Emerging Trends in Games-as-a-Service Atul Bagga Senior Research Analyst, Lazard Capital Markets Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Top Companies By Revenue CAGR (2008-2010)

4 Top Companies By Revenue CAGR (2008-2010)

80% Gree Inc. 70% DeNA Co. Ltd. Zoo Entertainment Inc. 60% Gamevil Inc. Co. Ltd. 50% mixi Inc. 40% NHN Corp. NetDragon Websoft Inc. 30% Holdings Ltd.

20% Neowiz Games Corp.

Revenue CAGR (2008-2010) CAGR Revenue NCsoft Corp. 10% Netease.com Inc. ADS Changyou.com Ltd. 0% Kingsoft Corp. Ltd. 0% 20% 40% 60% Gameloft S.A. EBIT Margin

Source: FactSet

5 Enterprise Value/Sales Multiple U.S. Companies Shares

7 ATVI 6 ERTS TTWO 5 THQI

4

3

2

1

0 Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09 Source: FactSet

6 Emergence of Multi-Channel Games-as-a-Service

Mobile Game Social Game

Multi-Channel Games-as-a-Service

PC Game

Upfront Virtual Subscri Ads & Purchase LCM Research Goods ption Others

Source: LCM Research 7 Emergence of Games-as-a-Service

2010E 2015E

Games-as-a- Product

Games-as-a- Service

Source: LCM Research Video Game Market Size Estimate ($ Million)

70,000

60,000

50,000 Social 40,000 Online 30,000 Mobile Console 20,000

10,000

- 2009E 2010E 2011E 2012E 2013E 2014E 2015E Source: LCM Research

9 Video Game Market Size Estimate ($ Million)

60000

50000 Rest of World 40000 U.S. South Korea 30000 Japan 20000 Europe China 10000

0 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

10 Agenda

• Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Price Discrimination

Sources: Unless otherwise noted, images on this and the following slides are courtesy of the respective companies’ Websites.

12 Price Discrimination

Source: Caroline Scott; http://www.explorecrete.com/gallery/album19/donkey http://www.smokymountainparkarabians.com/

13 Price Discrimination

14 Traditional Models Represented Lost Economic Value

. Traditional gaming models didn’t Some Customers Willing capitalize on the full spectrum of to Pay Higher Prices consumer demand Consumer Surplus = . Game satisfaction and status were Lost Revenue gained by beating levels with skill, not by personalization and Supply purchased status symbols All Customers Pay One Price . Consumers who were willing to spend more on games weren’t able to, outside of peripherals and $50 merchandise

. Consumer surplus represented lost Price $ economic value for publishers Demand

Quantity

Source: LCM Research 15 Limited Editions and Map Packs Captured More Revenue

. “Limited” and “Collectors” Edition games Halo 3: Map Pack made headway in price discrimination, Priced at $15 capturing additional revenue Hardcore gamers could spend . While this price discrimination resulted in incrementally more, if desired higher revenue, there were still relatively few Yet Still, Lost options available for hardcore gamers Revenue Supply . Further, these options came at a higher cost Halo 3: “Limited Edition” for publishers: Price(1) . Halo 3 “Legendary Edition” box included a $90 large, physical plastic helmet $75 . Map pack content has high production cost $60 . Yet the virtual model was proven: Map packs Halo 3: were only available digitally on XBOX Live, but Standard

25% of players purchased them(2) Pricing(1) $ Price

. Map packs had PR hype equal to that of the Demand original Halo 3 release

Quantity

(1) Pricing is approximate. (2) Source: Microsoft.

