mobile games revenue models presentation at gamer tech law conf. oct 2013

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Pillsbury Winthrop Shaw Pittman LLP Mobile Platforms and Business Models Presented by: Riaz Karamali, Partner Palo Alto, California [email protected] Monday, October 07, 2013 Gamer Technology Law New technologies, opportunities, regulations and business models

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Page 1: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Pillsbury Winthrop Shaw Pittman LLP

Mobile Platforms and Business Models Presented by: Riaz Karamali, Partner Palo Alto, California [email protected] Monday, October 07, 2013

Gamer Technology Law New technologies, opportunities, regulations

and business models

Page 2: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Foundation: Common Revenue Models

Show Me the Money! Advergames Advertisements Auctions – Player Trades Crowd-Funding Free Games In-App Purchases Real Product Sale Selling Games Subscriptions

1 Mobile Platforms and Game Revenue Models

Page 3: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Advergames

Game is made to a specific advertisement campaign of a company.

Different types: above the line, below the line and through the line

Pros Simple production Shared risk

Cons Shared risk (brand and developer) Unlikely to be a hit – capped upside

2 | Mobile Platforms and Game Revenue Models

Page 4: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Advertisements

Using ads inside games.

Different types: static, dynamic, product placement, others

Pros Users aren't charged for this and allows apps to be free.

Cons Less money per user, need great user base to make good money.

3 | Mobile Platforms and Game Revenue Models

Page 5: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Auctions / Player Trades

Create in game or parallel online economy around virtual goods.

Pros Can be lucrative and engaging to users.

Cons Best suited for virtual worlds and MMORPGs. Fraught with real world issues.

4 | Mobile Platforms and Game Revenue Models

Page 6: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Crowd-Funding

Use a crowd-funding platform to pre-sell the game

Pros Cut out the publisher Validate demand prior to large investment in development Engage your community

Cons The odds are stacked against lesser known developers Managing a successful kickstarter campaign is a full time job

5 | Mobile Platforms and Game Revenue Models

Page 7: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Free Games

Game devs use free version of games to promote the paid version, use free games just to promote themselves or in combination with other revenue model.

In combination with free: shareware / paid upgrades or solicit domations

Pros Lowers barrier to download

Cons Cannibalization Can lower quality of user interactions with each other

6 | Mobile Platforms and Game Revenue Models

Page 8: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: In-App Purchases

One of the most successful models for mobile games.

Game is a free-to-play game that sells virtual goods to let users accelerate things, get more money or buy special thing.

Goods – functional, decorative or functional AND decorative

Pros Users can decide how much to spend – hello whales!

Cons Need strategy to engage users to pay for goods

without alienating them or skewing gameplay

7 | Mobile Platforms and Game Revenue Models

Page 9: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Real Product Sale

Sell products around your game and sell them to players within game setting

Pros Source of revenue beyond game itself

Cons Players must be fan of game outside of game setting

8 | Mobile Platforms and Game Revenue Models

Page 10: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Selling Games

This is the most common revenue model

Pros Easy and straighforward Quick results Users are familiar with this model Ability to change pricing / have “sales”

Cons Some players will not buy; so demand is reduced May invite free imitators

9 | Mobile Platforms and Game Revenue Models

Page 11: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Revenue Model: Subscription

Players pay a periodic fee to play.

Pros Recurring revenue

Cons Frequent updates Difficult to manage

10 | Mobile Platforms and Game Revenue Models

Page 12: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Hybrid Approach: Using Multiple Models

Free Games + Ads

Selling Game

This is a good combination to earn money both ways, using a limited free version to let people try your game but still monetizing them with ads and if they like it sell the game.

In-App Purchases +

Ads

A nice combination to have a good number of users and monetize them in two ways: Selling premium options (ex. Virtual goods) and ads. This way you monetize even the user that don't buy premium options

Selling Games +

In-App Purchases

This combination is selling game and using in-app purchases to sell virtual goods to maximize the game revenue.

11 | Mobile Platforms and Game Revenue Models

A few possible examples:

Page 13: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Changing Gears

12 | Mobile Platforms and Game Revenue Models

King Quits Advertising Since It Earns So Much On Candy Crush Purchases

Game developers are using a number of different revenue models: • Some game provide multiple revenue models within one games • Other games are changing their revenue models as they build and engage a player

foundation

Page 14: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

App Stores

13 | Mobile Platforms and Game Revenue Models

When in the initial stages of game development, developers should clearly outline monetization strategy and goals and align those with legal and regulatory guidelines

Page 15: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Mobile Operating Systems: Competitors and Also-Rans

14 Mobile Platforms and Game Revenue Models

Operating System Units 2012 2012% 2011% Android 136 million 75% 57% Apple 26.9 million 14.9% 13.8% Blackberry 7.7 million 4.3% 9.5% Microsoft Windows 3.6 million 2.0% 1.2% Symbian 4.1 million 2.3% 14.6% Linux Mobile 2.8 million 1.5% 3.3%

Page 16: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Analysis of Key Terms and Conditions Governing Software Application Development and Distribution

15 | Mobile Platforms and Game Revenue Models

Page 17: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Case Study: Crowd-Funding

Typical Scenario – product pre-sales

Android Terms Open distribution policy – no problem

Apple Terms Apps must be sold through the AppStore 50 promo codes per version

Possible Solutions Brief free period Gifting Special donor version with unlock code Special deal with Apple (e.g. Amazon free apps)

16 Mobile Platforms and Game Revenue Models

Page 18: Mobile Games Revenue Models Presentation at Gamer Tech Law conf. oct 2013

Questions?

Riaz Karamali | Partner Pillsbury Winthrop Shaw Pittman LLP 2550 Hanover Street | Palo Alto, CA 94304-1115 Dir 650.233.4052 | Fax 650.233.4545 | Cell 650.814.5597 Email: [email protected] Bio: http://www.pillsburylaw.com/riaz.karamali

17 | Mobile Platforms and Game Revenue Models