Mobile apps in the game world

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  • 1.[ MobileGamesintheAppWorld Research Presentation: By Areen Salam (as13nf@student.ocadu.ca)Date: October 31,2013Monday, December 2, 2013]

2. [MobileApps- ] StatsMobileapprevenuetohit$US26billion worldwidein2013 Appssettobedownloadedin2013are expectedtoexceed100billion,upfrom63billionlastyearThereportalsopredictsstronggrowthforthe sectorgoingforward,withtotaldownloads predictedto268billionby2017,including253billionfreeappsand14billionpaid apps. Percentageofappstorerevenuegeneratedby in-apppurchaseswillincrease48%in2017. Market Research Figures from Gartner. Monday, December 2, 2013 3. Monday, December 2, 2013 4. Monday, December 2, 2013 5. [MobileGames-Overview]FirstgameonthemobilephonewasTETRIS ontheHagenukMT-2000devicein1994 NokialaunchedSNAKEonselectedmodels in1997 ApplelaunchesAppStorein2008vvvGoogleplaylaunchedin2008(Formally knownasAndroidMarket) MobilegamesONTHEGO MobilegamesnowplayedbyCASUAL gamersMonday, December 2, 2013 6. [MobileGames-]MonetizingMobileGames1-Advertising Mobileadvertisingonlyreallyworksforlarge-brand publishersandgamesthatgoviral,suchasAngryBirds, CandyCrushetcbecauseyouneedalotofusersinorderto makemoney.AcompanycalledJamppistryingtoinnovate inthisspaceandgetmorepeopletoviewadsbyallowing userstovoluntarilyviewadvertisementsinreturnforin-game currency.Userschoosetowatchadsandthengetsomething inreturn.2-VirtualGoodPurchases CandyCrush,withtheirfreemiummodeldoesnotcharge userstodownloadorplaythegamebutinsteadencourages playerstopurchasevirtualgoods,suchasticketsfornext levels,poweruptoolsetc. AChicago-basedstartup,Tap.Me,bringsthetwo monetizationstrategiestogether.Ithasdevelopedaplatform thattransformsthefreemiumgamesintobranding opportunitiesforadvertisers.ByusingTap.Messolution,a brandcansponsororaugmentanenhancedexperience.For example,aplayerwhowantstoimprovehisendurancein gamesmightchooseabrandedvirtualgood.3-PaidDownloads Paiddownloadareonlyaonetimeoccurrenceandyoucant relyonthisstrategyMonday, December 2, 2013 7. [MobileGames-Stats]64.1billiongamestobedownloadedontosmart phonesandtabletdevicesby2017.Thisgureisover threetimesfrom2012,whichwas21billion.Smartphonescontinuetooutpacetablets,withmore than$6billionprojectedtobespentonin-app purchasesin2016. Tabletgamerswillspendover$3billiononin-app purchasesin2016,whichismorethantentimesofan amountcalculatedfor2012tabletgamerevenue. Theresearchincludethelikelihoodofsocialandcasual gamesremainingthemostpopulargenre,andthatin 2017,amajorityofmobilegameswillbefree-to-play, withonly7%requiringapurchase.Market Research Figures from Juniper ResearchMonday, December 2, 2013 8. [MobileGames- ] StatsAsperreports,gamingisoneofthetop5mostessentialusesofasmartphone.From thechartbelow,gaminggrabs8%ofthetotalsmartphoneusers.Total smartphone time spent daily & Activity shared by devicesMonday, December 2, 2013 9. [MobileGames-]GlobalGamesMarket2012-2016http://www.newzoo.com/infographics/global-games- market-report-infographics/Monday, December 2, 2013 10. Monday, December 2, 2013 11. [MobileGames-]Top10HighestGrossingiOSGamesCandyCrushSagahttp://thinkgaming.com/app-sales-data/ Note:Pleasenotedailyrevenuesandactiveusersaresubject tochangeondailybasis Monday, December 2, 2013 12. [MobileGames-]Top10HighestGrossingAndroidGameshttps://play.google.com/store/apps/category/GAME/ collection/topgrossing Note:Pleasenotedailyrevenuesandactiveusersare subjecttochangeondailybasis Monday, December 2, 2013 13. [MobileGames-]CrossPlatformGamesWebCrossplatformconvergenceisan emergingtrendinthegames industrythatcomplicatesthe classicationofgamesbyplatform. Developersarenowcreating multipleversionsofagamethat interactwithoneanotheracross platforms. BENEFITS: Moreengagedplayersandhigherretention Playerscanuseacross-platformgameonany device,mobile,desktop.Userscanreceive noticationsandseerequestsandfeed storiesfromtheirfriendsnomatterwhich devicetheyuse. Growthforyourgame Asthesizeofeachplayer'sreachable