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This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material. If you are media, please e-mail ([email protected] ) for permission to publish excerpts of material included in this .pdf and for higher resolution assets. 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. CONTEXT IS EVERYTHING

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This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material.

If you are media, please e-mail ([email protected]) for permission to publish excerpts of material included in this .pdf and for higher resolution assets.

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

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Data | Analysis | Research | Forecasting | Diligence

Awesome Video Game Data

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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 Dev1991 to 1996

Sr / Lead Designer1997 to 2003

Lead Designer2003 to 2005

Founder2006 to Current

Board2015 to Current

Founder2015 to Current

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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

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C O N T E X T I S E V E R Y T H I N G

EEDAR

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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

• 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

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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

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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

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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?

60%

40%

Game Playing Population of the USA[Ages 13+][2016][NA]

Game Players

Non Game Players

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

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

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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

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

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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

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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

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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

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

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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

Source: OpenSignal

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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

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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 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

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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 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

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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 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

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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?

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

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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?

26%

30%

17%

27%

Age of Game Players

Under 18

18 to 35

36 to 49

50+

Source: ESA

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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 - 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

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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 - 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

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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?

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

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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

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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?

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

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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?

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

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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?

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

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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 SKURegion

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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

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

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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

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

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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

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

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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 - 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

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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

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C O N T E X T I S E V E R Y T H I N G

GAMES RELEASED

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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

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

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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

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

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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

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

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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

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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

2.63.7

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

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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

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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

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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

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

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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

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

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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

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

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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

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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

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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

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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

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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?Some “Best In Class” Examples

March 2016

$2 Billion+ $1.5 Billion+ $1 Billion+ [ $500 Million+ ]

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

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

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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

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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: 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.

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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

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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

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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

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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

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

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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

[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]

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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, 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.

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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

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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

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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

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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

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

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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

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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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C O N T E X T I S E V E R Y T H I N G

DIGITAL VIEWING

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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

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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]

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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

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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

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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

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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

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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

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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

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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

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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

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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 ZatkinFounder @GeoffreyZatkin