This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material.
If you are media, please contact EEDAR ([email protected]) for permission to publish excerpts of material included in this .pdf and for higher resolution assets.
The data here is macro trending data; individual genres, platforms, brands, etc. often perform differently than an amalgamation of all industry games. If you have questions about how games like “your game” perform, please reach out to us at EEDAR ([email protected]) – game industry research is what we do.
C O N T E X T I S E V E R Y T H I N G
C O N T E X T I S E V E R Y T H I N G
YOUR PRESENTER
Indie Developer1991 to 1996
Sr. / Lead Designer1997 to 2003
Lead Designer2003 to 2005
Founder2006 to Current
Geoffrey
“GZ”
Zatkin
C O N T E X T I S E V E R Y T H I N G
GAMES
Franchise Distinct Game Platform SKU
Peripheral Edition SKU
Standard Edition SKU
C O N T E X T I S E V E R Y T H I N G
BREAKDOWN
ESRB Rating
Developer PublisherEdition
Type
Platform
Retail Presence
Content Descriptors
Franchise
Branding
MSRPRelease
Date
Alternate Platforms
TitleAggregate
Review
Avatar(s) Used
Associated Portal
Downloadable
ContentMarket Spend
Genre Sub-GenreGenre
ElementsMonetization
ModelSetting
Protagonist Alignment
Gender(s) Available
Buzz
Multiplayer
Co-Op
Character Advancement
Use of Celebrity
Hardware Requirements
HDTV Support
3D Enabled
Game Speed
Camera Perspective
Combat Speed
Launch Competitors
Literary Genre
Optional Peripherals
C O N T E X T I S E V E R Y T H I N G
EEDAR
Downloadable Content
Multiplayer SupportPlayable Character Types
Use of Brand/License
2,500+ Objectively Quantifiable Attributes of Video Games(Retail and Digital)
C O N T E X T I S E V E R Y T H I N G
EEDAR
EEDAR Data
• 120,000+ Products (Games, Accessories, Hardware) Observed To Date
• 160,000,000+ Data Points
About EEDAR
• Founded in 2006
• Based in Carlsbad California w/ 55 Employees
• Exclusively Servicing the Video Game Industry
• Over a Dozen Industry Data Partners
• Servicing >95% of the top Publishers and >50 Development Studios
C O N T E X T I S E V E R Y T H I N G
FADS: MUSIC & RHYTHM GAMES
Source: EEDAR
0
10
20
30
40
50
60
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Music & Rhythm Genre Games Released by YearAll 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.
C O N T E X T I S E V E R Y T H I N G
FADS: MUSIC & RHYTHM GAMES
Source: EEDAR & The NPD Group
$0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
$2,000
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Mill
ion
s
Revenue from Music & Rhythm Genre GamesAll 6th, 7th & 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.
C O N T E X T I S E V E R Y T H I N G
8TH GENERATION
We are at the beginning of the8th generation of game consoles
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
as well as the middleof a grand experiment in
new business models andmonetization methodologies
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
59%
41%
Game Playing Population of the USA
Game Players Non Game Players
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
33%38%
42%
67%
49% 51% 51%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2007 2008 2009 2010 2011 2012 2013 2014
% of American homes with a video game console
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
20062006 2004 2005 2010201120052012 201220132013
0
50
100
150
200
250
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable
PlayStationVita
iPad
Mill
ion
s
Platform Sales WorldwideThrough December, 2014
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
0
100
200
300
400
500
600
700
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable
PlayStationVita
iPad iPhone
Mill
ion
s
Platform Sales WorldwideThrough December, 2014
Light shaded areas represent 2014 sales
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
Source: EEDAR Mobile Report 2014
0
50
100
150
200
250
2012 2013 2014
Mill
ion
s
Mobile Gamers[2012-2014] [Active Mobile Gamers][NA]
Own a Smart Mobile Device Play Games on their Smart Mobile Device
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
Source: EEDAR Mobile Report 2014
50%
15%
35%
Mobile Gamers by Device Ownership[Active Mobile Gamers][NA/Europe]
Smartphone & Tablet Tablet Only SmartPhone Only
