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An Analysis of MMOG Subscription Growth

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News articles (magazines, newspapers) Other public statements (conferences, message boards, etc. ... Evolving business models free to play, microtransactions, ... – PowerPoint PPT presentation

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Title: An Analysis of MMOG Subscription Growth


1
An Analysis of MMOG Subscription Growth
  • Bruce Sterling Woodcock
  • MMOG Analyst
  • MMOGCHART.COM

2
Who is this guy?
  • 1988 Began playing Internet multiplayer games,
    primarily MUDs and TinyMUDs
  • 1990 Briefly ran TinyMUD Classic and Islandia
  • 1997 Began playing MMOGs (Ultima Online)
  • 2000 Angel investor in Playnet, Inc. makers of
    World War II Online
  • 2002 Began tracking MMOG subscriptions
  • Today Independent MMOG analyst, consultant, and
    writer, MMOGCHART.COM
  • No formal training in business, financial, or
    market analysis.

3
Types of Market Research
  • Primary Research (NPD, DFCI, comScore, etc.)
  • (also known as field research) involves the
    collection of data that does not already exist.
    This can be done through surveys, interviews,
    focus groups, field tests, or observation.
  • Secondary Research (MMOGCHART.COM)
  • (also known as desk research) involves the
    summary, collation, and/or synthesis of existing
    information compiled from other sources.

4
The first subscription chart (almost)
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Where do you get your numbers?
  • Press releases (EA, Sony, Mythic, Blizzard)
  • Public financial documents (NCSoft, Vivendi)
  • News articles (magazines, newspapers)
  • Other public statements (conferences, message
    boards, etc.)
  • Direct disclosure (Ankama, CCP, CipSoft)
  • Anonymous sources (most everything else)
  • Data points are rated for reliability

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So
  • Thats all very cool, Bruce, but do all these
    fancy charts actually tell us anything useful?

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Broad Conclusions
  • The MMOG subscription market continues to grow
    16M now, 20M in 2009 (pred. 2006), 30M in 2012
    (new)
  • World of Warcraft to peak at 11M 12M by 2010
    (new)
  • Most retail-launched MMOGs have an initial growth
    phase during the first year, followed by 1 3
    years of a more stable, mature subscription
    base, and then a noticeably and often sharp
    decline. (This is similar to a log-normal fit.)
  • MMOGs that rely on digital distribution show a
    much slower, organic growth over time.
  • New markets grow subscriptions, but expansions
    packs mostly cover churn and provide a retail
    presence.
  • A recovery from poor launch is unlikely.
  • The market is overwhelmingly dominated by
    fantasy-based RPG games.
  • Much more detailed analysis is possible.

28
Other metrics besides monthly subscriptions
  • Daily Average Concurrent Users (ACU) and Peak
    Concurrent Users (PCU)
  • Average weekly/monthly uniques
  • Average revenue per user (ARPU) ARPU/hour
  • Neilsen Ratings? Arbitron?
  • Evolving business models free to play,
    microtransactions, advertising, velvet rope
    access, etc. make direct comparisons of those
    MMOGs to subscription-based MMOGs difficult.
  • Good overview of this topic at http//www.raphkost
    er.com/2006/06/01/measuring-mmos/

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Benefits of Transparency
  • Improves your companys ability to make good
    business decisions. (Of course, it helps your
    competition, too!)
  • Stimulates new financial investment in the
    marketplace.
  • Makes everyone use the same industry standards.
  • Counters disinformation.
  • Increases company exposure and increases consumer
    awareness (esp. for smaller companies).
  • Provides greater choice to the consumers.

30
Proposal
  • We need an MMO version of the Audit Bureau of
    Circulations.
  • Established in 1914, the ABC is a non-profit
    forum of magazine publishers, newspaper
    publishers, advertising agencies, and
    advertisers. The group provides credible,
    verified information critical to the industry by
    conducting independent, third-party audits of
    print circulation, readership and web site
    activity.
  • Why cant we do this?
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