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The data here is macro trending data; individual genres, platforms, brands, regions, etc. perform differently than amalgamations of industry games. If you have questions about how games like yours perform, please reach out to us at EEDAR ([email protected]) – game industry research is what we do.
C O N T E X T I S E V E R Y T H I N G
Data | Analysis | Research | Forecasting | Diligence
Awesome Video Game Data
C O N T E X T I S E V E R Y T H I N G
YOUR PRESENTER
Indie Dev1991 to 1996
Sr / Lead Designer1997 to 2003
Lead Designer2003 to 2005
Founder2006 to Current
Board2015 to Current
Founder2015 to Current
C O N T E X T I S E V E R Y T H I N G
EEDAR2,500+ Objectively Quantifiable Video Games Attributes
Genre
IAP & DLC
Developer
Content Updates
Platform
Price Over Time
Franchise
Camera Perspective
Brand
Release Date
Character Advancement
Regional Content Ratings
Publisher
Buzz
Co-Op / Multiplayer
Retail Presence
Reviews
Game Speed
eSports Component
Promotion
Peripherals Marketing Art Style Literary GenreMonetization
Strategy
C O N T E X T I S E V E R Y T H I N G
EEDAR
C O N T E X T I S E V E R Y T H I N G
EEDAR
EEDAR Data
• 130,000+ Products (Games, Accessories, Hardware) Observed To Date
• 176,500,000+ Data Points
About EEDAR
• Founded in 2006
• Based in Carlsbad, California w/ 45 Employees
• Exclusively Servicing the Video Game Industry
• Over a Half Dozen Industry Data Partners
• Servicing >90% of the top Publishers and >50 Development Studios
C O N T E X T I S E V E R Y T H I N G
WHERE WE ARE
We are in the 8th generation of game consoles,and in the midst of an expansion in both
the demographics and regions of peoplewho play, pay for and watch games
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
as well as the beginning of acompletely new gaming vertical
with the introduction ofconsumer grade virtual reality.
VR
C O N T E X T I S E V E R Y T H I N G
AUDIENCE
THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
60%
40%
Game Playing Population of the USA[Ages 13+][2016][NA]
Game Players
Non Game Players
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
33%38%
42%
67%
49% 51% 51% 51%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2007 2008 2009 2010 2011 2012 2013 2014 2015
% of American homes with a video game console
Source: ESA
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
0
20
40
60
80
100
120
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS PlayStation Vita
Mil
lio
ns
Platform Sales WorldwideThrough December, 2015
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
CONSOLE SALES
34m
27m
15.9m
23.5m
0
5
10
15
20
25
30
35
Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4
NA
Ha
rdw
are
Un
its
(Mill
ion
s)
7th vs. 8th Generation Console Sales in North America
7th Gen 8th Gen 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
Source: EEDAR & The NPD Group
Projected
C O N T E X T I S E V E R Y T H I N G
CONSOLE SALES
15.9
23.5
0
5
10
15
20
25
30
35
Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4
NA
Ha
rdw
are
Un
its
(Mill
ion
s)
7th vs. 8th Generation Console Sales in North America
7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
Source: EEDAR & The NPD Group
Projected
C O N T E X T I S E V E R Y T H I N G
HARDWARE SALES
0
50
100
150
200
250
300
350
400
450
PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS PlayStationVita
PC (Steam) iPad (2Y) iPhone (2Y)
Mil
lio
ns
Platform Sales WorldwideThrough December, 2015
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
ANDROID DEVICE FRAGMENTATION
Source: OpenSignal
C O N T E X T I S E V E R Y T H I N G
VR HARDWARE
59%
27%
14%
25%
31%
45%
< $200 $200 - $300 > $300
% W
illin
g to
Sp
end
Giv
en A
mo
un
t o
n a
VR
He
adse
t
VR Headset Consumer-Reported Spend Limits[NA Active PC/Console Game Players Interested in Purchasing a VR Headset]
October 2014 January 2016Jan 2016 data collected Jan 13-15, one week after the Oculus preorder announcement of $599.99.
