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Slide 0 – PowerPoint PPT presentation

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Title: Slide 0


1
Casual Games Overview
2
Who is The Casual Gamer?
3
Who is The Casual Gamer?
4
Who is The Casual Gamer?
  • 70-100 million casual gamers worldwide
  • 65 Female - Core age 25-54 (71), 88 are 25
  • Females play 2.5 times longer than males
    (Jupiter)

5
Who is The Casual Gamer?
FUN
Entertainment
Community
Rewards
  • 70-100 million casual gamers worldwide
  • 65 Female - Core age 25-54 (71), 88 are 25
  • Females play 2.5 times longer than males
    (Jupiter)

6
Top Casual Games Over Past 5 Years
Puzzle Arcade Card
Word
7
Casual Games Business Models
8
MSN Games - December 2000
9
MSN Games February 2006
10
Popcap Games December 2000
11
Popcap Games February 2006
12
Casual Games Market Overview
High Barrier
Skill (Fees)
Subscription (Annual / Monthly Fees)
High Barrier
Audience Size
Downloads (Revenue Per Download - 19.95)
Low Barrier
Free Online (Ad Revenue)
Low Barrier
13
Revenue per User per Business Model
80 - 120
Skill (Fees)
Subscription (Annual / Monthly Fees)
30 - 50
Revenue per User
Audience Size
Downloads (Revenue Per Download - 19.95)
20 - 30
Free Online (Ad Revenue)
.20 - .40
14
Comprehensive Casual Games Experience
  • User plays game across all four casual game
    revenue models

Cash Games Rev per user 80 - 120
Subscriptions 30 - 50
Free Online .20 - .40
Downloads 20 - 30
15
Revenue Pillars Considerations
  • Online Advertising
  • Advertisers are moving more ad dollars to online
  • Game, genre, or site specific sponsorships
  • Advertising in games
  • Downloadable Games
  • Top 10-20 games equal 90 of the revenue
  • Price Inelastic (19.95 target price)
  • File Size in the 8-10 Mb range
  • Subscription
  • Community is key
  • Token based world with broad selection of games,
    leagues, tournaments, avatars, etc
  • Pay on Monthly or Annual Basis
  • Cash Games
  • Players compete for REAL cash prizes against
    others
  • Winner determined by Skill. (NOT chance as in
    Casino games or lotteries)
  • Large Liquidity Pool and games determine success

16
1 Million Skill Games World Championship
  • Drive Awareness to the Casual Game / Skill Game
    Space
  • Largest Prize ever offered in Casual Games
  • People will play the most popular games ever
    launched in their respective genres
  • Bejeweled 2, Zuma, Solitaire
  • Tournament structure based on success of Poker
    tournaments
  • Qualifying tournaments held online
  • Big finals event held in Los Angeles
  • Finals will be filmed and broadcast by GSN to 58
    million households
  • One hour show, start air date on Dec06
  • Winner will be declared the best Casual Gamer
    in the world

17
Where is the Casual Games Industry Headed
  • Awareness in the industry will drive growth
  • Extension of Casual Games across new markets and
    platforms will drive growth
  • Community features will drive customer retention,
    revenue
  • Refinement of business models and revenue
    structures
  • Consolidation in the Industry
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