awesome video game datatwvideo01.ubm-us.net/o1/vault/gdcchina14/... · 10% 20% 30% 40% 50% 60%...
TRANSCRIPT
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Awesome Video Game Data
Geoffrey Zatkin Founder of EEDAR
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C O N T E X T I S E V E R Y T H I N G
YOUR PRESENTER
Indie Game Developer 1991 to 1996
Sr. / Lead Designer 1997 to 2003
Lead Designer 2003 to 2005
Founder 2006 to Current
Geoffrey
“GZ”
Zatkin
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C O N T E X T I S E V E R Y T H I N G
ATTRIBUTION
ESRB Rating
Developer Publisher Edition Type
Platform
Retail Presence
Content Descriptors
Franchise
Branding
MSRP Release
Date
Alternate Platforms
Title Aggregate
Review
Avatar(s) Used
Associated Portal
Downloadable Content
Market Spend
Genre Sub-Genre Genre
Elements Monetization
Model Setting
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
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C O N T E X T I S E V E R Y T H I N G
ATTRIBUTION
Downloadable Content & Micro-Transactions
Multiplayer Support Playable Character Types
Use of Brand/License
15,000+ Objectively Quantifiable Attributes of Video Games (Retail and Digital)
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C O N T E X T I S E V E R Y T H I N G
EEDAR
EEDAR Data
• 118,000+ Products (Games, Accessories, Hardware) Observed To Date
• 148,000,000+ Data Points
About EEDAR
• Founded in 2006
• Based in Carlsbad, California w/ 60 Employees
• Exclusively Servicing the Video Game Industry
• Over a Dozen Industry Data Partners
• Servicing >95% of the top Publishers and >50 Development Studios
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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
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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 Region
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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
70
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
Music & Rhythm Genre Games Released by Year All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.
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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
$500
$1,000
$1,500
$2,000
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
百万
Revenue from Music & Rhythm Genre Games All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.
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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 start of the 8th generation of game consoles and the beginning of what could be the last generation of dedicated gaming hardware
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
as well as the middle of a grand experiment in new business models and monetization methodologies
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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
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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
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C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
0
20
40
60
80
100
120
140
160
180
200
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable
PlayStationVita
iPad
百万
Platform Sales Worldwide Through December, 2013
2006 2006 2004 2005 2010 2011 2005 2012 2012 2013 2013
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C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
Source: EEDAR
0
50
100
150
200
250
300
350
400
450
500
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable
PlayStationVita
iPad iPhone
百万
Platform Sales Worldwide Through December, 2013
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C O N T E X T I S E V E R Y T H I N G
ANDROID DEVICE FRAGMENTATION
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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
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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
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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
76%
9%
15%
Mobile Gaming Revenue by Device Ownership [Active Mobile Gamers][NA/Europe]
Smartphone & Tablet Tablet Smartphone
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C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
29 30
33 33
35 35 34
37
30 30 31
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
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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 in the USA
Under 18 18 to 35 36+
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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
26.7 28
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]
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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 in the USA
Male Female
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C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
52% 48%
Gender of Gamers in the USA
Male Female
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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 America Of users that indicated they engage in daily mobile gaming activities
Male Female
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C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Adult women now represent a greater portion of the game-playing population (31%) than boys age 17 or younger (19%).
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C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS
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C O N T E X T I S E V E R Y T H I N G
INTERNET PENETRATION
Source: Internet World Stats
21.3%
31.7%
39.0%
44.9%
45.8%
49.3%
67.5%
68.6%
84.9%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
Africa
Asia
World, Avg.