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
Source: EEDAR NA Mobile Report 2015
0
20
40
60
80
100
120
140
160
180
200
2012 2013 2014 2015
Mill
ion
s
Mobile Game Players[2012-2015] [Age 18+][NA]
Own a SmartPhone and/or Tablet Play 1+ Mobile Games in the past 6 Months
24% increase
25% increase
12% increase
20% increase
20% increase
9% increase
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
Source: EEDAR NA Mobile Report 2015
61%10%
29%
Mobile Gamers by Device Ownership[Active Mobile Game Players][18+][NA]
Both Smartphone & Tablet Tablet Only SmartPhone Only
71%
10%
19%
Mobile Gaming $$$ by Device Ownership[Active Mobile Game Players][18+][NA]
Both Smartphone & Tablet Tablet Only Smartphone Only
C O N T E X T I S E V E R Y T H I N G
MOBILE GAMERS
Source: EEDAR NA / APAC Mobile Reports 2015
0
50
100
150
200
250
300
350
NA Japan S.Korea China
Devices Used For Mobile Gaming[2015][NA & APAC][Active Mobile Game Players][Age 18+]
Smartphone Only Tablet Only Both Smartphone & Tablet
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
2930
33 33
35 3534
37
30 3031
35
20
22
24
26
28
30
32
34
36
38
40
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Average Age of Game Players in the USA
Source: ESA
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
26%
30%
17%
27%
Age of Game Players
Under 18
18 to 35
36 to 49
50+
Source: ESA
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE - AGE
34.4
33
35.6
32.2
37
34.9
35.7
35.1
30
32
34
36
38
Non-Payers Moderate Payers Heavy Payers All Mobile Gamers
Age by Mobile Spending Segment[2014-2015][NA][Active Mobile Game Players][Age 18+]
2014 2015
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE - AGE
Source: EEDAR APAC Mobile Report 2015
30
32
34
36
38
40
0%
10%
20%
30%
40%
50%
60%
70%
80%
NA Japan Korea China
Mobile Game Player Age by Region[2015][Active Mobile Game Players]
18 to 24 25 to 45 Over 45 Average Age
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
0%
10%
20%
30%
40%
50%
60%
70%
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Gender of Game Players in NA
Male Female
Source: ESA
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
45%55% 60% 64%
55%45% 40% 36%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Mobile Handheld Console PC
Active Game Players Across Platforms[2015][NA]
Male Female
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
0%
10%
20%
30%
40%
50%
60%
70%
NA Japan Korea China
Mobile Game Player Age by Region[2015][Active Mobile Game Players]
Male Female
Source: EEDAR APAC Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
WHO GAMES?
64%
45%
33%
55%
64%
46%50%
55%
0%
10%
20%
30%
40%
50%
60%
70%
80%
Non-Payers Moderate Payers Heavy Payers All Mobile Gamers
Female Game Players by Mobile Spending Segment[2014-2015][NA][Active Mobile Game Players][Age 18+]
2014 2015
% F
emal
e
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
GAMES
Franchise Distinct Game Platform SKURegion
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Games ReleasedRetail Console, Handheld & PC Platform Title Releases in the USA
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Games ReleasedRetail & Digital Console, Handheld & PC Platform Title Releases in the USA
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
0
500
1,000
1,500
2,000
2,500
3,000
3,500
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Games ReleasedRetail & Digital Console, Handheld & Steam Platform Title Releases in the USA
7th Gen Console 8th Gen Console Handheld Steam
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES - STEAM
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Steam Games Released per Year
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
STEAM ACTIVE USERS
Source: EEDAR & Valve
0
20
40
60
80
100
120
140
160
180
Mill
ion
s
Steam Active Users Over Time
C O N T E X T I S E V E R Y T H I N G
GAMES RELEASED
C O N T E X T I S E V E R Y T H I N G
GAME RELEASES
3%10%
4%
41%
18%
24%
Games Released by % of Market[2015][Retail & Digital Platform Title Releases][USA]
7th Gen Console
8th Gen Console
Handheld
Steam
Android (Top 50)
iOS (Top 50)
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
0
100
200
300
400
500
600
700
800
900
1,000
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
DIGITAL RELEASES
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA
Physical Only Digital Only Physical & Digital
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
PUBLISHER RELEASES
0.0
0.5
1.0
1.5
2.0
2.5
3.0
3.5
4.0
4.5
5.0
0
50
100
150
200
250
300
350
400
450
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Quantity of Console Games per Publisher[7th and 8th Generation Console][2005-2015][NA]
Publishers Games Games per Publisher
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
SALES
Source: The NPD Group
2.63.7
4.85.5 5.6
6.16.9 7 7.3 7 7.4
9.5
11.7
16.217.1 16.7
15.2 15.4 15.416.5
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 2014 2015
US Video Game SalesBillions of Dollars
C O N T E X T I S E V E R Y T H I N G
MOBILE REGIONS
125.9
68.3
17.9
8.9
Mobile Payers (MM)
$5.01