16 Virtual Goods Enable Perfect Price Discrimination . While virtual map packs and Limited Edition physical media enable partial With the true cost of virtual price discrimination, virtual goods goods close to zero, there is enable perfect price discrimination effectively no “supply” curve – goods are readily supplied at all for social games and MMOs price points . Some “hardcore casual” gamers willing to spend $10k+/month on Supply virtual goods . There is no “price” for the game . In complex virtual economies, virtual goods (e.g. a $100k space station in Entropia Universe) can generate significant revenue for their owners, representing more of an asset than Price an expense $ . Justifies high end purchases Demand

Quantity

17 Source: http://www.dealbreaker.com/images/entries/Pistol%20Pirate%20Bust.jpg http://socialjusticenow.files.wordpress.com/2009/01/world-connect-people-community-international.jpg

18 Build Community

80 70 60 50 40 30 20 10 0 World of Cityville The Sims Angry Birds Warcraft Social

Source: Company Reports, AppData, LCM Research

19 EveryoneEveryone pays pays

PAY ARPU Monetization line Big spenders $100+ 1 X Paying Users $15

10 X Ads $1 Sponsors Free Users

20 Source: Acclaim Longevity & Stickiness: Average Chinese Gamer ARPPU (RMB/Qtr) 80

70

60

50

40

30

20

10

0 2003 2004 2005 2006 2007 2008 2009 2010

Source: IDC, LCM Research

21 Game Spend As Percentage Of Per- Capita Income

Games Spend as % of Per-Capita Income Games Spend as % of Per-Capita Income - ex-Food 0.35% 0.50% U.S. 0.30% 0.45% China 0.40% 0.25% South Korea 0.35% 0.20% 0.30% 0.25% 0.15% 0.20% 0.15% 0.10% 0.10% 0.05% 0.05% 0.00% 0.00% 2003 2004 2005 2006 2007 2008 2009 2010 2003 2004 2005 2006 2007 2008 2009 2010

Source: LCM Research

22 Players Willing To Spend More… Games As % of Per Capita Income

0.30%

0.25%

0.20%

0.15%

0.10%

0.05%

0.00% U.S. South Korea China

Source: National Bureau of Statistics of China, Korea Game Development Institute, EuroMonitor International

23 …And The Vendors Are More Profitable

120% Operating Margin ROE 100%

80%

60%

40%

20%

0%

-20%

-40% SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO

Source: Company Reports

24 Legend of Mir 2

• 2D MMORPG, Martial Arts, Adventure • Developed by Wemade, operated by Shanda • Launched in China in 2001 under subscription based model • Converted to free-to-play model in 2005 • PCU ~400-500K

25 Mir 2 Revenue’s Growth After Model Change 450

400

350

300

250

200

Revenue ($ ($ Million) Revenue 150

100

50

0 2002 2003 2004 2005 2006 2007 2008 2009 2010 Year

Source: Company Reports

26 …And ARPPU Growth After Initial Kneejerk

400

350

300

250

200

150 ARPU RMB/Quarter ARPU

100

50

0 2002 2003 2004 2005 2006 2007 2008 2009 2010

Estimated ARPPU

Source: Company Reports, LCM Research

27 ZT Online

• 2D MMORPG, Martial Arts, Adventure • Developed and Published by Giant Online • Launched in 2007 • Free-to-play, pay for virtual goods model • PCU: 1 million+

28 70%+ Higher ARPPU Compared to WOW

180 160 140 120 100 80

60 ARPU ($/Year) ARPU 40 20 0 ZT Online Source: Company Reports, LCM Research

29 Top Players Pay 20x of WOW ARPU

$1,800 $1,600 $1,400 $1,200 $1,000 $800 $600 $400 $200 $0 Top 5% Players 15% Players 80% Players WOW

Source: Company Reports, LCM Research

30 ARPPU Distribution Curve of ZT Online

160

140

120

100

80

60

ARPu ($/Month) ARPu 40

20

- - 500 1,000 1,500 2,000 (20) Users ('000)

Source: Company Reports

31 Examples of Monetization

(System for marriage, breeding, parenting, balance between males/females) • Special In-game Events (Valentine’s day, New Year’s day, Sports) • In-game Promotions • Treasure Chest – Special Bonus for Opening Most Chests • Chat & Response

