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Leading Western Gamers Community Online Strictly Confidential – Legally Protected and Privileged Information
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2 Overview Founded in January 2007 5M Registered users & nearly 5M unique visitors per month $45 monthly ARPU (North America EU) User + Youth Market 13-25 Years Olds (70% male) Team from ElectronicArts, Yahoo, NHN, Red Octane, Webzen & NCSoft 50 Full time employees Offices & people located in San Francisco and Seoul $19M in institutional funding from Syncom Ventures, Doll Capital, Altos Ventures and TENCENT Holdings LTD
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3 Management SUSAN CHOE, Chairman/Founder 15 Years Experience in leading Internet related M&A and Operations Globally DLJ, VP Corp Dev - HK, Japan and U.K. Yahoo Int’l Operations & Corporate Development GM of Yahoo International Games, lead NHN’s US as C.O.O. OWEN MAHONEY, President and CEO 17 years in internet, software, and games SVP of Worldwide Corporate and Business Development and at EA; 2000-2009 Previously, regional GM positions at PointCast (VP International), Radius Inc, Claris Corp, and Fractal Design. NIRANJAN NAGAR, Chief of Game Operations Over 15 years in internet, software, and games Ran online for The Sims Label and Pogo at Electronic Arts Previously built Listen Rhapsody service at RealNetworks Strictly Confidential – Legally Protected and Privileged Information
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4 MARKET
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5 Millions of Online Gamers Exceeding Console- WorldWide Strictly Confidential – Legally Protected and Privileged Information Source: PricewaterhouseCoopers Entertainment & Media Outlook 2005-2009
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6 Billions of $ Spent On-line - WorldWide Strictly Confidential – Legally Protected and Privileged Information “In the long run its is expected that the number of online gamers could exceed the number of people that currently play traditional video and PC games” 1 Source: DFC Strategy Analysis 2008
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7 Key Western Market Areas Strictly Confidential – Legally Protected and Privileged Information Geo target high ARPU Markets North America US Canada UK, France, Germany Eastern Europe
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8 Why Gamers Play Games In West? WHY DO THEY COME: 50% come for socializing & casual gaming 50% come for game play & leveling. MORE SOCIAL: 50% buy vanity items 50% buy gaming function upgrades MMOG METRICS: Average site visit 30- 80-150 minutes $45 to $100/month ARPPU Strictly Confidential – Legally Protected and Privileged Information
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9 Entertainment : Easy Access, Rich Entertainment Games Strictly Confidential – Legally Protected and Privileged Information CoreMid-CasualCasual Revenue model Subscriptions or RetailFree2Play virtual goodsAdvertising & digital items ARPU Per Month High and regular from smaller user base $20 to $70+Low $1 to $15 Computer Hardware requirements High PC requirementsLow PC requirementsLow PC requirements + mobile Social Mostly in-game cooperative & competitive Social in and out of game community based Social or solo Life Time Value High $$$Mid – High $$ - $$$Low $ Game play skills Core game playEasier to playEasy to play
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10 under 12 years 13–16 yearsover 16 years Comparative ARPU & Age of Users ARPU AGE $10 $20 $30 $45 Strictly Confidential – Legally Protected and Privileged Information
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11 Strictly Confidential – Legally Protected and Privileged Information Questions For GameDevelopers & Publishers
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12 Strictly Confidential – Legally Protected and Privileged Information 10 Things To Remember When Entering Western Games Market Market Fit 1.Western MMOG Market History Is Early a. Effects game content design and marketing 2.Market Fit of Games: Timing and Genre/Style a. Hundreds of MMOGs Launching 3. Market Size For Game: Core or Mass/Casual?