Middle East
China
Latin America/Caribbean
Australia/Oceania
Europe
North America
World Internet Penetration by Region [Q4, 2013]
C o n n e c t e d t o Fa c e b o o k
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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 [Active Mobile Gamers][NA/Europe]
Mobile Gaming Hours Total Gaming Hours
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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 [Active Mobile Gamers][NA/Europe][Hours Per Week]
Smartphone
Tablet
Console
Handheld
PC
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C O N T E X T I S E V E R Y T H I N G
GAMING TIME
The “whales” of western mobile markets consist primarily of people who
are already used to paying money for games
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C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: ESA
47%
51%
56%
59%
62% 64% 65%
62% 62% 62%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
% of Gamers That Play Games with Others, Either In-Person or Online
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C O N T E X T I S E V E R Y T H I N G
COOPERATIVE PLAY
Source: EEDAR
23%
18% 21%
25% 25% 26% 29%
38%
0%
10%
20%
30%
40%
50%
60%
2006 2007 2008 2009 2010 2011 2012 2013
Prevalence of Co-Op [Retail Console Platform Titles] [NA/Europe]
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C O N T E X T I S E V E R Y T H I N G
COOPERATIVE PLAY
Source: EEDAR
0%
10%
20%
30%
40%
50%
60%
Action Arcade Fighting GeneralEnt
Music &Rhythm
Narrative Puzzle Racing RPG Shooter Skill &Chance
S&ESimulation
Sports Strategy
Prevalence of Co-Op by Genre [PS3, Wii & 360][Retail Titles][NA/Europe]
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C O N T E X T I S E V E R Y T H I N G
MULTIPLAYER SUPPORT
Source: EEDAR
31% 28%
34%
45%
36%
41% 42%
47%
0%
10%
20%
30%
40%
50%
60%
2006 2007 2008 2009 2010 2011 2012 2013
HD Games with No Multiplayer Support [Xbox 360 & PS3] [Retail Titles] in [NA/Europe]
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C O N T E X T I S E V E R Y T H I N G
SALES
Source: The NPD Group
2.6 3.7
4.8 5.5 5.6
6.1 6.9 7 7.3 7 7.4
9.5
11.7
16.2 17.1 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 Sales Billions of Dollars
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C O N T E X T I S E V E R Y T H I N G
A RENAISSANCE
This has led to a Renaissance in game creation…
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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
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
Release Quantities Retail Console, Handheld & PC Platform Title Releases in the USA
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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
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
Release Quantities Retail & Digital Console, Handheld & PC Platform Title Releases in the USA
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C O N T E X T I S E V E R Y T H I N G
CHANGES
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C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
0
5,000
10,000
15,000
20,000
25,000
30,000
35,000
40,000
45,000
2008 2009 2010 2011 2012
Quantity of iPhone games released per year in NA
Source: EEDAR
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C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
2008 2009 2010 2011 2012 2013
Quantity of “Ranked” iPhone Games Released per Year in NA
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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
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
Release Quantities Retail & Digital Console, Handheld & PC Platform Title Releases in the USA
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C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
Source: EEDAR
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013
Release Quantities Retail & Digital Console, Handheld, PC & Ranked iOS Platform Title Releases in the USA
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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)
Mil
lio
ns
2010
Some “Best In Class” Examples
Source: EEDAR
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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)
百万
2011
Some “Best In Class” Examples
Source: EEDAR
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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
百万
March 2012
Some “Best In Class” Examples
Source: EEDAR
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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
$1,600
$950
$350
$220 $155
$115 $95
$-
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
COD: MW3 All Zynga Games World of Tanks Angry Birds Minecraft Plants vs. ZombieiOS
Call of Duty MapPack
Mil
lio
ns
March 2013
Some “Best In Class” Examples
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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
$1,650
$1,300
$1,080
$873
$600
$200 $170
$0
$200
$400
$600
$800
$1,000
$1,200
$1,400
$1,600
$1,800
GTA V Call of Duty:Ghosts
Candy Crush(2013)
All Zynga (2013) League ofLegends (2013)
All DLC for COD:Black Ops 2
Minecraft XBLA(LTD)
百万
Some “Best In Class” Examples
March 2014
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C O N T E X T I S E V E R Y T H I N G
SALES CURVE
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9
All [PlayStation 3 and Xbox 360] [Shooter] Games Average [Unit Sales] of [U.S.] [Retail] Games; [Nov 2005] to [Dec 2010]
Source: EEDAR & The NPD Group
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C O N T E X T I S E V E R Y T H I N G
SALES CURVE
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9
Frontloading of Sales by Core Genres over Time [Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 9 Month Unit Sales]
2005-2007 2010-2011Source: EEDAR & The NPD Group
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C O N T E X T I S E V E R Y T H I N G
GOING BIG
Go BIG or Go Home
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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
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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
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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
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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 2014 0% 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]
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C O N T E X T I S E V E R Y T H I N G
DISCOVERY
Source: EEDAR Mobile Report 2014 0% 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]
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C O N T E X T I S E V E R Y T H I N G
VIRALITY