32 Virtual Goods: Global Market Size Estimate ($ Million)

25,000

20,000

15,000 Mobile Social Network 10,000 Online (off-Social Networks)

5,000

- 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

33 Virtual Goods: Global Market Size Estimate ($ Million)

25,000

20,000 Rest of World U.S. 15,000 South Korea Japan 10,000 Europe China 5,000

- 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

34 Agenda

• Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Mid-session vs. Persistent Games

100% 90% 80% 70% 60% Persistent 50% Mid-session 40% 30% 20% 10% 0% AppStore Facebook - Facebook- Now May, 09 Source: AppData, LCM Research

36 Console Games: U.S. Market Size

12,000 40% 35% 10,000 30% 25% 8,000 20% 15% 6,000 10%

$ million $ 5% 4,000 Growth Y/Y 0%

2,000 -5% -10% 0 -15% 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010

Source: NPD

37 Average Game Play Hours Per Week On Console

25.0

20.0

15.0

10.0

5.0

0.0 2006 2007 2008 2009

Source: The Nielsen Company

38 Games Going Social – What We Have Seen

• Facebook opening up a new market similar to Wii • 55% of Facebook users play games on Facebook and Games account for ~40% of page views of Facebook • Facebook games not just games but also a mean of communication, a mean to express oneself in virtual environment

39 Gaming Versus Expression

250

200

150

$ Billion $ 100

50

0 Video Game Luxury Goods Source: Bain & Company, PWC

40 Trends in Social Games

• Focus on Monetization – Conversion – Advertising – Payment mechanisms • Platform maturing – IPs Matter • Social Games outside Facebook – Using Facebook social graph – New platforms • Mobile another wave of disruption – Location: convergence of physical and virtual world

41 Focus on Monetization – ARPU ($/MAU)

14.00

12.00

10.00

8.00

6.00

4.00

2.00

- Mixi DeNA Gree Giant ChangYou US Social US MMO Games Source: Company Reports, LCM Research

42 Focus on Monetization – ARPU Adjusted for GDP

500 450 400 350 300 250 200 150 100 50 - Mixi DeNA Gree Giant ChangYou US Social US MMO Games Source: LCM Research

43 Focus on Monetization: Advertising

Virtual Goods - Virtual Goods - Advertising Indirect Payment Direct Payment Playdom 5-10% 15% 75-80% Kabam NA 10% 90% Rekoo 10% NA 90% Serious Business 10% 10% 80% Source: LCM Research

44 Focus on Monetization: Advertising

ARPU/DAU $1.20

$1.00

$0.80

$0.60

$0.40

$0.20

$0.00 WebMD The Knot Yahoo! Demand Media Social Games Source: comScore, Company Reports

45 Monetization – Payment Mechanisms

Mobage ARPU – Before & After Carrier Billing 1000 900 800 700 600 500 400 300 200 100 0 Dec-10 Jan-11 Feb-11 Mar-11 Apr-11 May-11 Jun-11 Source: DeNA Social Games Outside Facebook

• Social feature no longer a proprietary of SNS • Users want to stay connected with friends – to brag, to compete, to have a fun-experience together • Monetization of DeNA vs. Mixi • First iteration of social games outside Facebook already there • Next iteration of social games with deeper integration/social games from ground up – Imagine a social shooter, – trophy save your real-life friend in virtual environment

