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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.
CONTEXT IS EVERYTHING Follow @EEDAR Follow me @GeoffreyZatkin @Experiment7Inc Awesome Video Game Data
Data | Analysis | Research | Forecasting | Diligence YOUR PRESENTER
Indie Dev Lead Designer Board 1991 to 1996 2003 to 2005 2015 to Current
Sr / Lead Designer Founder Founder 1997 to 2003 2006 to 2016 2015 to Current
Geoffrey “GZ” Zatkin @GeoffreyZatkin
CONTEXT IS EVERYTHING EEDAR Thousands of Objectively Quantifiable Video Games Attributes
Genre Platform Brand Publisher Reviews
IAP & DLC Price Over Time Release Date Buzz Game Speed
Character eSports Developer Franchise Co-Op / Multiplayer Advancement Component
Camera Regional Content Content Updates Retail Presence Promotion Perspective Ratings
Monetization Peripherals Marketing Art Style Literary Genre Strategy
CONTEXT IS EVERYTHING EEDAR
About EEDAR • Founded in 2006, Acquired by The NPD Group 2016 • Based in Carlsbad, CA • Exclusively Servicing the Video Game Industry • Over a Half Dozen Industry Data Partners • Servicing >90% of the top Publishers and >50 Development Studios
EEDAR Data • 106,000+ Products (Games, Accessories, Hardware) Observed To Date • 150,000,000+ Data Points
CONTEXT IS EVERYTHING EXPERIMENT 7
CONTEXT IS EVERYTHING EXPERIMENT 7
CONTEXT IS EVERYTHING EXPERIMENT 7
CONTEXT IS EVERYTHING GET THIS TALK
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CONTEXT IS EVERYTHING AUDIENCE THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS
CONTEXT IS EVERYTHING WHO GAMES? Game Playing Population of the USA [2016][NA]
35% Game Players Non Game Players
65%
CONTEXT IS EVERYTHING Source: EEDAR WHO GAMES? % of American homes with a video game console 100%
90%
80%
70% 67%
60% 49% 51% 51% 51% 50% 48% 42% 40% 38% 33% 30%
20%
10%
0% 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: ESA HARDWARE SALES Platform Sales Worldwide Through December, 2016 120
100 Millions
80
60
40
20
- PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita
CONTEXT IS EVERYTHING Source: EEDAR CONSOLE SALES 7th vs. 8th Generation Console Sales in North America 60
52.2 50
40 38.4 33.4 30 25 20
NA Hardware Units (Millions) Units Hardware NA 10
0 Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4 7th Gen 8th Gen 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
CONTEXT IS EVERYTHING Source: EEDAR & The NPD Group CONSOLE SALES 7th vs. 8th Generation Console Sales in North America 60
50
40
33.4 30 25 20
NA Hardware Units (Millions) Units Hardware NA 10
0 Y1 Q4 Y2 Q1 Y2 Q2 Y2 Q3 Y2 Q4 Y3 Q1 Y3 Q2 Y3 Q3 Y3 Q4 Y4 Q1 Y4 Q2 Y4 Q3 Y4 Q4 7th Gen (Excludes Wii) 8th Gen (Excludes Wii-U)
CONTEXT IS EVERYTHING Source: EEDAR & The NPD Group CONSOLE REVENUE Percentage of Software Sales by Genre for 7th vs. 8th Gen Consoles [Digital & Physical][US]
35% 7th Gen 8th Gen 33% Casual 30% 26% 26% 25% 22% Core
20% 16% 15% 15% 10% 10% 8% 5% 5% 4% 2% 1% 0% General Music & Rhythm Sports Racing Action Shooter Entertainment
CONTEXT IS EVERYTHING Source: EEDAR PLATFORM CENTRIC GENRES Most Played Genres by Platform [NA][2016][PlayerPulse][Adult Mobile Gamers, Active Past Month] 80%