$5.41
$5.16
$1.37
Market Revenue in Billions (USD)
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE REGIONS
125.9
68.3
17.9
8.9
Mobile Payers (MM)
$39.79
$79.27
$288.88
$154.31
Ave. Yearly Spend (USD)
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
0
10
20
30
40
50
60
70
80
Non-Payers Payers Heavy Payers
Mo
bil
e G
ame
rs (
MM
)
Mobile Gaming Payer Segmentations[2014-2015][NA][Active Mobile Game Players][Age 18+]
2014 2015
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
0%
10%
20%
30%
40%
50%
60%
70%
NA Japan S.Korea China
Mobile Gaming Payer Segmentations[2015][NA & APAC][Active Mobile Game Players][Age 18+]
Non-Payer Payer Heavy Payer
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
MONETIZING MOBILE
0%
10%
20%
30%
40%
50%
60%
Non-Payers Moderate Payers Heavy Payers
Mobile Game Player Revenue Breakdown[Active SmartPhone/Tablet Game Players][NA/Europe]
% of Players % of Revenue
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
MONETIZING F2P PC
0%
10%
20%
30%
40%
50%
60%
70%
Non-Payers Moderate Payers Heavy Payers
PC F2P Spend Segmentation[NA][PC][2014]
% of Players % of Revenue
Source: EEDAR PC F2P Report 2015
C O N T E X T I S E V E R Y T H I N G
PC REVENUE
Source: EEDAR PC Peripheral Report 2015
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
$3,500
$4,000
2010 2011 2012 2013 2014 2015
Rev
enu
e (M
illio
ns)
The PC Market - Video Game Revenues[NA][B2P+F2P+Subscriptions]
PC Retail Digital Retail F2P
C O N T E X T I S E V E R Y T H I N G
STEAM UNIT SALES
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2,000
January 2015 Jaunary 2016 March 2016
Mill
ion
s
Steam Game Unit Sales[Games & Expansions Owned]
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
STEAM (OFF-SEASON SALES)
152%
127%
211%
100%
165%
239%
327%
210%
130%
196%
220%
417%
0%
50%
100%
150%
200%
250%
300%
350%
400%
450%
January February March April May June July August September October November December
Steam Digital Revenue by Month (April = 100%)[Steam][Full Game Downloads][2012-2015][NA]
100%
Source: EEDAR
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?Some “Best In Class” Examples
March 2016
$2 Billion+ $1.5 Billion+ $1 Billion+ [ $500 Million+ ]
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
PHYSICAL/DIGITAL RELEASES
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Revenue Split of Games Released both Physically and Digitally[7th and 8th Gen Console][2005-2015][NA]
Revenue from Physical Games Revenue from Digital Games
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
CONSOLE REVENUE
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2006 2007 2008 2009 2010 2011 2012 2013 2014
Percentage of Revenue Contributed by Top Titles[Physical + Digital][Console][NA][Excludes DLC]
Top 50% Top 10% Top 2%
Source: EEDAR
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: 2012 through 2015
Sample: Physical/Retail, 8th Gen
Units: Distinct Titles
0 50 100 150 200 250
Music & Rhythm
General Entertainment
Skill & Chance
Puzzle
Fighting
Social & Economic Simulation
Sports
Strategy
Arcade
Racing
Narrative
Role Playing Games
Shooter
Action
Total Quantity of Titles
75% Revenue 25% Revenue
12%OF RETAIL TITLES
HAVE GENERATED
75%OF RETAIL REVENUE
SINCE 2012.
C O N T E X T I S E V E R Y T H I N G
CONSOLE REVENUE
7%
18%
15%
6%
22%21%
1%2%
16%
5%
32%
29%
0%
5%
10%
15%
20%
25%
30%
35%
GeneralEntertainment
Music & Rhythm Sports Racing Action Shooter
Percentage of Software Sales by Genre for 7th and 8th Gen Consoles[Digital & Physical][NA]
2007 2014
Co
re
Source: EEDAR
Casu
al
C O N T E X T I S E V E R Y T H I N G
TOYS-TO-LIFE
$0
$50
$100
$150
$200
$250
US
Toys
an
d S
oft
war
e (M
illio
ns
$USD
)
Toys-to-Life Total Revenue by Month[Toys + Software][Skylanders/Disney Infinity/Amiibo][NA]
Software Toys
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
TOYS-TO-LIFE
$0
$20
$40
$60
$80
$100
$120
$140
US
Toy
Rev
enu
e ($
Mill
ion
s $U
SD)
Toys-to-Life Accessories Revenue by Publisher[Toys Only][Skylanders/Disney Infinity/Amiibo][NA]
Skylanders Disney Infinity Amiibo
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
GAME QUALITY
68 69 68 6865 64 64 66 67 67
70 70 70 72
0
10
20
30
40
50
60
70
80
90
100
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Average Review ScoreRetail Console, Handheld & PC Title Releases in the USA
Source: EEDAR
C O N T E X T I S E V E R Y T H I N G
MARKETING VS. GAME QUALITY
[Bo
tto
m 3
3%]
M
arke
tin
g
[T
op
33%
]
Source: EEDAR, Competitrack & The NPD Group
[Bottom 33%] Review Score [Top 33%]
12 Month Revenue[8th Gen Console][2013-2014][NA]
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, Competitrack
Region: USA Period: 2012 through 2015
Sample: Physical/Retail, 8th Gen
Units: Distinct Titles
0 20 40 60 80 100 120
Skill & Chance
Puzzle
General Entertainment
Music & Rhythm
Narrative
Arcade
Fighting
Social & Economic Simulation
Racing
Strategy
Sports
Role Playing Games
Shooter
Action
Total Quantity of Titles
75% Direct Media Spend 25% Direct Media Spend
13%OF RETAIL TITLES
ACCOUNT FOR
75% OF DIRECT MEDIA
SPEND SINCE 2012.