76%
9%
15%
Mobile Gaming $$$ by Device Ownership[Active Mobile Gamers][NA/Europe]
Smartphone & Tablet Tablet Smartphone
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
2930
33 33
35 3534
37
30 3031
20
22
24
26
28
30
32
34
36
38
40
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Average Age of Gamers in the USA
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
29%
32%
39%
Age of Gamers
Under 18
18 to 35
36+
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR Mobile Report 2014
26.728
31.2
27.7
0
5
10
15
20
25
30
35
40
Non-Payers Moderate Payers Heavy Payers All Mobile Gamers
Age by Mobile Spending Segment[Active Mobile Users][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
Source: EEDAR Mobile Report 2014
0%
10%
20%
30%
40%
50%
60%
Non-Payers Moderate Payers Heavy Payers
Mobile Gamers Revenue Breakdown[Active Mobile Gamers][NA/Europe]
% of Players % of Revenue
C O N T E X T I S E V E R Y T H I N G
MONETIZING F2P PC
Source: EEDAR PC F2P Report 2015
0%
10%
20%
30%
40%
50%
60%
70%
Non-Payers Moderate Payers Heavy Payers
PC F2P Spend Segmentation[NA/Europe][PC][2014]
% of Players % of Revenue
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
0%
10%
20%
30%
40%
50%
60%
70%
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Gender of Game Players
Male Female
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR Mobile Report 2014
44%
37%
59%
71%
56%
63%
41%
29%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
All Mobile Gamers
Non-Payers
Moderate Payers
Heavy Payers
Gender by Mobile Spending Segment in North AmericaOf users that indicated they engage in daily mobile gaming activities
Male Female
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR
Mobile representsthe most accessible
platform on the market
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR
Gaming consoles tend to cater to more invested players
by providing deeper and longer gaming experiences
C O N T E X T I S E V E R Y T H I N G
GAMING TIME
Source: EEDAR Mobile Report 2013
0
5
10
15
20
25
30
Non-Payers Moderate Payers Heavy Payers All Mobile Gamers
Total Gaming Hours Per Week by Mobile Spending Segment[NA Mobile Gamers][North America]
Mobile Gaming Hours Total Gaming Hours
C O N T E X T I S E V E R Y T H I N G
GAMING TIME
Source: EEDAR Mobile Report 2013
0
5
10
15
20
25
30
Non-Payers Moderate Payers Heavy Payers
Ho
urs
Weekly Gaming Timeshare by Mobile Spending Segment[NA Mobile Gamers][Hours Per Week]
Smartphone
Tablet
Console
Handheld
PC
C O N T E X T I S E V E R Y T H I N G
GAMING TIME
The “whales” of mobileconsist primarily of people
who are alreadyused to paying money for games.
C O N T E X T I S E V E R Y T H I N G
SALES
Source: The NPD Group
2.63.7
4.85.5 5.6
6.16.9 7 7.3 7 7.4
9.5
11.7
16.217.1 16.7
15.2 15.4
0
2
4
6
8
10
12
14
16
18
1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
US Video Game SalesBillions of Dollars
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
500
1,000
1,500
2,000
2,500
3,000
3,500
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Release QuantitiesRetail Console, Handheld & PC Platform Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
500
1,000
1,500
2,000
2,500
3,000
3,500
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Release QuantitiesRetail & Digital Console, Handheld & PC Platform Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
200
400
600
800
1000
1200
1400
1600
1800
2006 2007 2008 2009 2010 2011 2012 2013 2014
Release QuantitiesRetail & Digital Console, Handheld & Steal Platform Title Releases in the USA
7th Gen Console 8th Gen Console Handheld Steam
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
200
400
600
800
1000
1200
1400
1600
1800
2006 2007 2008 2009 2010 2011 2012 2013 2014
Release Quantity of Steam Games per Year
C O N T E X T I S E V E R Y T H I N G
STEAM
Source: EEDAR & Valve
20
40
60
80
100
120
140
Mill
ion
s
Steam Active Users Over Time
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
4%6%
4%
21%
30%
35%
Games Released by % of Market[2014][Retail & Digital Platform Title Releases][USA]
7th Gen Console
8th Gen Console
Handheld
Steam
Android (Top 50)
iOS (Top 50)
C O N T E X T I S E V E R Y T H I N G
WHY DO I STILL TALK ABOUT CONSOLE?
