mid-core gaming immersive experience and casual gameplay compromise or best of both worlds? 2012...
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mid-core gamingimmersive experience and casual gameplay
compromise or best of both worlds?
2012
Peter WarmanCEO Newzoo
mid-core gamingimmersive experience
mid-core gamingcasual gameplay
Golf VIVolkswagen
BejeweledPopCap
CygnetAston Martin
PanameraPorsche
EnzoFerrari
Army AttackDigital Chocolate
EVE onlineCCP
League of LegendsRiot Games
mid-core gamingimmersive experience and casual gameplay
Golf VIVolkswagen
BejeweledPopCap
CygnetAston Martin
PanameraPorsche
EnzoFerrari
Army AttackDigital Chocolate
EVE onlineCCP
League of LegendsRiot Games
mid-core gamingimmersive experience and casual gameplay
Technically, League of Legends is a “mid-core” MMO, meaning you don’t have to play for 40 hours a week to enjoy it. The market for mid-core MMOs is vast—much larger than for hard-core MMOs such as World of Warcraft--in that the unique immersive aspects of MMO play are available to a much larger,
casual gaming audience.
edgeworld
key trends shaping the mid-core market1. Old love never dies
The love for an immersive game experience does not go away as people grow older. It is just that the entry barrier and gameplay is not adapted to their “new life”. Their love remains largely answered in the current market. Mid-core
games could be the answer, activating gamers that have stopped playing core-games.
2. More gamers to comeOver the past ten years, games have become an integral part of every youngsters life. Mid-core games can ensure that
these young core gamers keep playing immersive games as they grow older.
3. Time is Money As youngsters start a working and family life leisure time becomes scarce. At the same time they have more money to spend. To get the most out of leisure time, they are prepared to spend more money to enjoy. Mid-core games cater to
this. Free-to-play is the only way to let people feel the casual gameplay.
4. New interfaces. EverywhereIntuitive interfaces (e.g. on tablet and phones) have forced core genre games to offer easier controls and adapted
interfaces. Still these are very successful. Consumers are getting used to this type of interactivity increasing the appeal towards core gamers as well as increasing the potential player base. In addition, these interfaces allow gaming in new places and social settings. And, do not forget the growing number of girls that are going for the core stuff. Still hugely
underestimated.
sizing the mid-core marketwhere to start? ask Newzoo with their mid-core client base
new in 2012
US UK Germany France Spain Netherlands BelgiumItaly Brazil Mexico Russia China Korea
US Europe* Emerging* Asia*
$21.5bn2011E
215mhrs/day
Money
Time
€16.5bn2011E
175mhrs/day
$4.5bn2011E
155mhrs/day
$13.5bn2011E
165mhrs/day
sizing the mid-core marketwhere to start? market size per segment/platform?
Global
Money Time
$60-70bn2011E
900m-1bn2011E
27%of money
49%of time
GrowthPotential?
Casual, Social, Mobile Casual, Social, Mobile
“core” segments/platforms take more money than time“casual” segments/platforms take more time than money
This gap is closing fast in the WestThe gap is a lot smaller in Emerging markets that have no legacy, especially Brazil
F2P, Mid-core and Cross-platform gaming will accelerate this trend
sizing the mid-core marketwhere to start? money versus time spend?
US Europe*
$21.5bn2011E
€16.5bn2011E
Mid-core market
$1.2bn €1.1bn
Total Market
21.6M 24.0M
13.1M 15.7M
Mid-core opportunity
$280M €260M
13.3M 10.2M
3.2M 3.6M
Spend
Players
Spenders
Spend
Players
Spenders
5.5% of market
23% growth
6.7% of market24% growth
sizing the mid-core marketFirst: our conclusion
sizing the mid-core marketWhat did we analyze?
10-30
30-50
Age
Age
Midcore_Cliffhanger (n=85719278)
Filter: Age=10-15,16-20,21-25,26-30United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium
0
20
40
60
80
100
%
All Gam
ers
All Pay
ers
Casua
l Gam
ers
Casua
l Pay
ers
Core A
ND Cas
ual G
amer
s
Core A
ND Cas
ual P
ayer
s
Core
Gamer
s
Core
Payer
s
77
41
70
17
52
32
58
34
66.0M
35.1M
60.0M
14.6M
44.6M
27.4M
49.7M
29.1M
53% 24% 62% 59%
X% share of paying players
All gamers Social/Casual Both Core
91% of gamers plays online or mobile casual/social games
sizing the mid-core marketWhat did we analyze?
30-50Age
Midcore_Cliffhanger (n=92336437)
Filter: Age=31-35,36-40,41-45,46-50United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium
0
20
40
60
80
100
%
All Gam
ers
All Pay
ers
Casua
l Gam
ers
Casua
l Pay
ers
Core A
ND Cas
ual G
amer
s
Core A
ND Cas
ual P
ayer
s
Core
Gamer
s
Core
Payer
s
56
29
47
11
26
17
31
20
51.7M
26.8M
43.3M
10.2M24.0M
15.7M28.6M
18.5M
52% 24% 66% 65%
X% share of paying players
All gamers Social/Casual Both Core
84% of gamers plays online or mobile casual/social games
sizing the mid-core marketWhat did we analyze?