70% Primarily Primarily Mobile Console/PC 60% Play Play 50%
40%
30%
20%
10%
0% Puzzle Arcade Strategy Skill & Simulation City Card Battle Racing Sports Shooter RPG Action Chance Builder Play on Mobile Only Play on Mobile/PC/Console Play on PC/Console
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 HARDWARE SALES Platform Sales Worldwide Through December, 2016 500 450
Millions 400 350 300 250 200 150 100 50 - PlayStation 4 WiiU Xbox One PlayStation 3 Wii Xbox 360 Nintendo 3DS PS Vita PC (Steam) iPad (2Y) iPhone (2Y)
CONTEXT IS EVERYTHING Source: EEDAR ANDROID DEVICE FRAGMENTATION
CONTEXT IS EVERYTHING Source: OpenSignal, Aug 2015 VR HARDWARE SALES Hardware Units Worldwide Hardware Revenue Worldwide LTD Through December 2016 Through December, 2016 8 $700
7 $600
Millions Millions
6 $500 5 $400 4 $300 3 $200 2
1 $100
0 $0 High-End VR (PSVR, Integrated Mobile VR Snap-in Mobile VR High-End VR (PSVR, Integrated Mobile VR Snap-in Mobile VR Oculus, Vive) (Gear VR, Daydream) (Excludes Cardboard) Oculus, Vive) (Gear VR, Daydream) (Excludes Cardboard)
CONTEXT IS EVERYTHING Source: EEDAR MOBILE GAMERS Mobile Gamers [2012-2016] [Age 18+][NA] 250
200 9% increase 9% increase 12% increase 14% increase 150 24% increase 20% increase
20% increase Millions 100 25% increase
50
0 2012 2013 2014 2015 2016 Own a SmartPhone and/or Tablet Play 1+ Mobile Games in the past 6 Months
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE GAMERS Mobile Gamers by Device Ownership Mobile Gaming $$$ by Device Ownership [Active Mobile Gamers][18+][NA] [Active Mobile Gamers][18+][NA]
34% 41% 51% 60%
6% 8%
Both Smartphone & Tablet Tablet Only SmartPhone Only Both Smartphone & Tablet Tablet Only Smartphone Only
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 WHO GAMES? Average Age of Gamers in the USA 40
38 37
36 35 35 35 35 34 34 33 33
32 31 30 30 30 30 29
28
26
24
22
20 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: ESA WHO GAMES? Age of Game Players
26% 27% Under 18 18 to 35 36 to 49 50+ 18% 29%
CONTEXT IS EVERYTHING Source: ESA MONETIZING MOBILE - AGE Age by Mobile Spending Segment [2014-2016][NA][Active Mobile Gamers][Age 18+] 42 40.1 40
38 37 37 36.1 36 35.6 35.7 34.9 35 35.1 34.4 34 33 32.2 32
30 Non-Payers Payers Heavy Payers All Mobile Gamers 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 WHO GAMES? Gender of Game Players in NA 70%
60%
50%
40%
30%
20%
10%
0% 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Male Female
CONTEXT IS EVERYTHING Source: ESA WHO GAMES? Active Game Players Across Platforms [2015][NA] 100% 90% 80% 36% 45% 40% 70% 55% 60% 50% 40% 30% 64% 55% 60% 20% 45% 10% 0% Mobile Handheld Console PC Male Female
CONTEXT IS EVERYTHING Source: EEDAR WHO GAMES? Female Gamers by Mobile Spending Segment [2014-2015][NA][Active Mobile Gamers][Age 18+] 80% 67% 70% 64% 64%
60% 55% 55% 55% 48% 50% 50% 45% 46%
40% 33% 29% 30%
20%
10%
0% Non-Payers Payers Heavy Payers All Mobile Gamers 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 GAMES Franchise Distinct Game Region Platform SKU