Source: EEDAR Mobile Report 2014
21%
33% 44%
53% 52% 2%
5%
8%
16% 23%
0%
10%
20%
30%
40%
50%
60%
70%
80%
Casual Midcore Core
Mobile Player Sharing Propensity [Active Mobile Gamers][NA/Europe]
Sharers Heavy Sharers
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C O N T E X T I S E V E R Y T H I N G
VIRALITY
Source: EEDAR Mobile Report 2014 30% 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]
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C O N T E X T I S E V E R Y T H I N G
ACQUISITION
Source: EEDAR Mobile Report 2014 0% 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]
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C O N T E X T I S E V E R Y T H I N G
CHURN
Source: EEDAR Mobile Report 2014 20% 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]
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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%
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]
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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
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C O N T E X T I S E V E R Y T H I N G
SOCIAL MEDIA
The “Big Three” Western Social Media Sites
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C O N T E X T I S E V E R Y T H I N G
DIGITAL STOREFRONTS
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C O N T E X T I S E V E R Y T H I N G
CONSOLE STOREFRONTS
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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
Digital and Retail Console Games Over Time PS3, PS4, Wii, Wii U, 360 & XB1 in the USA
Physical Only Digital Only Physical & Digital
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C O N T E X T I S E V E R Y T H I N G
HARD CURRENCY
Source: EEDAR
45.5%
39.1%
54.5%
60.9%
Xbox One
PlayStation 4
8th Gen Launch Titles using Hard Currency
Games with Hard Currency Games without Hard Currency
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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
50
100
150
200
250
300
350
400
0
1,000
2,000
3,000
4,000
5,000
6,000
2005 2006 2007 2008 2009 2010 2011 2012 2013
Game-Affecting DLC Prevalence All PS3 & Xbox 360 Platform Titles
Count of Paid DLC Games w/ Paid DLC
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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
50
100
150
200
250
300
350
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
2005 2006 2007 2008 2009 2010 2011 2012 2013
Game-Affecting DLC Prevalence removing Music Games All PS3 & Xbox 360 Platform Titles
Count of Paid DLC -Music Games w/ Paid DLC -Music
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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
Average Quantity of Paid Game-Affecting DLC per Game All PS3 & Xbox 360 Platform Titles
Ave. Paid DLC per Game Ave. Paid DLC per Game -Music
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C O N T E X T I S E V E R Y T H I N G
MOBILE MONETIZATION
People that spend more money on mobile games spend more money in mobile games.
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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
89 92
94 87
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C O N T E X T I S E V E R Y T H I N G
INFLUENCE OF REVIEWS
Group 1 Group 2 Group 3
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C O N T E X T I S E V E R Y T H I N G
INFLUENCE OF REVIEWS
90
71
85
79
61
55 58 51 50
55
60
65
70
75
80
85
90
95
A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)
SMU/EEDAR Study Anchor Review Scores vs. Participant Review Score
Source: EEDAR
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C O N T E X T I S E V E R Y T H I N G
INFLUENCE OF REVIEWS
62%
79% 83%
38%
21% 17%
34 46 43 21 12 9 0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)
SMU/EEDAR Study Purchase Intent - Took $10 Cash vs. Took Boxed Copy of Plants vs. Zombies
Source: EEDAR
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C O N T E X T I S E V E R Y T H I N G
INFLUENCE OF REVIEWS
91%
79%
65%
9%
21%
35%
50 46 34 5 12 18 0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)
SMU/EEDAR Study Participants Willingness to Make a Positive Recommendation to a Friend/Relative
WouldRecommend
Would NotRecommend
Source: EEDAR
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C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
1,427 games 1,947 games 3,239 games 3,669 games
2,233 games
263 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 2013]
Source: The NPD Group & EEDAR
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C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
584 games 620 games 984 games 1192 games
767 games
90 games
0
200,000
400,000
600,000
800,000
1,000,000
1,200,000
<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 2013]
Source: The NPD Group & EEDAR
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C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
0.64
0.48
0.28
0.2 0.22
0.57
0.29 0.26
0.31
0.45
0.21
0.3
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
Launch Window Early Mid Late
Review Score Correlation to Unit Sales [Coefficient of Determination - R-Squared] [ >10k Unit Sellers] [USA]
Vita PS2/Xbox PS3/Xbox 360 3DS Wii-USource: EEDAR
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C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
22 games
27 games 36 games 28 games
6 games
3 games
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
800,000
900,000
1,000,000
<50 50 to 59 60 to 69 70 to 79 80 to 89 90+
Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Wii] games [Combined Editions] Platform Launch through [October 2007]
Source: The NPD Group & EEDAR
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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
231 games 183 games 250 games
222 games
91 games
12 games
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
800,000
900,000
1,000,000
<50 50 to 59 60 to 69 70 to 79 80 to 89 90+
Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Wii] games [Combined Editions]
Platform Launch through [April 2013]
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C O N T E X T I S E V E R Y T H I N G
MARKETING VS. GAME QUALITY [L
ow
] M
arke
tin
g $
$$
[H
igh
]
[Low] Review Score [High]
High Marketing
Low Review
Low Marketing
Low Review
High Marketing
High Review
Low Marketing
High Review
Source: EEDAR, Nielsen Monitor Plus & The NPD Group
PS3: 1.0 X 360: 1.0 X
PS3: 13.0 X 360: 16.0 X
PS3: 2.4 X 360: 2.4 X
PS3: 2.6 X 360: 3.2 X
WII: 1.0 X
WII: 11.3 X
WII: 1.6 X
WII: 2.8 X
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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 marketing… Nobody hears about it… Which means that nobody buys it.