47 ARPU Comparison– Game Centric SNS Vs. Broad SNS

Approximately 10x

Mixi Mobage Source: DeNA As Platform Matures; IPs Become More Important

2009 2006 Game Publisher Game Publisher 1 Battlefield 1943 Geometry Wars Bizzare Creations 2 Castle Crashers The Behemoth Gauntlet Midway Games 3 Trials HD Microsoft Games Smash TV Midway Games 4 Hasbro Family Game Night Electronic Arts Bejeweled II Oberon 5 Shadow Complex Microsoft Games Zuma Oberon 6 Marvel vs. Capcom 2 Capcom Bankshot Billiards PixelStrom 7 Magic: The Gathering Wizards Of the Coast Outpost Kaloki NinjaBee 8 UNO Gameloft Mutant Storm Reloaded Microsoft Games 9 Worms Microsoft Games Joust Midway Games 10 Peggle PopCap Games Wik: Fable of Souls Reflexive Entertainment Source: IGN, Majornelson.com

49 As Platform Matures; IPs Become More Important

Rank Game Publisher Price 1 The Sims Electronic Arts $6.99 2 The Oregon Trail Gameloft $4.99 3 Need for Speed: Undercover Electronic Arts $4.99 4 Madden NFL 10 Electronic Arts $4.99 5 Tiger Woods PGA Tour Electronic Arts $0.99 6 Assassin's Creed: Altair Chronicles Gameloft $4.99 7 Flight Control Firemint $0.99 8 Cooking Mama Taito $6.99 9 Civilization Revolution Take-Two $6.99 10 Wheel of Fortune Sony $0.99 Source: Apple

50 Social Game: Global Market Size Estimate ($ Million)

9,000 8,000 7,000 6,000 5,000 Advertising 4,000 Virtual Goods 3,000 2,000 1,000 - 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

51 Social Gaming: WW Market Size Estimate ($ Million)

9,000 8,000 7,000 Rest of World 6,000 U.S. 5,000 Japan 4,000 Europe 3,000 China 2,000 1,000 - 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

52 Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Mobile: Next Wave of Disruption

Source: International Telecommunication Union, NPD

54 Smartphone Market Potential

450 400 350 300 250 Mobile Subscribers 200 Smartphone 150 Users 100 50 0 U.S. Europe Source: LCM Research

55 Smartphone Market Potential Smartphone Vs. Feature Phone – U.S.

100% Featurephone 90% Smartphone 80% 70% 60% 50% 40% 30% 20% 10% 0% 2008 2008 2008 2009 2009 2009 2009 2010 2010 2010 2010 2011 2011 2011 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3

Source: The Nielsen Company Global Smartphone Installed Base

5000 4500 4000 3500 3000 2500 2000 1500 1000 500 0 2010E 2011E 2012E 2013E 2014E 2015E 2016E Source: Ericson

58 User Preference Towards Games Android Opens Up Another Opportunity Tablets Open Up Another Opportunity

Cumulative Sales Of iPad vs. iPhone vs. iPod 40 35 30 25 20 iPad

Millions 15 iPhone 10 iPod 5 0 1 2 3 4 5 Quarter Since Launch Source: Apple Tablets Open Up Another Opportunity

Cumulative Sales Of iPad vs. iPhone vs. iPod

300 iPod

250 iPhone iPad 200

150 Millions 100

50

0 1 2 3 4 5 6 7 8 9 1011121314151617181920212223242526272829303132333435 Quarter Since Launch

Source: Apple Skipping The PC Web?

Number of Subscribers in India (Million)

1200 1000 800 600 400 200 0 Population Internet Users Broadband Mobile Users Subscribers

Source: Telecom Regulatory Authority of India, InternetWorldStats.com

63 No Contract, Android = $150

Source: www.flipkart.com Global Mobile Games Market Size Estimate ($ Million)

9,000 8,000 7,000 6,000 5,000 Social Games 4,000 Downloadable Games 3,000 2,000 1,000 - 2010E 2011E 2012E 2013E 2014E 2015E

Source: LCM Research

65 Global Mobile Games Market Size Estimate ($ Million)

9,000 8,000

7,000 Rest of World 6,000 U.S. 5,000 South Korea 4,000 Japan 3,000 Europe 2,000 China 1,000 - 2010E 2011E 2012E 2013E 2014E 2015E Source: LCM Research

66 Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? QUESTIONS?

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