Transcript
Page 1: G4C13: ESA's State of the Industry

Games For ChangeGames For Change

The Ever-Evolving Industry

Erik V. HueySenior Vice President of Government AffairsEntertainment Software Association

June 19, 2013

Page 2: G4C13: ESA's State of the Industry

The Entertainment Software AssociationThe Entertainment Software Association

Serves business and public affairs needs of U.S. computer and video game publishers

• More than 35 member companies• Activities include:

• Business and consumer research• Government relations• Legal and policy advocacy

• Content Protection• Domestic and international IP policy • Technology Policy

• Also operates E3, Video Game Voters Network, ESA Foundation

Page 3: G4C13: ESA's State of the Industry

Diverse Consumer BaseDiverse Consumer Base

• The average gamer is 30 years old

• 45% of all gamers are women

• 20% of gamers are over the age of 50

• Connected play – 62% of gamers play games with others, either in-person or online.

• Cross generation play

45%45%45%

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Americans Spending More Time Playing Video Games

Americans Spending More Time Playing Video Games

• Doubled in a decade from an average of 72 hours per year in 2002 to an average of 142 hours per year in 2012

• 49% of gamers are watching less TV

• 47% of gamers are spending less time at the movies

45%45%45%

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Creating Next Generation Digital & Creative

Economy Jobs

Creating Next Generation Digital & Creative

Economy Jobs

Entertainment software is one of the fastest growing industries in the U.S. economy

• 381 colleges, universities, art and trade schools across the country offer courses, professional certificates, undergraduate or graduate degrees in video game design, development and programming

• The Princeton Review’s report, "Top Schools to Study Video Game Design for 2013," ranks the top undergrad and grad schools with video game design programs

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No Longer a Niche IndustryNo Longer a Niche Industry• $21 billion domestically (2012) • $65 billion worldwide in sales (2012)• $83 billion worldwide in sales (2014)• More than 40 million people subscribe to Xbox Live and more than

90 million on Sony’s PlayStation Network worldwide• Mobile game sector generated $8 billion in sales in 2011; growing

to $13 billion by the end of 2013. • 67% of U.S households have video game consoles• Call of Duty: Modern Warfare 3 set launch records• Sold more than 6.5M units in the US and UK within its first 24 hours • Grossed $1 billion in 16 days; Avatar took 17 days• Call of Duty franchise set opening day records three years in a row

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U.S. Computer and Video GameDOLLAR Sales Growth

Dollars in Billions

Source: The NPD Group/Retail Tracking Service; Game Industry: Total Consumer Spend* Figures include total consumer spend** Other delivery formats include subscriptions, digital full games, digital add-on content, mobile apps, social network gaming, and other physical delivery. 2000-20008 figures are sales of new physical content at retail exclusively.

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Connected Play Takes OffConnected Play Takes Off

• Call of Duty: Black Ops II generated 1.2 billion hours played online since November 2012

• FIFA Soccer 13 sold 7.4 million physical copies, generated $115 million in digital sales

• World of Warcraft had 9.6+ million monthly subscribers in 2012, generated more than $1.7 billion

• Players download digital titles, stream games, and connect to social networks through digital distribution networks

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The App EconomyThe App Economy

• Game play is the third most popular activity on smartphone and tablet devices

• Tablet users spend 67% of their time playing games, mobile users 43%

• More than the total amount of time spent watching videos, listening to music, checking email, engaging on social network sites, and reading magazines or books

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Emerging Business ModelsEmerging Business Models

• One in four consumers spent money on virtual goods in 2011, with gamers spending an average of $64/year – a 100% increase from 2009

• SuperData Research predicts the worldwide market for virtual goods will exceed $20 billion by 2015

• 110 million people are playing more free-to-play games than they were a year ago

• Free-to-play games convert between 5% and 10% of their active player base to paying customers

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The App EconomyThe App Economy

• Game sales accounted for nearly 80% of all 2012 revenue generated by apps

• 76 of top 100 grossing iOS apps were games in 2012

• Overall app market will grow to $50 billion by 2015; mobile games market to reach $18.3 billion in 2016

Source: App Annie, 2013

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The Future of Video GamesThe Future of Video Games• Increased social interaction• Communities are building around games; ecosystem of interconnected

users• Casual / mobile gaming is on the rise• 24 of the top 25 apps are games

• Angry Birds has been downloaded 1.7 billion times. The free version earns $1 million a month from ads.

• Over 40% of time on Xbox Live is not spent playing games• Games are now a service, not just a static product• Streamed movies• User-created content• Seamless cross-platform experience

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Rating Category BreakdownRating Category Breakdown

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Ratings Awareness & UseRatings Awareness & Use

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Praise for Industry’s Self-Regulation Praise for Industry’s Self-Regulation

According to a 2013 Federal Trade Commission report, video game retailers are the strictest and most effective in enforcing age rating policies

• Retailers prevented 87% of underage purchases• “The ESRB continues to lead all three industries [movies,

music, and games] in providing clear and prominent disclosures of rating information in television, print, and online advertising.”

• 100% compliance at Target

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FTC Mystery Shopper 2000-2013FTC Mystery Shopper 2000-2013

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Our Shared StoryOur Shared Story• Video games have proven their

positive impact, yet more can be accomplished together

• E-TECH Caucus on Capitol Hill now boasts 60 members

• Amplified efforts and collective creative strengths can shape our country’s future

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More than EntertainmentMore than Entertainment

• An ESA survey found that 70% of Fortune 500 businesses, associations and nonprofits use games and interactive technology to train and recruit employees

• Doctors use Re-Mission 2 to teach young cancer patients about the disease

• The Department of Defense uses Virtual Iraq to treat Post-Traumatic Stress Disorder

• Foldit: Solve Puzzles for Science

• Half the Sky Movement

Organizations across all sectors now view video games as an effective tool

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Bolstering EducationBolstering Education

• MacArthur’s Games for Change Challenge

• National STEM Video Game Challenge rewards students and developers for creating games to strengthen STEM learning

• Apps for Healthy Kids Challenge• Fostering dialogue – ESA’s

“Games & Learning Roundtable” & The Atlantic’s “Technologies in Education Forum”

• GlassLab • College Game Design Competition

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Health & FitnessHealth & Fitness

• Video games promote physical activity and healthy habits

• Active games are a fun and exciting way to stay in shape

• Active Play PALA+ Challenge with the President’s Council on Fitness, Sports & Nutrition

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Video: Active Play PALA+ ChallengeVideo: Active Play PALA+ Challenge

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Games For ChangeGames For Change

The Ever-Evolving Industry

Erik V. HueySenior Vice President of Government AffairsEntertainment Software Association

June 19, 2013


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