welcome to gdc mobile 2006! global perspectives entire ecosystem motto: make better games! ...
TRANSCRIPT
Welcome to GDC Mobile 2006! Global perspectives Entire ecosystem Motto: make better games! Debate and opinions are welcome
Everything is great!
Except… … consumption has been flat for
several months in the US. … evidence of price erosion in
Europe … costs are rising … some carriers plan to take a
greater revenue share
Room for growth or failure to market?US console game-playing audience: 50% of population Average age: 30 Gender: 48% female
Source: The Economist
US Mobile game audience: Fewer than 4% of total mobile subscribers
download a game in any month. Fewer than 10% play mobile games.
Source: Telephia and M:Metrics
Telephia: Penetration has remained stagnant
% of Subscribers Purchasing Games
0.00%
0.50%
1.00%
1.50%2.00%
2.50%
3.00%
3.50%
Jul-05 Aug-05 Sep-05 Oct-05 Nov-05 Dec-05 Jan-06
Telephia: Subscription growth rate outpaced new purchase growth rate; purchases have grown slowly since July
Montly Game Purchases
-
1,000
2,000
3,000
4,000
5,000
6,000
7,000
Jul-05 Aug-05 Sep-05 Oct-05 Nov-05 Dec-05 Jan-06
# o
f P
urc
has
es i
n ,
000
All Purchases New Purchases Repeat Subscription Purchases
Expected bump due to Holidays but declined in January
~Annualized Growth =23%
~Annualized Growth =30%
“The Market is failing to give users an incentive to make repeat purchases.”
- Informa research
Erosion: End user price falling Average price for color game:
2004: Euro 4.30 2005: Euro 3.49
Source: NetSize Guide 2006
“Vodafone makes no price distinction between 2D games and the richer 3D titles.”
Source: Informa research
The best billing system for impulse purchases is wedded to the worst mechanism for merchandising.
Vicious Cycle of Stagnation? Carrier relies on content provider to
stimulate consumption. Content provider relies on proven
brands to attract audience. Audience fails to get excited by
derivative products or re-hashed arcade titles.
ELSPA #1 Mobile Game in UK
December 2004: Tetris by iFone November 2005: Tetris by
Jamdat
The Wal*Mart Effect
Brand Hangover
2005: the year of safe bets
2005: the year of new names
Extreme Makeover: mobile edition Sorrent Glu Digital Bridges I-Play Dwango Wireless Dijji Kayak / Synergenix Blaze Digital Chocolate Digital
Chocolate
Extreme Makeover: mobile edition (2)
Sprint/Nextel “Sprint together with Nextel”
Telefonica “Telefonica together with 02”
SBC “AT&T together with SBC, BellSouth, Cingular and
your bank account” Vodafone “no longer with J-Phone”
Extreme Makeover: new names for 2006? iFone: iPlay Better Digital Chocolate: Digital Chocolate MFORMA: MFRM GameVil: Game Evil: His Satanic Majesty’s
Studio
Telephia: The top 10 publishers made up 70% of mobile game revenues in Q4 2005
Top 10 Game Publishers by Share of Revenue - Q2-Q4
2.1%3.8%
2.5%1.3%
7.4%
4.1%
1.3%
4.3%6.7%
7.1%7.3%5.9%
30.5%
2.8%2.3%
5.2%
30.6%
5.9%
9.2%
5.7%
2.1%2.4%2.8%
2.9%4.5%
5.8%6.2%7.2%
28.7%
JAMDAT Gameloft Namco Mforma Glu Mobile I-Play THQWireless
EA Mobile Infospace Mobliss
Q2 2005 Q3 2005 Q4 2005