C O N T E X T I S E V E R Y T H I N G
DIGITAL ADVERTISING
Source: EEDAR Retail Tracker
0
50
100
150
200
250
300
350
400
Pro
mo
tio
ns
8th Gen Game Related Promotional Activity[US][8th Gen][Digital Storefronts]
PlayStation 4 Xbox One
C O N T E X T I S E V E R Y T H I N G
RETAIL ADVERTISING
Source: EEDAR Retail Tracker
0
20
40
60
80
100
120
140
160
180
200
Target GameStop Best Buy Walmart Toys R Us
Promotions by Retailers for 8th Gen Console Hardware[US][Physical Retailers][In-Store]
Xbox One PlayStation 4
C O N T E X T I S E V E R Y T H I N G
DIGITAL ADVERTISING
Source: EEDAR Retail Tracker
0
50
100
150
200
250
Steam PlayStation 4 Xbox One
Pro
mo
tio
ns
Early Access / Beta Promotional Trends[US][Digital Storefronts]
2014 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE DEVICES
TO P M OT I VAT I O N S F O R M O B I L E G A M I N G
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE DEVICES
TO P M OT I VAT I O N S F O R M O B I L E G A M I N G
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
DISCOVERY
TO P FA C TO R S A F F EC T I N G D I S C OV E RY
NA Japan S.Korea China
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
ENGAGEMENT
TO P FA C TO R S A F F EC T I N G D EC I S I O N TO E N G A G E
NA Japan S.Korea China
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
CHURN
TO P FA C TO R S L E A D I N G S TO C H U R N
NA Japan S.Korea China
Source: EEDAR NA / APAC Mobile Reports 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
-$26.5
-$3.9
-$2.8
-$1.5
-$0.6
-$0.4
$0.6
$1.2
$2.4
$6.6
$6.6
$10.6
$13.9
$17.8
$18.9
$83.6
$129.4
$138.8
-$50 -$30 -$10 $10 $30 $50 $70 $90 $110 $130 $150
City BuilderStrategy
ActionPoker
Physics PuzzleTower Defense
RacingEndless Runner
SportsShooter
Card BattleArcade
RPGBrain Puzzle
SimulationMatching Puzzle
Combat City BuilderSocial Casino
YOY Change (USD, MM)
Year On Year Revenue Change by Genre[Q3 2014 & Q3 2015][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
+75%
+62%
+38%
+41%
+82%
$0 $20 $40 $60 $80 $100 $120 $140 $160
Brain Puzzle
Simulation
Matching Puzzle
Combat City Builder
Social Casino
YOY Change (USD, MM)
Year On Year Revenue Change by Genre[Q3 2014 & Q3 2015][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
MOBILE OPTIMIZED GENRES
-31%
-82%
-11%
-9%
-16%
-$30 -$25 -$20 -$15 -$10 -$5 $0
City Builder
Strategy
Action
Poker
Physics Puzzle
YOY Change (USD, MM)
Year On Year Revenue Change by Genre[Q3 2014 & Q3 2015][Western Markets][Top 200 Grossing][iOS]
Source: EEDAR NA Mobile Report 2015
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
All Categories$2.232 Billion Dollars Pledged
101,124 Successfully Funded Projects10.3 Million Total Backers3.2 Million Repeat Backers
GAMES22,834 Successfully Funded Projects
$460 Million Dollars Pledged$347 Million Successful Dollars
$44 Million Unsuccessful Dollars$10.9 Million Live Dollars
Source: EEDAR & Kickstarter
*Feb 2015
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
33%
67%
Success Rate of Kickstarter ProjectsGame Category [March 1st 2016]
Successfully Funded Projects Unsuccessfully Funded Projects
Source: EEDAR & Kickstarter
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
558
2,841
1328
1,900
594
58
0
500
1,000
1,500
2,000
2,500
3,000
< $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+