$1,150
$17 $11 $0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
Call of Duty: MW2 Battlefield 1943 (XBLA/PSN) The Sims 3 (iOS)
Mill
ion
s
2010
Some “Best In Class” Examples
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHY DO I STILL TALK ABOUT CONSOLE?
$1,150
$50 $50 $17 $0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
Call of Duty: MW2 CoD: MW2 Map Pack Angry Birds Battlefield 1943 (XBLA/PSN)
Mill
ion
s
2011
Some “Best In Class” Examples
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHY DO I STILL TALK ABOUT CONSOLE?
$1,600
$1,100
$65 $80$37
$0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
Call of Duty: Black Ops All Zynga Games CoD MW2 Map Pack Angry Birds Castle Crashers
Mill
ion
s
March 2012
Some “Best In Class” Examples
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHY DO I STILL TALK ABOUT CONSOLE?
Source: EEDAR
Some “Best In Class” Examples
March 2015
$2 Billion+ $1.5 Billion+ $1 Billion+ [ $500 Million+ ]
C O N T E X T I S E V E R Y T H I N G
SALES CURVE
$0
$50,000
$100,000
$150,000
$200,000
$250,000
$300,000
$350,000
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12
All PlayStation and Xbox GamesAve. [Unit Sales] of [US] [Retail] [Action, Fighting, RPG, Shooter, Strategy] Games [Nov 2005] to [Dec 2013]
Source: EEDAR & The NPD Group
C O N T E X T I S E V E R Y T H I N G
SALES CURVE
0%
10%
20%
30%
40%
50%
60%
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12
Frontloading of Sales by Core Console Genres over Time[Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales]
2005-2007
2008-2010
2011-2013
Source: EEDAR & The NPD Group
C O N T E X T I S E V E R Y T H I N G
SALES CURVE
Source: EEDAR & The NPD Group
0%
10%
20%
30%
40%
50%
60%
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12
Frontloading of Sales by Core Console Genres over Time[Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales]
2005-2007
2008-2010
2011-2013
C O N T E X T I S E V E R Y T H I N G
GAME AFFECTING DLC
Source: EEDAR
0
2
4
6
8
10
12
14
16
18
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Average Quantity of Paid Game Affecting DLC per GameAll PS3 & Xbox 360 Platform Titles
Ave. Paid DLC per Game Ave. Paid DLC per Game -Music
C O N T E X T I S E V E R Y T H I N G
MOBILE MONETIZATION
Source: EEDAR Mobile Report 2014
92%
8%
NA Mobile Gaming Revenue by Monetization Type
In-App Purchase
Premium
C O N T E X T I S E V E R Y T H I N G
MOBILE DEVICES
Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70% 80% 90%
Take a Break
Lower Priced Games
Pass Time While Waiting
Take a Break
Pass Time While Waiting
Relax
Top 3 Reasons Mobile Gamers Play Mobile Games[Core vs. Casual][Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
DISCOVERY
Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%
Facebook Invite
Featured App
Saw Someone Playing
Word of Mouth
Top of Charts
Gameplay Video
Saw Someone Playing
Word of Mouth
Featured App
Top of Charts
Cas
ual
Co
re
Sources Mobile Gamers Use to Discover Mobile Games[Core vs. Casual][Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
VIRALITY
Source: EEDAR Mobile Report 201430% 35% 40% 45% 50% 55% 60% 65% 70%
Good Story
Can Compete with Others
Challenging
Game is Innovative
Quality Art
Features “Core” Mobile Games Share[Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
ACQUISITION
Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%
Star Rating in App Store or Google Play Store
Playing the Lite or Free Version First
User Reviews
Graphical Quality
Friend Recommendation
Game Genre
Cost
Top Endorsed Reasons Mobile Gamers Download Mobile Games[Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
CHURN
Source: EEDAR Mobile Report 201420% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70%
Game is Not as Good as Other Games
Game Becomes Repetitive
Game is Not What I Expected