networkincreasesacrossdierentplatforms, theycaninvitemorefriendsintothegame. Bootstrappingonanewplatform Ifyouarelaunchingyourgametoanew platformandhaveapre-existingplayerbase, byusingFacebook,maximizeyourdiscovery potentialbybootstrappingyourexisting audience.Monday, December 2, 2013 14. [MobileGames-CrossPlatformGamesAngryBirdsisaverypopulargamethatcan beplayedacrossmultipleplatforms.Itwas createdbyRovioEntertainmentin2009.Monday, December 2, 2013]MORETHAN2Billiondownloads acrossallplatforms263 MillionActiveUsers MORETHAN 15. [ MobileGames-TheFutureofMobileGaming]Mobile gaming is on the rise and in just ve years, smart phones and tablet gaming has turned the mobile game industry to heights. The next step could emerge to be mobile augmented reality games in the future or simply your mobile could turn into a one platform device that could hook up with your TV. http://www.androidcentral.com/talk-mobile/whats-future- mobile-gaming-talk-mobileMonday, December 2, 2013 16. [MobileGames-OculusRift]TheOculusRiftisanext-generationvirtualrealityheadsetdesigned forimmersivegaming.http://www.youtube.com/watch?v=uq4uCoo1Q-0Monday, December 2, 2013 17. [ MobileGames-GameKlip]TheGameKlipattachesyourAndroidphonetoaDualShock3controller,normallyusedforthe PlayStation3.Thisallowsyoutousearealcontrollertoplayyourgamesonyoursmartphone. ItopenstheAndroidplatformuptomorethanjust"casual"gamingwithtouchscreencontrols, andreallygivesyouafullconsoleexperienceatafractionofthecost.http://www.youtube.com/watch?v=KwjBWDhm9xUMonday, December 2, 2013 18. [MobileGames-XperiaPlay]TheSonyEricssonXperiaPLAYistherstPlayStationCertied deviceandtherstspecializedAndroidgamingphonetohitthe market.Itfeaturesaslide-outgamepad,4"LCDscreenanda secondgeneration1GHzSnapdragonchipset.Monday, December 2, 2013 19. [MobileGames-AnalyticalResearchCompanies]IHSisaglobalinformationcompanywithworld-classJuniperResearchwasfoundedin2001bytheGartner,Inc.(NYSE:IT)istheworld'sleadingJuniperspecializesinidentifyingandappraisingnewhigh growthmarketsectorswithinthemobileecosystem. Marketsizingandforecastingarethecornerstonesofour oering,togetherwithcompetitiveanalysis,strategic assessmentandbusinessmodelling.expertsinthepivotalareasshapingtodaysbusiness landscape:energy,economics,geopoliticalrisk, sustainabilityandsupplychainmanagement.Weemploy morethan8,000peopleinmorethan31countriesaround theworld.informationtechnologyresearchandadvisorycompany. Wedeliverthetechnology-relatedinsightnecessaryforour clientstomaketherightdecisions,everyday.FromCIOs andseniorITleadersincorporationsandgovernment agencies,tobusinessleadersinhigh-techandtelecom enterprisesandprofessionalservicesrms,totechnology investors,wearethevaluablepartnertoclientsinover 13,000distinctorganizations.Throughtheresourcesof GartnerResearch,GartnerExecutivePrograms.ExperianMarketingServicesisaglobalproviderofintegratedconsumerinsights,targeting,dataquality andcross-channelmarketingprograms.Wehelporganizations intelligentlyinteractwithtodaysdynamic,empoweredand hyper-connectedconsumers.Bycoordinatingseamlessand intelligentinteractionsacrossallchannels,marketersareableto preciselyplanandexecutesuperiorbrandexperiencesthat deepencustomerloyalty,strengthenbrandadvocacyand maximizeprots.Monday, December 2, 2013WirelessIndustryConsultantTonyCrabtree,inthemidstof thetelecomsanddot-comcrash.Newzooisaninternationalfullservicemarketresearchand consultingrm,100%focusedonthegamesindustry.Weaimto providethebestindependentmarketdataacrossallgame segmentsandbusinessmodelsbasedonourproprietarymarket researchprojectsinabroadrangeofcountries.Usingour extensivenetworkanddeepinvolvementintheindustry,weaim tostayaheadofthecurveandatleasttwostepsaheadofour competitors.ThinkGamingBefore ,theteamplayedgamesallthe time-onboards,consoles,computers,andphones.Atwork,we builtdecisioningtoolsforreal-timemediabuying.Themobile gamingrevolutionisbringingthoseworldstogether.Wetook provenalgorithmsfromadtechandadoptedthemtomobile gaming.Ourplatformmakesfreemiumgamesdramaticallymore protable.

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