Successfully Funded Kickstarter Projects[Game Category] [by Quantity] [March 1st 2016]
Source: EEDAR & Kickstarter
C O N T E X T I S E V E R Y T H I N G
CROWDFUNDING
12%
67%
11%
5%
3% 2%
Unsuccessfully Funded Kickstarter Projects[Game Category] [by Percent Funded] [Feb 2015]
0% Funded
1% to 20% Funded
21% to 40% Funded
41% to 60% Funded
61% to 80% Funded
81% to 99% Funded
Source: EEDAR & Kickstarter
C O N T E X T I S E V E R Y T H I N G
DIGITAL VIEWING
C O N T E X T I S E V E R Y T H I N G
TWITCH VIEWERS
Source: EEDAR & Twitch TV
477k
613k
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
800,000
Twitch Average Concurrent Viewers
C O N T E X T I S E V E R Y T H I N G
TWITCH: NOT JUST ESPORTS
Source: EEDAR & Twitch TV
0 500,000,000 1,000,000,000 1,500,000,000 2,000,000,000
Call of Duty: Advanced Warfare
Smite
Diablo III: Reaper of Souls
ARK: Survival Evolved
ArmA III
Heroes of the Storm
World of Tanks
Call of Duty: Black Ops III
RuneScape
FIFA 15
Grand Theft Auto V
StarCraft II
Destiny
H1Z1
World of Warcraft
Minecraft
Hearthstone: Heroes of Warcraft
Dota 2
Counter-Strike: Global Offensive
League of Legends
Top Games on Twitch by View Volume[2015][Titles That Reach A Top 100 Ranking]
C O N T E X T I S E V E R Y T H I N G
TWITCH: COMPETITIVE MULTIPLAYER
Source: EEDAR & Twitch TV
25%
14%
10%10%3%
38%
Percentage of Twitch View Volume [2015][Top 100 Games by View Volume]
League of Legends
Counter-Strike: GO
Dota 2
Hearthstone
Minecraft
Rest of Market
C O N T E X T I S E V E R Y T H I N G
TWITCH: CONCURRENT VIEWERS
Source: EEDAR & Twitch TV
0
20
40
60
80
100
120
140
Tho
usa
nd
s
Twitch Average Concurrent Viewers in 2015
C O N T E X T I S E V E R Y T H I N G
TWITCH: PEAK VIEWERS
Source: EEDAR & Twitch TV
0
200
400
600
800
1,000
1,200
Tho
usa
nd
s
Twitch Average and Highest Concurrent Viewers in 2015
Peak Concurrent Viewers
Average Concurrent Viewers
C O N T E X T I S E V E R Y T H I N G
ESPORTS
Source: EEDAR eSports Report 2015
75%
25%
eSports Engagement by People Playing Games with an eSports Component[NA][2016]
Watches/Participates in eSports
Does not Watch/Participate
C O N T E X T I S E V E R Y T H I N G
ESPORTS
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
MOBA SHOOTER FIGHTER
eSports Engagement by People Playing Games with an eSports Component[Participation by Segment][NA][2015]
Source: EEDAR eSports Report 2015
C O N T E X T I S E V E R Y T H I N G
ESPORTS
0% 10% 20% 30% 40% 50% 60% 70%
Super Smash Bros.
Street Fighter IV
HearthStone
StarCraft II
Call of Duty
Counter-Strike: GO
Heroes of the Storm
Smite
DOTA 2
League of Legends
Percentage of Audience
eSports Participation by Title[2015][NA]
Source: EEDAR eSports Report 2015
C O N T E X T I S E V E R Y T H I N G
ESPORTS
5.1%
8.2%
3.1% 2.5%
18.9%
11.1%
6.1%
-4.5%
-10.0%
-5.0%
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
Counter-Strike: GO League of Legends DOTA 2 Smite
eSport Engagement Bonus vs. General Population[NA][2015]
ARPU Ave. Weekly Hours Played
Source: EEDAR eSports Report 2015
C O N T E X T I S E V E R Y T H I N G
ESPORTS TOURNAMENTS
$0
$10
$20
$30
$40
$50
$60
$70
$80
2010 2011 2012 2013 2014 2015
Mill
ion
s
eSports Prize Pool And Tournaments[Worldwide]
Source: EEDAR eSports Report 2015
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 ZatkinFounder @GeoffreyZatkin