Having to Wait a Long Time or Work a Lot for Little Progress
Progression Becomes Difficult Without Paying Real Money
Reasons “Core” Mobile Gamers Stop Playing Mobile Games[Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
BRANDING
Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%
Celebrity Branding
Product Branding
Other Media Branding
Movie Branding
Console Video Game Branding
Other Game Branding
Established Mobile Game Branding
Influence of Brand on Mobile Game Downloads[Active Mobile Gamers][NA/Europe]
C O N T E X T I S E V E R Y T H I N G
BRANDING
Source: EEDAR Mobile Report 2014
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
Celebrity Product Console Game Other Media Movie Other Game Mobile Game
Influence of Brand on Mobile Game Downloads[Core vs. Casual][Active Mobile Gamers][NA/Europe]
Core Gamer Casual Gamer
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
Source: EEDAR
0
100
200
300
400
500
600
700
800
900
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
Source: EEDAR
0
200
400
600
800
1000
1200
1400
1600
1800
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
C O N T E X T I S E V E R Y T H I N G
PC REVENUE
Source: EEDAR PC F2P Report 2015
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
$3,500
$4,000
2010 2011 2012 2013 2014 2015
Rev
enu
e (M
illio
ns)
The PC Market - Video Game Revenues[NA][B2P+F2P+Subscriptions]
PC Retail Digital Retail F2P
C O N T E X T I S E V E R Y T H I N G
PC F2P REVENUE
43%
40%
17%
PC F2P Genre Revenues[NA][2014]
RPG (MMO)
Strategy
Shooter
Source: EEDAR PC F2P Report 2015
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: The NPD Group & EEDAR
1,528 Games 2,094 Games 3,548 Games4,057 Games
2,462 Games
278 Games
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100
Ave. 3 Month [Unit Sales] by [Review Score]All Retail 6th, 7th and 8th Generation Console, Handheld and PC Platform Games in the U.S.A
Platform Launch through [December 2014]
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: The NPD Group & EEDAR
624 Games 654 Games 1,063 Games1,299 Games
860 Games
99 Games
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
800,000
900,000
1,000,000
1,100,000
<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100
Ave. 3 Month [Unit Sales] by [Review Score]All [U.S.] [Retail] [360, PS3, PS4, Wii, WiiU, XB1] games [Combined Editions]
Platform Launch through [December 2014]
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Strong Positive Correlation r = 0.4 – 0.7
Very Strong Positive Correlation r = 0.7 – 1.0
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Early 7th Gen (2006-2007) Mid/Late 7th Gen (2008-20012) Early 8th Gen (2013-2014)
Co
rre
lati
on
(R
)
Correlation Between Average Review Score and 6 Month Unit Sales[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]
Existing IP New IPSource: The NPD Group & EEDAR
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: The NPD Group & EEDAR
2.351.65
2.863.18
4.074.544.65
00.0
0.5
1.0
1.5
2.0
2.5
3.0
3.5
4.0
4.5
5.0
Early 7th Gen (2006-2007) Early 8th Gen (2013-2014)
No
rmal
ize
d S
ales
Per
form
ance
(1
-5
)
New IP Unit Sales Performance by Review Score Band[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]
<70 70-79 80-86 87+
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: The NPD Group & EEDAR
2.031.52
2.732.09
3.51 3.44
4.19
3.5
0.0
0.5
1.0
1.5
2.0
2.5
3.0
3.5
4.0
4.5
Early 7th Gen (2006-2007) Early 8th Gen (2013-2014)
No
rmal
ize
d S
ales
Per
form
ance
(1
-5
)
Existing IP Unit Sales Performance by Review Score Band[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]
<70 70-79 80-86 87+
For 8th Generation, 80 is the new 90
C O N T E X T I S E V E R Y T H I N G
THE QUALITY THRESHOLD
86% of console owners will only consider purchasing DLC if a game has an average review score over 80.