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13 Strictly Confidential – Legally Protected and Privileged Information Your Team’s Readiness For International Market 4. Game Content Ready? a. Quality & Quantity 5. Game Development Team’s Experience a. How many game publishers to support? b. How important is Western Market? 10 Things To Remember When Entering Western Games Market
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14 Strictly Confidential – Legally Protected and Privileged Information Publisher’s Fit With Game & Team 6.Their Gamer Audience Size & Location 7. Publisher’s Experience With MMOGs – poker, console or flash game publishing 8. Western Publishing Team? – Important for understanding gamers 9. Chemistry & Fit Between Publisher & Game Developer 10. Desire & Ability to Make Your Game A Success! 10 Things To Remember When Entering Western Games Market
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主要西方在线游戏玩家社区 Strictly Confidential – Legally Protected and Privileged Information
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16 Strictly Confidential – Legally Protected and Privileged Information 概况 成立于 2007 年 1 月 五百万注册用户以及每月将近五百万的独特访问者 每月 45 美元的每用户平均收入( APRU )(北美洲、欧洲) 用户 + 年轻市场 13-25 岁( 70% 为男性) 来自于 ElectronicArts 、 Yahoo 、 NHN 、 Red Octane 、 Webzen 以及 NCSoft 的团队 50 名全职员工 位于旧金山和首尔的办公室和工作人员 由 Syncom Ventures 、 Doll Capital 、 Altos Ventures 和 TENCENT Holdings LTD 提供的一千九百万美元的机构资金
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17 管理 SUSAN CHOE, Chairman/Founder 15 Years Experience in leading Internet related M&A and Operations Globally DLJ, VP Corp Dev - HK, Japan and U.K. Yahoo Int’l Operations & Corporate Development GM of Yahoo International Games, lead NHN’s US as C.O.O. OWEN MAHONEY, President and CEO 17 years in internet, software, and games SVP of Worldwide Corporate and Business Development and at EA; 2000-2009 Previously, regional GM positions at PointCast (VP International), Radius Inc, Claris Corp, and Fractal Design. NIRANJAN NAGAR, Chief of Game Operations Over 15 years in internet, software, and games Ran online for The Sims Label and Pogo at Electronic Arts Previously built Listen Rhapsody service at RealNetworks Strictly Confidential – Legally Protected and Privileged Information
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18 Strictly Confidential – Legally Protected and Privileged Information 市场
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19 成千上万的在线游戏玩家超出单机游戏玩家的人数 – 全球统计 Strictly Confidential – Legally Protected and Privileged Information Source: PricewaterhouseCoopers Entertainment & Media Outlook 2005-2009 单机游戏 电脑游戏 在线游戏 手机游戏
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20 数十亿美元用于在线游戏-全球统计 Strictly Confidential – Legally Protected and Privileged Information “ 从长远来看,预计在线游戏玩家的人数将会超出当前传统电子游戏和电脑游戏玩家的人数 ” 1 Source: DFC Strategy Analysis 2008
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21 主要西方市场区域 Strictly Confidential – Legally Protected and Privileged Information 高 ARPU 市场的地理目标区 北美洲 美国 加拿大 英国、法国、德国 东欧
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22 西方游戏玩家为何玩游戏? 他们为何而来: 50% 为了社交和休闲游戏 50% 为了玩游戏和升级 更多社会性: 50% 购买奢华项目 50% 购买游戏功能升级 大型多人在线游戏( MMOG )测量: 平均网站访问 30- 80-150 分钟 每月 APRU 为 45 到 100 美元 Strictly Confidential – Legally Protected and Privileged Information
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23 娱乐:易于获取,丰富的娱乐游戏 Strictly Confidential – Legally Protected and Privileged Information CoreMid-CasualCasual Revenue model Subscriptions or RetailFree2Play virtual goodsAdvertising & digital items ARPU Per Month High and regular from smaller user base $20 to $70+Low $1 to $15 Computer Hardware requirements High PC requirementsLow PC requirementsLow PC requirements + mobile Social Mostly in-game cooperative & competitive Social in and out of game community based Social or solo Life Time Value High $$$Mid – High $$ - $$$Low $ Game play skills Core game playEasier to playEasy to play
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24 under 12 years 13–16 yearsover 16 years 比较 ARPU 与用户年龄 ARPU AGE $10 $20 $30 $45 Strictly Confidential – Legally Protected and Privileged Information
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25 Strictly Confidential – Legally Protected and Privileged Information 对游戏开发商和 发行商的问题
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26 Strictly Confidential – Legally Protected and Privileged Information 进军西方游戏市场需牢记的十件事 市场适应度 1. 西方 MMOG 市场的历史开始较早 a. 影响游戏内容设计和销售 2. 游戏市场适应度:时机与类型 / 风格 a. 数以百计的 MMOGs 正在发行 3. 游戏的市场规模:核心类游戏或大众 / 休闲游戏 ?
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27 Strictly Confidential – Legally Protected and Privileged Information 您的团队对于国际市场的准备情况 4. 是否已准备好游戏内容? a. 质量与数量 5. 游戏开发团队的经验 a. 可以得到多少游戏发行商的支持? b. 西方市场有多重要? 进军西方游戏市场需牢记的十件事
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28 Strictly Confidential – Legally Protected and Privileged Information 发行商与游戏及游戏开发团队的适应度 6. 游戏观众的规模与位置 7. 发行商对于 MMOGs 的经验 – 扑克游戏、单机游戏或 flash 游戏的发行 8. 西方发行团队? – 对于理解游戏玩家来说十分重要 9. 游戏发行商与游戏开发商之间的默契度与适应度 10. 您对推出成功游戏的期望与能力! 进军西方游戏市场需牢记的十件事
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