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C O N T E X T I S E V E R Y T H I N G
IN-STORE ADVERTISING
Source: EEDAR
354 333
280
237 230
0
50
100
150
200
250
300
350
400
Call of Duty: Ghosts Grand Theft Auto V Battlefield 4 Skylanders: Swap force Disney Infinity
Top 5 Video Games by Quantity of In-Store & Website Promotions [Best Buy, GameStop, Target, Toys R Us, WalMart] [2013] [USA]
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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, Nielsen Monitor-Plus
Region: USA Period: 2005 through 2012
Sample: Physical/Retail, 7th Gen, 8th Gen, PC
Units: Distinct Titles, Spend in Millions
0 200 400 600 800 1000 1200 1400
Fighting
Music & Rhythm
Arcade
Skill & Chance
Strategy
Narrative
Racing
Sports
Role Playing Games
Shooter
Social & Economic Simulation
Action
General Entertainment
Total Quantity of Titles
75% Revenue 25% Revenue
9.3% OF RETAIL TITLES
ACCOUNT FOR
75% OF DIRECT MEDIA
SPEND SINCE 2005.
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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: 2005 through 2012
Sample: Physical/Retail, 7th Gen, 8th Gen, PC
Units: Distinct Titles, Revenue in Billions
0 200 400 600 800 1000 1200 1400
Fighting
Music & Rhythm
Skill & Chance
Arcade
Strategy
Narrative
Racing
Sports
Role Playing Games
Shooter
Social & Economic Simulation
Action
General Entertainment
Total Quantity of Titles
75% Revenue 25% Revenue
12.5% OF RETAIL TITLES
HAVE GENERATED
75% OF RETAIL REVENUE
SINCE 2005.
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C O N T E X T I S E V E R Y T H I N G
MARKET LEADERS
Western video games have seen market leaders emerge within each gaming vertical,
With the top few titles earning the lion’s share of the revenue generated within that vertical.
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: EEDAR
31%
12%
10% 9%
38%
PC F2P Shooters Western Market Share by DAU
Team Fortress 2
Planetside 2
Warframe
Crossfire
Other
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: EEDAR
48%
14%
7%
5%
5%
4%
17%
PC F2P Mechanized Shooters Western Market Share by DAU
World of Tanks
Team Fortress 2
Warthunder
Planetside 2
Warframe
Crossfire
Other
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: The NPD Group & EEDAR
41%
9% 9% 4%
37%
Retail Console/PC Shooters US Market by 2YR Unit Sales
Call of Duty
Halo
Battlefield
Borderlands
Other
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: The NPD Group & EEDAR
0
5
10
15
20
25
Q42006
Q12007
Q22007
Q32007
Q42007
Q12008
Q22008
Q32008
Q42008
Q42009
Q42010
Q12011
Q22011
Q32011
Q42011
Q12012
Q22012
Q32012
Q42012
Q12013
Q22013
Q32013
Q42013
百万
Active WoW Subscribers vs. 2YR US Shooter Unit Sales
Halo CoD Battlefield WoW
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: EEDAR
89%
9%
PC F2P MOBA Worldwide by MAU
League of Legends
Dota 2
Other
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C O N T E X T I S E V E R Y T H I N G
MARKET SHARE LEADERS
Source: EEDAR
-
1,000,000
2,000,000
3,000,000
4,000,000
5,000,000
6,000,000
7,000,000
8,000,000
2011 2012 2013
Top MOBA Concurrent Players Worldwide
League of Legends DOTA 2
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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 Zatkin Founder [email protected]