the mobile games landscape
DESCRIPTION
A brief landscape of Mobily Game Industry, made on march/14 for B206 company.TRANSCRIPT
b206The Mobile Games Landscapeb206The Mobile Games Landscape
MarketMarket
Downloaded Apps: Portio Research / System Market Share: ABI Research
App Industry NumbersIn 4 years the number of apps downloaded will more than double.
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Applift/Newzoo Infographic
Online Game Industry NumbersEurope is the best market to be in.
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70.4 86.1
12.3 23.917.4% 27.8%
2013 2016
Global Games Market (Billion US$)
Newzoo 2013 Global Games Market report
mobile mobile
CAGR=27.3%
Game Market RevenueThe game market will grow 27% on average per year until 2016.
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Types of Mobile Games most often played
ESA - Entertainment Software Association (US Data)
Mobile Games PreferenceCasual is king.
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US Mobile Gaming Revenues (US$ Million)
eMarketer
Business ModelPaid games make more money.
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AppApp $30%
70%
AppApp
30%70%
AppApp
?%?%
mobile adplatform
Paid App
Free App w/ Ad
Free App w/ DG
How does an app make money?
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Key Findings - Market
People download apps more then ever and this number doesn’t stop growing.
Android is the market leader.
iOS is still important.
European users spend more money.
US generates more revenues than all of Europe.
Mobile games will capture 10pp of the entire market in 3 years.
It will almost double its revenues at the same time.
Casual games are the favorite kind of game.
Paid games make 7 times more money than games based on advertising.
In a classic business model, the company has to pay 30% to Apple/Google.
UsersUsers
27.4 28.9
Average Age
68% spend at least 1 hour a day
47% 53%
Gender Share
Millennials
Gamers DemographyMillennials are the most important audience.
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Time vs. Money Spent by age group
Flurry Analytics
Who spends more time and money?Millennials spend more money on mobile games.
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Greater purchasing power
Digital natives
Millennials
They look for better interfaces in terms of interactivity, visual appeal and opportunities for personalized interaction and co-creation.
They use blogs, reviews and social networks to endorse, recommend and share, but also to reposition, vent and complain.
Time spent on iOS and Android connected devices
Flurry Analytics ComScore NetMarketShare
What people do on their phonesGaming is the mains activity on phones.
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Key Findings - Users
Millennials are the most important audience for a mobile games company.
Millennials spend more money on mobile games.
Gaming is the largest activity on mobile.
Key Findings - Users
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CompetitorsCompetitors
US$ 100 Million2013 revenue
Games based on movie licenses and original games inspired by console hits like "Grand Theft Auto" and "Call of Duty."=
The Dar WorldGangstar VegasModern Combat 3
Notable Games
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US$ 195 Million2013 revenue
It keeps cranking out successful variations of its “Angry Birds” series, whose popularity have turned the company into a merchandising goldmine.
Angry Birds Star Wars IIThe Croods
Notable Games
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US$ 300 Million2013 revenue
"Where's My Water?" series has brought in over 240 million downloads (with an estimated revenue of $1.66 per user) and spawned a line of merchandise.
Where’s my water IIStar Wars: Tiny Death StarCastle of Illusion Starring Mickey Mouse
Notable Games
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What people do on mobile when they are not playing
Pew Research Center
Indirect competitors
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Key Findings - Competitors
Successful games are good to be re-editing and generating more profit.
When people are not gaming on their phones, they are probably communicating.
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It’s more than a game, it’s a full entertainment chain.
MarketingMarketing
Blog as a hub for information and relationship with the company
Basically, news from its products
It uses the name of its game to capture attention on Facebook
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Well structured weblog
Classic Facebook approach
It incentivises users to subscribe and get more engagement
Strong presence on Youtube
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Rules of engagement
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One character, a lot of merchandising possibilities.
It must have something valuable to share.
It must make it easy for users to share and their friends to join.
It must reward users for sharing and offer them incentives to come back.
The more people use the app, the more value must be created for them.
Viral App Circle
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Ranking = (# installs wighted/past few hours) + (#
installs wighted/past few days) + reviews (# stars + # reviews) + engagement (# times
app opened) + sales
How to get a good page rank
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Easy to share and rateEasy to share and rate
FlappyBird: the phenomenon
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Key Findings - Users
Blogs are good to build a contact point between company and audience.
A newsletter is a good way to catch your audience attention a second time.
Cute characters conquer audience sympathy and make them more engaged to your products.
Key Findings - Marketing
Good design can make the difference for a good evaluation from a costumer.
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RecommendationsRecommendations
Recommendations
1Focus on Android.
2 To reach a great success, the company needs to be popular in US, where the biggest portion of the money is.
3 If the company dos not have a good infrastructure to deal with big scale audience, Europe is the best market to be in.
4 Mobile games market is a good market to invest in because it will have a great growth with low cost infrastructure.
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5 Invest in casual games development.
6 Prefer paid games instead free ones. Incorporate revenue sources on the games, like digital goods, for example.
7Be aware the company has to reserve 30% os its revenue to pay mobile platforms (Apple/Google)
8 Make your products thinking of your millennial audience: 1) very engaged people, 2) seeking good interfaces and design, 3) getting information and recommendation from social networks.
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9 If people like to communicate a lot, your games have to connect your audience with their friends.
10 A blog is a good platform to communicate with your audience. Make it look professional but cool at the same time.
11Be open to your audience, answering all the questions and bringing to them all your public information.
12Make a Facebook page with plenty of content to engage your audience.
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13Give one or two people on your team the responsibility of taking care of your Facebook page, building a trusting relationship with your audience.
14 Incentivise users to subscribe to your newsletter.
15Make a valuable newsletter for your audience and set a schedule to send it.
16Incentivises your newsletter subscribers to go back to your page and play the game again. Force them to get a new habit.
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17Build cute characters those can catch your audiences attention.
18 Explore new ways to use your characters in many other products.
19 Invest in a design that makes your audience rate you more often.
20Measure all your results. Analyze your accomplishments and mistakes, and learn how to optimize your process.
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www.InsightCubes.com March/2014Luciana Couto