Source: EEDAR Deconstructing DLC Survey
8992
9487
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
Source: EEDAR
68 69 68 6865 64 65 66 67 67
71 70 70
0
10
20
30
40
50
60
70
80
90
100
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
Average Review ScoreRetail Console, Handheld & PC Title Releases in the USA
C O N T E X T I S E V E R Y T H I N G
MARKETING VS. GAME QUALITY[B
ott
om
33
%]
M
arke
tin
g
[T
op
33
%]
High Marketing
Low Review
Low Marketing
Low Review
High Marketing
High Review
Low Marketing
High Review
Source: EEDAR, Competitrack & The NPD Group
Sony: 1.0 XMicrosoft: 1.0 X
Sony: 7.5 XMicrosoft: 8.3 X
Sony: 1.9 XMicrosoft: 1.3 X
Sony: 2.3 XMicrosoft: 2.1 X
Nintendo: 1.0 X
Nintendo: 3.5 X
Nintendo: 0.8 X
Nintendo: 2.1 X
[Bottom 33%] Review Score [Top 33%]
C O N T E X T I S E V E R Y T H I N G
GOING BIG
There are so many games out there…That if your game isn’t really good…
AND doesn’t spend a lot on marketing…Nobody hears about it…
Which means that nobody buys it.
C O N T E X T I S E V E R Y T H I N G
IN-STORE ADVERTISING
Source: EEDAR Retail Tracker
0
100
200
300
400
500
600
700
800
Destiny Call of Duty: Advanced Warfare Titanfall Watch Dogs Madden NFL 15
Top 5 Video Games by Quantity of In-Store & Website Promotions[Best Buy, GameStop, Target, Toys R Us, WalMart] [2014] [USA]
C O N T E X T I S E V E R Y T H I N G
IN-STORE ADVERTISING
0
500
1,000
1,500
2,000
2,500
3,000
2010 2011 2012 2013 2014
Top 5 Video Games by Quantity of In-Store (+Website*) Advertising by Year[Best Buy, GameStop, Target, Toys R Us, WalMart] [USA]
*+W
eb
site
Pro
mo
tio
ns
Star
t
Source: EEDAR Retail Tracker
C O N T E X T I S E V E R Y T H I N G
DIRECT MEDIA SPEND SHARE
Source: EEDAR, Competitrack
Region: USA Period: 2008 through 2014
Sample: Physical/Retail, 7th Gen, 8th Gen, PC
Units: Distinct Titles, Spend in Millions
0 50 100 150 200 250
Skill & Chance
Fighting
Strategy
Arcade
Music & Rhythm
Social & Economic Simulation
Role Playing Games
Sports
Racing
Narrative
Shooter
Puzzle
General Entertainment
Action
Total Quantity of Titles
75% Direct Media Spend 25% Direct Media Spend
6%OF RETAIL TITLES
ACCOUNT FOR
75% OF DIRECT MEDIA
SPEND SINCE 2008.
C O N T E X T I S E V E R Y T H I N G
RETAIL REVENUE TITLE SHARE
Source: EEDAR, The NPD Group
Region: USA Period: 2008 through 2014
Sample: Physical/Retail, 7th Gen, 8th Gen, PC
Units: Distinct Titles, Spend in Billions
0 50 100 150 200 250 300 350 400 450 500
Fighting
Skill & Chance
Strategy
Music & Rhythm
Arcade
Role Playing Games
Social & Economic Simulation
Sports
Racing
Shooter
General Entertainment
Narrative
Puzzle
Action
Total Quantity of Titles
75% Revenue 25% Revenue
8%OF RETAIL TITLES
HAVE GENERATED
75%OF RETAIL REVENUE
SINCE 2008.