CONTEXT IS EVERYTHING GAME RELEASES Quantity of Games Released Retail Console, Handheld & PC Platform Title Releases in the USA 2,000
1,800
1,600
1,400
1,200
1,000
800
600
400
200
0 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR GAME RELEASES Quantity of Games Released Retail Console, Handheld & PC Platform Title Releases in the USA 7,000
6,000
5,000
4,000
3,000
2,000
1,000
0 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR GAME RELEASES Quantity of Games Released Retail & Digital Console, Handheld & PC Platform Title Releases in the USA 7,000
6,000
5,000
4,000
3,000
2,000
1,000
0 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR GAME RELEASES Quantity of Games Released Retail & Digital Console, Handheld & Steam Platform Title Releases in the USA 6,000
5,000
4,000
3,000
2,000
1,000
0 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 7th Gen Console 8th Gen Console Handheld PC
CONTEXT IS EVERYTHING Source: EEDAR GAME RELEASES - STEAM Quantity of Steam Games Released per Year 5,000
4,500
4,000
3,500
3,000
2,500
2,000
1,500
1,000
500
0 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR GAMES RELEASED
CONTEXT IS EVERYTHING GAME RELEASES Games Released by % of Market [2016][Retail & Digital Platform Title Releases][USA] 1%
14% 15% 2% 7th Gen Console 10% 8th Gen Console Handheld PC Android (Top 50) iOS (Top 50)
58%
CONTEXT IS EVERYTHING Source: EEDAR DIGITAL RELEASES Quantity of Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA 1,200
1,000
800
600
400
200
0 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Physical Only Digital Only Physical & Digital
CONTEXT IS EVERYTHING Source: EEDAR DIGITAL RELEASES Quantity of Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA 1,800 1,600 1,400 1,200 1,000 800 600 400 200 0 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Physical Only Digital Only Physical & Digital
CONTEXT IS EVERYTHING Source: EEDAR PUBLISHER RELEASES Quantity of Console Games Per Publisher [PlayStation & Xbox / Core Audience Consoles][2010-2016][NA] 800 4.5
700 4.0
600 3.5 3.0 500 2.5 400 2.0 300 1.5 200 1.0 100 0.5 0 0.0 2010 2011 2012 2013 2014 2015 2016 Publishers Games Games per Publisher
CONTEXT IS EVERYTHING Source: EEDAR SALES US Video Game Sales Billions of Dollars $18 17.1 16.7 16.2 16.5 $16 15.2 15.4 15.4
$14 11.7 $12
$10 9.5 7.4 $8 6.9 7 7.3 7
Billions (USD) 6.1 5.5 5.6 $6 4.8 3.7 $4 2.6 $2
$0 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
CONTEXT IS EVERYTHING Source: The NPD Group SALES Total Consumer Spend on Games Industry [Billions][NA][2015]
Accessories Total $2.1 $23.5 Billion
Hardware $4.9
Content
$16.5
CONTEXT IS EVERYTHING Source: The NPD Group/Game Market Dynamics US SALES Mobile Game Revenue by Year [iOS and Andriod][NA] $8 $7.2 $7 $6.7 $6.1 $6 $5.4 $5 $4.2 $4 $3.2
Billions (USD) $3
$2 $1.4 $1
$0 2012 2013 2014 2015 2016E 2017E 2018E
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MONETIZING MOBILE Mobile Gaming Payer Segmentations [2014-2016][NA][Active Mobile Gamers][Age 18+] 90 PLAYER SEGMENT AVG. YEARLY 80 SPEND
70 [total yearly spend] 2014 2015 2016 60 NON-PAYERS $0 $0 $0 50 [$0] 40
