video games
DESCRIPTION
the change that is faced with the video game industry and why game developers are shifting to make smart OS games instead of traditional gamesTRANSCRIPT
THE NEW VIDEO GAME WARS: WHY SMART OS PHONES AND TABLETS IS SHIFTING GAME DEVELOPERS AND THE VIDEO GAMING INDUSTRY
Presented by : Hazim Banjar
1/22/2012
Student ID
P D 0 9 0 1 0 2
FACTS ABOUT THE VIDEO GAME INDUSTRY Video gaming becoming mainstream Average age of video gamers in the US:
37 Gender breakdown: 58 percent men; 42
percent women Percentage of US households that play
video games: 72 global video game industry in 2010
pulled in $56 billion. number is expected to reach $82 billion a year by 2015,
WHERE’S THE PROBLEM? The traditional (retailed and boxed games)
gaming industry is losing its charm:
1. Large numbers of layoffs and studio closing2. shrinking (Japan) and non targeted markets
(China – South Korea) 3. Video game Retail sales dropped 8%4. Middle budget publishers struggles (SEGA,
THQ)5. Cost of game development is extremely high
DILEMMAS FOR GAME DEVELOPERS PART 1
Lack of innovation Majority trapped as work for hire Losing IP rights Spending too many years on making a game the Shigeru Miyamoto’s (worker) mentality is no longer acceptable
DILEMMAS FOR GAME DEVELOPERS PART 2 : VIDEO GAME VALUE CHAIN.
Example:
$10 Million video game title budget
Selling 1 Million units for $60
$60 Brake down -:
-$12 for retail
-$12 for hardware console royalties (SONY – Nintendo – Microsoft)
-$10 for recapture recoupment of reinvestment in R&D
-$9 15% of marketing add spending
= $17 profit for publishers . Development royalties $ ??
Low
High
High
CAPITAL
PROBABILITY
High Risk
low Risk
High Risk
Medium Risk
GOING INDI : WHERE TO GO?
• Console gaming • MMO gaming
• OS smart phone and tablets Gaming
• Browser social gaming
WHY SMART MOBILE AND TABLET ? 1- IT IS THE NEXT MOVE
WHY SMART MOBILE AND TABLET ? 2- TRY THE UNEXPECTED
BENEFITS OF SMART OS GAMES
For Consumers1. Cultural issues
2. Engaged at very small age
3. Digital purchase one time only
4. Free to play or less than $10 to buy
5. Easy recovery
For developers1. Low cost budget, less
time
2. 70% profit from the value chain
3. No need for publishers
4. Keeping the IP
5. High volume
6. It’s ok to fail
7. Opportunities to JV with non gaming related industry
8. Low piracy rate
INDI DEVELOPERS SOWAT ANALYSIS FOR THE OS MARKET
Strength Owning the IP Creativity No due date pressure Self-publishing ability Game development experience Fast adaption to industry
changing conditions
Weakness Lack of business mentality lack of staff or outsource
dependent
Opportunities M&A. Work for higher
opportunities Low entry barrier level and Cost
development Funding access Lower risk Expanded adaption rate of smart
phones in developed countries Rise of social games and new
genres
Threats Significant competitor presence corporate publishers. free-price
cut strategy Fragmentation High Freemuim rate Patent lawsuit wars between
smartphone companies Uncertainty
OS PLATFORMS: FOR NOW WHY IOS OR ANDROID ?
The iOS and Android alone are getting 58% share of the US portable game software market
MARKETING STRATEGIES: A.I.I
Adapt: developers have to adapt using OS SDK’s to make games. They can start by using programs that are similar and familiar to the developer.
Improve: unlike traditional games. Smart OS platforms games (if not imported from a traditional platform) have to be improved and updated on a constant basis
Implement: the final phase after a successful production .
MARKETING STRATEGIES: THE 4C’S MARKETING MIX
• facebook, twiter etc
• app store, E-portal
• price stisfy• Needs, games on
the go
Customer Cost
CommunicationConvince
RECOMMENDATIONS Experiment for future opportunities
Think beyond video games
Cross platforms
Make HTML5 games
The feedback of your games is always true
REFERENCES www.digi-capital.com theesa.co customfitfocus.com Capcom