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
All Categories$1.535 Billion Dollars Pledged
78,756 Successfully Funded Projects8 Million Total Backers
2.4 Million Repeat Backers
GAMES15,146 Successfully Funded Projects
$317 Million Dollars Pledged$270 Million Successful Dollars
$33 Million Unsuccessful Dollars$13.5 Million Live Dollars
Source: Kickstarter & EEDAR
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
34%
66%
Success Rate of Kickstarter ProjectsGame Category [Feb 2015]
Successfully Funded Projects
Unsuccessful Funded Projects
Source: Kickstarter & EEDAR
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2,000
< $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+
Successfully Funded Kickstarter Projects[Game Category] [by Quantity] [Feb 2015]
Source: Kickstarter & EEDAR
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: Kickstarter & EEDAR
Unsuccessfully Funded Kickstarter Projects[Game Category] [by Percent Funded] [Feb 2015]
0% Funded
1% to 20% Funded
21% to 40% Funded
41% to 60% Funded
61% to 80% Funded
81% to 99% Funded
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Steam Early Access
Official Launch: March 2013
85% New IP Titles
Keeping pace with increasing quantity of Steam games released
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: EEDAR
0
5
10
15
20
25
30
35
40
45
Titl
es R
elea
sed
Early Access Titles[Steam][March 2013 - October 2014]
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
Source: EEDAR
0
5
10
15
20
25
30
35
40
45
Early Access Titles Released As Full Games[Steam][March 2013 - September 2014]
Released as Full Game Not Yet Releases As Full Game
C O N T E X T I S E V E R Y T H I N G
TWITCH: NOT JUST ESPORTS
Source: EEDAR, Twitch TV
0 50 100 150 200 250 300 350 400 450
Ultra Street Fighter IVWorld of WarCraft: MoP
Magic: The GatheringWorld of Tanks
RunescapeSmite
Grand Theft Auto VDayZ
The Binding of IsaacARAM III
DestinyFIFA 15
CoD: AWStarCraft IIMinecraft
World of WarCraft: WoDCounter-Strike: GO
HearthstoneDOTA 2
League of Legends
Top Games on Twitch by View Volume[Q4 2014][Titles That Reach A Top 100 Ranking][N = 2791]
C O N T E X T I S E V E R Y T H I N G
TWITCH: COMPETITIVE MULTIPLAYER
Source: EEDAR, Twitch TV
26%
12%
9%9%
5%
39%
Percentage of Twitch View Volume [Q4 2014][Titles That Reached A Top 100 Ranking][N = 2791]
League of Legends
Dota 2
Hearthstone
Counter-Strike: GO
WoW
Rest of Market
C O N T E X T I S E V E R Y T H I N G
TWITCH: CONCURRENT VIEWERS
Source: EEDAR, Twitch TV
0
20
40
60
80
100
120
League ofLegends
Dota 2 Minecraft Counter-Strike:GO
Hearthstone StarCraft II COD: AW WoW
Tho
usa
nd
s
Twitch Average Concurrent Viewers[Sept.2014 - Nov.2014]
C O N T E X T I S E V E R Y T H I N G
TWITCH: PEAK VIEWERS
Source: EEDAR, Twitch TV
0
100
200
300
400
500
600
700
800
900
League ofLegends
Dota 2 Minecraft Counter-Strike:GO
Hearthstone StarCraft II COD: AW WoW
Tho
usa
nd
s
Twitch Average and Highest Concurrent Viewers[Sept.2014 - Nov.2014]
Highest Concurrent Viewers Average Viewers
C O N T E X T I S E V E R Y T H I N G
TWITCH: LOL FINALS
League of LegendsOn Twitch
Daily Average Concurrent Viewers, with callouts for
LCS Finals & Championship
778kHighest Concurrent Viewers
110kAverage Concurrent Viewers
Source: EEDAR, Twitch TV
C O N T E X T I S E V E R Y T H I N G
ESPORTS
Source: EEDAR PC F2P Report
39%
61%
F2P Players that Watch/Participate in eSports[NA][PC][2014]
Watches/Participates in ESports
Does not Watch/Participate
C O N T E X T I S E V E R Y T H I N G
ESPORTS
Source: EEDAR PC F2P Report
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
MOBA TCG Shooter RPG (MMO)
F2P Players that Watch/Participate in ESports by F2P Segment[NA][PC][2014]
C O N T E X T I S E V E R Y T H I N G
ESPORTS TOURNAMENTS
0
200
400
600
800
1,000
1,200
1,400
1,600
$0
$5
$10
$15
$20
$25
$30
$35
$40
2010 2011 2012 2013 2014
Mill
ion
s
eSports Prize Pool And Tournaments[Worldwide]
Prize Pool Tournament CountSource: EEDAR PC F2P Report
C O N T E X T I S E V E R Y T H I N G
THANKS FOR COMING
Awesome Video Game Data
Geoffrey ZatkinFounder [email protected]