PAYERS $33.03 $44.06 $42.80
30 [$0.01 - $99.99] Mobile Gamers (MM) Gamers Mobile 20 10 HEAVY PAYERS $293.70 $396.15 $310.56 [over $100] 0 Non-Payers Payers Heavy Payers 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MONETIZING MOBILE Mobile Gamers Revenue Breakdown [Active SmartPhone/Tablet Gamers][NA/Europe] 60%
50%
40%
30%
20%
10%
0% Non-Payers Moderate Payers Heavy Payers % of Players % of Revenue
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MONETIZING MOBILE
Heavy Overlap between Players and Payers [NA] [Active Mobile Gamers] [Age 18+]
NON-PAYER PAYER HEAVY PAYER $0/year $0.99-$100/year >$100/year
LIGHT PLAYER 26.8M 4.6M 0.3M <1 hour/week
MODERATE PLAYER 34.1M 31.4M 4.3M 1-5 hours/week
HEAVY PLAYER 19.7M 27.6M 6.4M >5 hour/week
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MONETIZING MOBILE Heavy Players and Heavy Payers by Gender [2016][NA][Active Mobile Gamers][Age 18+] 100% 90% 29% 80% 48% 70% 55% 60% Ave. Age Ave. Age Ave. Age 50% 37.1 38.6 35.4 40% 71% 30% 52% 20% 45% 10% 0% All Mobile Games Heavy Players in Mobile Heavy Payers in Mobile Males Female
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 CROSS PLATFORM OWNERSHIP Mobile Cross-Platform Ownership [NA Mobile Gamers][Age 18+]
Mobile and Console Mobile Only
22% 24%
30% 24% Mobile, PC & Console Mobile and PC
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MONETIZING F2P PC PC F2P Spend Segmentation [NA][PC][2015] 70%
60%
50%
40%
30%
20%
10%
0% Non-Payers Moderate Payers Heavy Payers % of Players % of Revenue
CONTEXT IS EVERYTHING Source: EEDAR PC F2P Report 2015 PC REVENUE The PC Market - Video Game Revenues [NA][B2P+F2P+Subscriptions] $4,000
$3,500
$3,000
$2,500
$2,000
$1,500 Revenue (Millions) Revenue $1,000
$500
$0 2010 2011 2012 2013 2014 2015 PC Retail Digital Retail F2P CONTEXT IS EVERYTHING Source: EEDAR PC Peripheral Report 2015 BILLION DOLLAR GAMES Console/PC
Premium Free to Play
Mobile CONTEXT IS EVERYTHING Source: EEDAR PHYSICAL/DIGITAL RELEASES Revenue Split of Games Released Simultaneously in Physical & Digital Formats [PlayStation & Xbox / Core Audience Consoles][2012-2016][NA] 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 2012 2013 2014 2015 2016 Revenue from Physical Games Revenue from Digital Games
CONTEXT IS EVERYTHING Source: EEDAR DIGITAL/PHYSICAL SALES Digital and Physical Sales [2010-2015][NA] 100% 90%
80% 44% 53% 48% 70% 59% 71% 68% 60% 50% 40%
30% 56% 47% 52% 20% 41% 29% 32% 10% 0% 2010 2011 2012 2013 2014 2015 Total Digital Format Total Physical Format
CONTEXT IS EVERYTHING Source: The NPD Group/Game Market Dynamics US CONSOLE REVENUE Percentage of Revenue Generated by Top Games [Physical+Digital][Console][NA][Excludes DLC] 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Top 50% Top 10% Top 2%
CONTEXT IS EVERYTHING Source: EEDAR RETAIL REVENUE TITLE SHARE Action Arcade Fighting General Ent. Music & Rhythm 12% Narrative Puzzle OF RETAIL TITLES Racing HAVE GENERATED Role Playing Games Shooter Skill & Chance 75% Social & Economic Sim Sports OF RETAIL REVENUE Strategy SINCE 2012.
