Title: Casual Games Association ppt Template
1Casual Games Industry Progress, Opportunities
Players
2Casual Games Association
- Three main areas of focus
- Connecting the Industry
- Action Groups
- Industry Education
3Casual Games Association - Connect Everyone
- Developers
- Publishers
- Distributors
- Portals
- Tools
- Industry Organizations
- PC
- Mobile
- Consoles
- EVERYONE
4Casual Games Association -Connect In All Ways
- Connecting the Casual Games Industry
- CGA Conferences Kyiv, Amsterdam Seattle
- Minna Mingle networking socials
- Action Group Meetings
- Industry Magazine
5Casual Games Industry
- Progress
- Why are we Here?
- Opportunities
- Current stable growth direction revenues
- Players Their Business Models
6Casual Games Why Are We Here?
- Casual games are a big businessbigger, perhaps,
than many people realize. - Online download, subscription advertising
revenues reached - 713 million (USD) in 2005 and are estimated to
grow to - 1.56 billion (USD) in 2008.
- The casual games industry is maturing
- Bigger budgets
- DS, PSP, XBLA, Retail
- Alternative revenue models
7Just the online casual space is.
- Bigger than EU US MMO space
- Bigger than Retail PC space
- About the same as
- The online US newspaper industry
- 1 Month of US film box office sales
- 2005 Music download sales
- ½ of the 2006 Music download sales
- (10 of total music market)
- 1/15 of the US Fitness industry
8Casual Games Hit Driven Market
- Sales distribution of downloadable games.
Percentage of Units Sold - Top 5 Games 35
- Top 10 Games 60
- Top 20 Games 75
- This shouldnt be scary, but you must make high
quality content to succeed - High quality content is the KEY to a successful
industry
9Source Compiled RealNetworks top-10
listings www.game-sales-charts.com (by James
Gwertzman)
Casual Games Getting Crowded
Number of Top 10 games released on RealNetworks
(by quarter)
10Casual Games - Shorter shelf life
Source Compiled RealNetworks top-10
listings www.game-sales-charts.com (by James
Gwertzman)
Ricochet Xtreme
Zuma
Super Collapse II
Bejeweled
Gutterball 3D
Bejeweled II
Puzzle Inlay
Feeding Frenzy
Bookworm
Diner Dash
Cake Mania
11Money Facts what you can you do
- 80-100 Million USD in 2006 for Israeli casual
games companies - PopCap Games 2006 consumer spend was approx 80
Million USD - RealNetworks Q4 2006 revenue was 24 Million USD.
2006 revenue was 86 Million USD, a 53 increase
over 2005. - A hit downloadable game will sell approx 400K
copies, 4-10 USD a copy 1.6 4.0 Million in
revenue.
12Casual Games YOU!
- Which brings us to
- YOU contributing to creating high quality content
is very important to the casual games industrys
(and your) success. - Dont assume that you can enter the market
without hard work. The industry's growth hasnt
gone un-noticed.
13Casual Games Industry
- Progress
- Why are we Here?
- Opportunities
- Current stable growth direction (what is working
now) - Players Their Business Models
14Content is Queen
- The most successful and stable companies own IP
- They are taking in less money and have more
employees (and larger houses)
15Content Pipeline how are they doing it?
- Create a number of prototypes (10-20)
- Develop a downloadable casual game
- Launch the casual game on their website
- Iterate as necessary
- Broad portal launch
- DS, PSP, XBLA, Retail, Mobile
- Puzzle Quest Cake Mania are in the top 10
retail DS games (after 1st party games) - PopCap Games is the 1 developer of XBLA games
- Casual game shelf space is increasing at Retail
- Bejeweled constituted 15 of Jamdats revenues
before their sale to EA
16Customer Interaction
- Being the go-to place is nice
- But it is hard to compete with portal destinations
17Customer facing how they are doing it
- Custom store/user interface
- User generated merchandizing
- Traditional merchandizing
- Customer Acquisition
- Purchase traffic
- Internet Marketing
- Build off of IP
- No one has made a successful YouTube of games
- Success Pogo, Shockwave, Big Fish, PopCap
18A note about chasing YouTube
- Think about how you listen to music
- Think about how you watch to movies
- Think about how you consume books
- Think about how you play video games
- Clubs Theatre Living Room/Den/Office
- MTV E Entertainment - G4
- Amazon (30 of market)
19B2B - Technology
- Easier to enter
- Easier to flip
- Good place to enter market
- But is harder to maintain placement
- Most of Israels companies are here
20Opportunities
- Should you enter the market?
- Should you bank on growing the market?
- Should you expand?
- Should you try something new?
21Casual Games Industry
- Progress
- Why are we Here?
- Opportunities
- Current stable growth direction revenues
- Players Their Business Models
22Consumer Facing
- Non-portals
- RealNetworks
- Big Fish Games
- Shockwave/Atom/MTV
- MiniClip (webgames)
- Pogo (subscription)
- Portals
- Yahoo
- Microsoft
23Content
- Big Fish Games
- Sandlot Games
- PopCap
- MumboJumbo
- Pogo
- Reflexive
- RealNetworks
- MTV