30-50Age
Midcore_Cliffhanger (n=92336437)
Filter: Age=31-35,36-40,41-45,46-50United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium
0
20
40
60
80
100
%
All Gam
ers
All Pay
ers
Casua
l Gam
ers
Casua
l Pay
ers
Core A
ND Cas
ual G
amer
s
Core A
ND Cas
ual P
ayer
s
Core
Gamer
s
Core
Payer
s
56
29
47
11
26
17
31
20
51.7M
26.8M
43.3M
10.2M24.0M
15.7M28.6M
18.5M
52% 24% 66% 65%
X% share of paying players
All gamers Social/Casual Both Core
14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M-22% -24%
abs% -28% -30% -46% -43% -43% -37%
Drop
sizing the mid-core marketMid-core market
30-50Age
Midcore_Cliffhanger (n=92336437)
Filter: Age=31-35,36-40,41-45,46-50United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium
0
20
40
60
80
100
%
All Gam
ers
All Pay
ers
Casua
l Gam
ers
Casua
l Pay
ers
Core A
ND Cas
ual G
amer
s
Core A
ND Cas
ual P
ayer
s
Core
Gamer
s
Core
Payer
s
56
29
47
11
26
17
31
20
51.7M
26.8M
43.3M
10.2M24.0M
15.7M28.6M
18.5M
52% 24% 66% 65%
X% share of paying players
All gamers Social/Casual Both Core
14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M-22% -24%
abs% -28% -30% -46% -43% -43% -37%
Drop
€1,1bn / year24.0M players15.7M payers
22% plays F2P MMOs
43% in the US
sizing the mid-core marketMid-core opportunity > smaller drop in core/casual players and payers
30-50Age
Midcore_Cliffhanger (n=92336437)
Filter: Age=31-35,36-40,41-45,46-50United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium
0
20
40
60
80
100
%
All Gam
ers
All Pay
ers
Casua
l Gam
ers
Casua
l Pay
ers
Core A
ND Cas
ual G
amer
s
Core A
ND Cas
ual P
ayer
s
Core
Gamer
s
Core
Payer
s
56
29
47
11
26
17
31
20
51.7M
26.8M
43.3M
10.2M24.0M
15.7M28.6M
18.5M
52% 24% 66% 65%
X% share of paying players
All gamers Social/Casual Both Core
14.3M 8.3M 16.7M 4.4M 20.6M 11.7M 21.1M 10.6M-22% -24%
abs% -28% -30% -46% -43% -43% -37%
Drop
€1,1bn / year24.0M players15.7M payers
€260M / year10.2M players3.6M payers
Age 10 to 25 26 to 40 ChangeCasual 4,92€ 7,40€ 50%Social 5,25€ 5,77€ 10%Mobile 3,58€ 5,40€ 51%MMO 6,16€ 6,79€ 10%Console 9,74€ 9,45€ -3%PC Mac Boxed 7,12€ 7,23€ 1%PC Mac Download 6,65€ 6,36€ -4%
Age 10 to 30 31 to 50 ChangeCasual 6,63€ 5,12€ -23%Social 5,70€ 4,84€ -15%Mobile 4,40€ 3,88€ -12%MMO 6,51€ 6,02€ -7%Console 9,98€ 9,16€ -8%PC Mac Boxed 7,23€ 7,09€ -2%PC Mac Download 6,88€ 5,15€ -25%
Age 10 to 30 31 to 50 ChangeCasual 7,86€ 5,69€ -28%Social 5,50€ 7,52€ 37%Mobile 4,56€ 5,16€ 13%MMO 7,16€ 7,39€ 3%Console 11,36€ 11,68€ 3%PC Mac Boxed 8,04€ 8,40€ 4%PC Mac Download 6,55€ 7,19€ 10%
In the US, average spending goes up in all segments except online casual, explained by the move of casual budgets to mobile and social networks. This is not the case in the EU. We expect the EU to follow the trend in the US as seen with many other trends.
This is backed up by the increase in spending if we make the brackets slighty younger: 10-25 and 26-40.
profiling the mid-core marketdo typical mid-core gamers spend more? comparing age groups.
+6% -13%
+16%
Remember: there are more drivers than age!shaping the mid-core market
1. Old love never dies
2. More gamers to come
3. Time is money
4. New interfaces. Everywhere
Western mid-core market potential >$2bn
profiling the mid-core marketdo not focus on one screen!
mid-core gamingimmersive experience and casual gameplay
Western mid-core market potential >$2bn
mid-core gamingimmersive experience and casual gameplay
compromise or best of both worlds?
2012
Peter WarmanCEO Newzoo
mid-core gamingimmersive experience and casual gameplay
compromise or best of both worlds?
2012
Peter WarmanCEO Newzoo