0% 5% 10% 15% 20% 25% 30% 35% Source: EEDAR, The NPD Group Region: USA Period: 2012 through 2016 % of games that generate 75% of total genre revenue Sample: Physical/Retail, 8th Gen Units: Distinct Titles
CONTEXT IS EVERYTHING GAME QUALITY Average Review Score Retail Console, Handheld & PC Title Releases in the USA 100
90
80 70 70 70 72 68 69 68 68 67 67 69 70 65 64 64 66 60
50
40
30
20
10
0 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR REVIEW SCORES Quantity of Games Receiving Review Scores [2005-2016][Retail & Digital Console][NA] 900 800 700 600 500 400 300 200 100 0 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 <60 60s 70s 80s 90s
CONTEXT IS EVERYTHING Source: EEDAR REVIEW SCORES % of Console Games Not Receiving A Review Score [2005-2016][Retail & Digital Console][NA] 80%
70%
60%
50%
40%
30%
20%
10%
0% 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Digital Only Games with Physical Editions
CONTEXT IS EVERYTHING Source: EEDAR MARKETING VS. GAME QUALITY Average 3 Month Revenue [8th Gen Console][2012-2016][NA]
$29.2 MM $83.2 MM
$5.2 MM $14.6 MM [Bottom 33%] Marketing [Top 33%] [Top Marketing 33%] [Bottom [Bottom 33%] Review Score [Top 33%]
CONTEXT IS EVERYTHING Source: EEDAR, Competitrack & The NPD Group DIRECT MEDIA SPEND SHARE Action Arcade Fighting General Ent. Music & Rhythm 9% Narrative Puzzle OF RETAIL TITLES Racing ACCOUNT FOR Role Playing Games Shooter Skill & Chance 75% Social & Economic Sim Sports OF DIRECT MEDIA Strategy SPEND SINCE 2012.
0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20% Source: EEDAR, Competitrack Region: USA Period: 2012 through 2016 % of games that generate 75% of total direct media spend Sample: Physical/Retail, 8th Gen Units: Distinct Titles
CONTEXT IS EVERYTHING MOBILE DEVICES
TOP MOTIVATIONS FOR MOBILE GAMING
#1 Pass the Time
#2 Cheap or Free Entertainment
#3 Playable Anywhere
#4 Easy to Pick Up or Put Down
#5 Convenient
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 DISCOVERY
Top Factors Affecting Discovery
2015 2016
Social Sources Ads in Apps, Games, and Social Media
Ads in Apps, Games, and Social Media Social Sources Most Used Storefront Charts/Featured Ad on Website
Storefront Charts/Featured
Least Used Ads Not Consumed on Device (Print, TV) Ads Not Consumed on Device (Print, TV)
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 ENGAGEMENT
Top Factors Affecting Engagement
2015 2016 Genre Price Key Factors Price Genre
User Reviews/Star Rating User Reviews
Top Factors Graphics Theme/Graphics
Recommended by Others Recommendations Bottom Storefront Elements Storefront Elements Factors (Featured, Top Spot, Trailers)
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 CHURN
Top Factors Leading to Churn
2015 2016
Key Factor Loss of Interest General Loss of Interest / Boring
Fails to Meet Expectations Had to Pay Real Money to Progress/Compete Top Factors Too Much Friction Game Was Not What Expected
Social Factors Social Factors Bottom Factors Customer Service Issues Customer Service Issues
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE OPTIMIZED GENRES Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
RTS / Tower Defense Collectible Battle RPG 174% Vehicular Shooter 68% Classic RPG 61% Slots 39% Sports Simulation 30% Skill & Chance (Non-Casino) 28% Matching 1% Combat City Builder 0% Integrated Casino 0% Fighting 0% Poker -1% Hidden Object -14% Role Simulation -14% Trading Card Game -15% City Builder -22% Endless Runner -36% -50% 0% 50% 100% 150% 200% YOY Revenue Change
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE OPTIMIZED GENRES Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
RTS / Tower Defense 1279% Collectible Battle RPG 174% Vehicular Shooter 68% Classic RPG 61% Slots 39% Sports Simulation 30% Skill & Chance (Non-Casino) 28% Matching 1% Combat City Builder 0% Integrated Casino 0% Fighting 0% Poker -1% Hidden Object -14% Role Simulation -14% Trading Card Game -15% City Builder -22% Endless Runner -36% -200% 0% 200% 400% 600% 800% 1000% 1200% 1400% YOY Revenue Change
