greg ballard q & a
DESCRIPTION
TRANSCRIPT
next gen platforms: mirage or paradise?
greg ballardpresident & ceo
source: comScore m:metrics, january 2009
downloaded mobile game by platform: audience three-month average ending nov. ‘07 vs. nov. ‘08
u.s. mobile phone users (000s)
nov. ‘07 nov. ‘08 y-o-y growth
smartphones
non-smartphones
total
734
6,486
7,220
2,869
5,593
8,463
291%
-14%
17%
smartphones drive mobile games adoption
emerging battlefield of mobile content
oem’s carriers
digital media companies
Top US Games Publishers
Carrier Business(April 2009, Nielsen Mobile)
EA, 27.3%
Gameloft, 12.9%
Glu, 12.9%
Namco, 7.0%
Hands-On, 5.4%
Sony, 3.8%
Capcom, 3.2%
Digital Chocolate,
2.7%
Other, 24.8%
5glu mobile - company confidential
5
App Store Market Share – Q209
Quality Has Been Tied to Quantity
0500100015002000250030003500400045005000
MobilePhones
1,500
100 200
1,092 *
30,000
Source: WGR’S Wireless Content Tracking Service
What We Learned
• To succeed, the mobile platform requires:
1. Quality2. Merchandising3. Sales data4. Predictable business environment5. Breakthrough titles
Page 8
current challenges to next gen platforms
apple and others addressed key issues of carrier business; now have newer issues to resolve.
onslaught of titles may overwhelm consumer choice and provide a bad experience
• more is not always better• larger publishers need to make money to justify further
investment• advanced quality (big file size, graphic rich games) may ebb
pricing pressures keep prices lower than required to make money
• average price of 99 cents for top 10 title too low• top games algorithm only encourages lower prices
hardware/app store providers need to focus on publisher’s ecosystem