominating most markets, each country shows quite specific local
payment preferences. Brazilian players have less access to credit cards and PayPal
than American ones. Consequently, they rely on cash-based payments like Boleto (21%
local market share overall; up to 40% market share for fully localized online gaming
merchants). Russia is all about local eWallets (WebMoney and Yandex are leading and
leaving little room for PayPal) and terminal payments like Qiwi. If Mexico is under the
influence of its heavy-weight eCommerce neighbor, local prepaid scheme Todito offers
an attractive proposition. Premium SMS (available soon at GlobalCollect) also presents
a compelling offer for players in emerging countries, while prepaid card issuers invest
heavily in these markets and start getting good traction.
100%
80%
60%
40%
20%
0%
89%
■ Credit Card ■ eWallet ■ Cash ■ Direct Debit ■ Prepaid
11%
79%
21%
53%
47%
80%
7%3%
10%
75%
25%
Payment methods per country (source GlobalCollect online gaming payment processing data, 2010)
4 Payment preferences (continues)
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Transaction valueIt should come as no surprise that players from emerging countries have a lower
purchasing power which is reflected in their average spent per purchase (25% less than
American players on average). That explains why F2P and social gaming monetization
models have enjoyed great success in these emerging markets. This structural
characteristic also forces publishers of AAA products to be more creative when trying
to enter these territories and gain local market share. Localized offers are usually set at
a lower price point for both game clients and services - sometimes with Western pricing
strategies sustained via multiple monthly installments (such as 1/6 of the price per month
over six months).
$20.00
$18.00
$16.00
$14.00
$12.00
$10.00
$8.00
$6.00
$4.00
$2.00
$0.00
$18.97
$14.71 $14.61$13.64
Average transaction value per country (source GlobalCollect online gaming payment processing data, 2010)
4 Payment preferences (continues)
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www.globalcollect.com
GlobalCollect Video Gaming Team:
Benoit Schotte-Daudin
Global Market Leader, Online Video Gaming
Mobile: +1 (415) 987 6937
Bob Voermans
Sr. Business Development Manager - EMEA
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Stuart Mann
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GlobalCollect PresentsLinkedIn Groups for Gaming Industry To engage with merchants and other stakeholders
in the gaming vertical, GlobalCollect has launched a couple of LinkedIn groups.
Enabler for this bring added value to discussions by sharing knowledge and expertise.
Case in point, as the exclusive commissioner of a survey performed by Newzoo, an
industry leader in market research on gaming, GlobalCollect facilitates the collection
of data not yet available to the games industry in emerging markets such as US, Brazil,
Mexico, Russia, Spain, China, and Korea. Content published will focus on a different
topic each month: three interesting facts per region plus vision and data. Exclusive
content - so hear it here first: http://www.globalcollect.com/LinkedIn-Gaming-Groups