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE OPTIMIZED GENRES Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
RTS / Tower Defense 1279%
Collectible Battle RPG 174%
Vehicular Shooter 68%
Classic RPG 61%
Slots 39%
0% 200% 400% 600% 800% 1000% 1200% 1400% YOY Revenue Change CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE OPTIMIZED GENRES Year On Year Revenue Change by Genre [Past 4 Quarters][Western Markets][Top 200 Grossing][iOS]
-14% Hidden Object
-14% Role Simulation
-15% Trading Card Game
-22% City Builder
-36% Endless Runner
-40% -35% -30% -25% -20% -15% -10% -5% 0% YOY Revenue Change CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE SPENDING When are you most likely to consider spending money on a game? [NA] [Active Mobile Gamers]^ [Age 18+]
Key Factor Progress more quickly
Top Factors Access New Content/Experiences
On Sale/Discounted
Be more competitive
Bottom Factors Play with Others
Visibly Stand Out
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 MOBILE GENRES
(Not Paid) Top 5 Most Played^ Mobile Genres
Total Market Non-Payer Payers Heavy Payers
$0 / YEAR $0.99-$100 / YEAR (>$100 / YEAR 1 Brain Puzzle
2 Matching Puzzle 3 Skill & Chance
4 Casino Arcade Casino 5 Arcade Casino Arcade
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 CROWDFUNDING
*Feb 2017
All Categories GAMES $2.853 Billion Dollars Pledged 29,216 Successfully Funded Projects 119,068 Successfully Funded Projects $593.8 Million Dollars Pledged 12.36 Million Total Backers $535.4 Million Successful Dollars 3.94 Million Repeat Backers $52.8 Million Unsuccessful Dollars $5.6 Million Live Dollars
CONTEXT IS EVERYTHING Source: EEDAR & Kickstarter CROWDFUNDING Success Rate of Kickstarter Projects Game Category [Feb 6th 2017]
34%
66%
Successfully Funded Projects Unsuccessfully Funded Projects
CONTEXT IS EVERYTHING Source: EEDAR & Kickstarter CROWDFUNDING Successfully Funded Kickstarter Projects [Game Category] [by Quantity] [Feb 6th 2017] 4,500
4,000 3,867
3,500
3,000 2,480 2,500
2,000 1,786
1,500
1,000 754 772
500 76 0 < $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+
CONTEXT IS EVERYTHING Source: EEDAR & Kickstarter CROWDFUNDING Unsuccessfully Funded Kickstarter Projects [Game Category] [by Percent Funded] [Feb 2015]
3% 2%
5% 12% 0% Funded 11% 1% to 20% Funded 21% to 40% Funded 41% to 60% Funded 61% to 80% Funded 81% to 99% Funded
67%
CONTEXT IS EVERYTHING Source: EEDAR & Kickstarter DIGITAL VIEWING
CONTEXT IS EVERYTHING TWITCH: PEAK VIEWERS Twitch Average and Highest Concurrent Viewers in 2016 1,000 900 Peak Concurrent Viewers 800
Thousands Average Concurrent Viewers 700 600 500 400 300 200 100 0
CONTEXT IS EVERYTHING Source: EEDAR & Twitch TV ESPORTS TOURNAMENTS eSports Prize Pool And Tournaments [Worldwide] $90 $80
Millions $70 $60 $50 $40 $30 $20 $10 $0 2010 2011 2012 2013 2014 2015 2016
CONTEXT IS EVERYTHING Source: EEDAR BRAND: POKEMON GO How Did You First Hear About Pokémon GO? [Pokémon Go Players][NA]^
5% 7% Friend or Family Member Told Me 9% 35% Read About It (Newspaper, Website, etc.) Saw a Video Online Saw People Playing 17% Saw it on TV (News Show, Talk Show, etc.) App Store
27%
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 BRAND: POKEMON GO Which of the following experiences do you have with the Pokémon Brand? [Pokémon Go Players][NA]^ 70%
60%
50%
40%
30%
20%
10%
0% Played a previous Watched cartoon TV Played the Pokémon TCG Second-hand No Prior Experiences Pokémon game shows and/or movies (Friend/family a fan)
CONTEXT IS EVERYTHING Source: EEDAR Deconstructing Mobile Gaming 2016/2017 THANKS FOR COMING Awesome Video Game Data
Visit www.EEDAR.com/contact Ask for Awesome Video Game Data 2017
Geoffrey Zatkin @GeoffreyZatkin
CONTEXT IS EVERYTHING