An Exploration of Monetization in Free-To-Play Games
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Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
Efficient Mechanisms for Public Goods with Use Exclusions* 1 Introduction
Ecient Mechanisms for Public Goods with Use Exclusions y Peter Norman May 15, 2002 Abstract This pap er studies \voluntary bargaining agreements" in an environment where preferences over an excludable public go o d are private information. Unlike the case with a non-excludable public go o d, there are non-trivial conditions when there is signi cant provision in a large econ- omy. The provision level converges in probability to a constant, which makes it p ossible to approximate the optimal solution by a simple xed fee mechanism, whichinvolves second degree price discrimination if identities are informative ab out the distribution of preferences. Truth- telling is a dominant strategy in the xed fee mechanism. Being able to limit a public go o ds' consumption do es not make it a turn-blue private good. For what, after all, are the true marginal costs of having one extra family tune in on the program. They are literally zero. Why then limit any family which would receive p ositive pleasure from tuning in on the program from doing so? [Samuelson [24 ], pp 335] 1 Intro duction Virtually all theory on collective goods considers a \pure" public good, which is non-excludable and non-rival in consumption. Obviously, these prop erties need not go hand in hand. In fact, it I'm indebted to Mark Armstrong and two referees who challenged me to write a more interesting pap er than the initial draft. I also thank Ray Deneckere, John Kennan, Bart Lipman, George Mailath, Ro dy Manuelli, Andrew Postlewaite, Larry Samuelson, William Sandholm and participants at several conferences and academic institutions for comments and helpful discussions. -
CRIME and DURABLE GOODS Sebastian Galiani Laura Jaitman
CRIME AND DURABLE GOODS Sebastian Galiani Laura Jaitman Federico Weinschelbaum WORKING PAPER 22788 NBER WORKING PAPER SERIES CRIME AND DURABLE GOODS Sebastian Galiani Laura Jaitman Federico Weinschelbaum Working Paper 22788 http://www.nber.org/papers/w22788 NATIONAL BUREAU OF ECONOMIC RESEARCH 1050 Massachusetts Avenue Cambridge, MA 02138 October 2016, Revised August 2018 The authors thank Omar Chisari, Victor Filipe, Francisco Poggi, and participants at the following seminars for helpful comments: 2018 Royal Economic Society Annual Conference, Wharton School, Fundação Getulio Vargas EESP, Universidad Diego Portales, Academia Nacional de Ciencias Economicas of Argentina, World Bank and LICIP Crime and Policies seminar at Universidad Torcuato Di Tella. The views expressed herein are those of the authors and do not necessarily reflect the views of the National Bureau of Economic Research. NBER working papers are circulated for discussion and comment purposes. They have not been peer-reviewed or been subject to the review by the NBER Board of Directors that accompanies official NBER publications. © 2016 by Sebastian Galiani, Laura Jaitman, and Federico Weinschelbaum. All rights reserved. Short sections of text, not to exceed two paragraphs, may be quoted without explicit permission provided that full credit, including © notice, is given to the source. Crime and Durable Goods Sebastian Galiani, Laura Jaitman, and Federico Weinschelbaum NBER Working Paper No. 22788 October 2016, Revised August 2018 JEL No. K0,K00 ABSTRACT We develop a theoretical model to study how changes in the durability of the goods affects prices of stolen goods, the incentives to steal and the equilibrium crime rate. When studying the production of durable goods, we find that the presence of crime affects consumer and producer surplus and thus their behaviour, market equilibrium, and, in turn, the social optimum. -
Demand Composition and the Strength of Recoveries†
Demand Composition and the Strength of Recoveriesy Martin Beraja Christian K. Wolf MIT & NBER MIT & NBER September 17, 2021 Abstract: We argue that recoveries from demand-driven recessions with ex- penditure cuts concentrated in services or non-durables will tend to be weaker than recoveries from recessions more biased towards durables. Intuitively, the smaller the bias towards more durable goods, the less the recovery is buffeted by pent-up demand. We show that, in a standard multi-sector business-cycle model, this prediction holds if and only if, following an aggregate demand shock to all categories of spending (e.g., a monetary shock), expenditure on more durable goods reverts back faster. This testable condition receives ample support in U.S. data. We then use (i) a semi-structural shift-share and (ii) a structural model to quantify this effect of varying demand composition on recovery dynamics, and find it to be large. We also discuss implications for optimal stabilization policy. Keywords: durables, services, demand recessions, pent-up demand, shift-share design, recov- ery dynamics, COVID-19. JEL codes: E32, E52 yEmail: [email protected] and [email protected]. We received helpful comments from George-Marios Angeletos, Gadi Barlevy, Florin Bilbiie, Ricardo Caballero, Lawrence Christiano, Martin Eichenbaum, Fran¸coisGourio, Basile Grassi, Erik Hurst, Greg Kaplan, Andrea Lanteri, Jennifer La'O, Alisdair McKay, Simon Mongey, Ernesto Pasten, Matt Rognlie, Alp Simsek, Ludwig Straub, Silvana Tenreyro, Nicholas Tra- chter, Gianluca Violante, Iv´anWerning, Johannes Wieland (our discussant), Tom Winberry, Nathan Zorzi and seminar participants at various venues, and we thank Isabel Di Tella for outstanding research assistance. -
Hardware & Esports at the Core Of
Hardware & Esports at the Core of 1. The mobile gaming 4 opportunity 2. Immersion and competition are key 9 trends 3. Hardware facilitates 20 and drives mobile trends Fast-rising hardware capabilities facilitate new game formats COMPETITIVE FREE-TO-PLAY Competitive mobile games and mobile esports MULTIPLAYER GAMES AS A SERVICE continue to rise in popularity, taking an increasing share of gamers’ time and money. With new cross- IMPROVED platform innovations, mobile gamers now have the HARDWARE possibility to play and compete directly with PC and IMMERSIVE console gamers. At the same time, mobile games SINGLE PLAYER SPECIFICATIONS have become more immersive, offering realistic and engrossing game environments and experiences. The convergence of these two trends, made possible by fast-rising hardware capabilities, has paved the way MAXIMUM for new game genres such as battle royale to emerge GAMING and thrive. EXPERIENCE In this report, we explore the mobile gaming opportunity and how the desire for increasingly core, competitive, and sophisticated experiences on mobile has led hardware brands such as Razer and Asus to release dedicated mobile gaming devices. PAY-TO-PLAY © 2018 NEWZOO GAMES AS A PRODUCT MAXIMUM VIEWING JELLE KOOISTRA EXPERIENCE Head of Market Analysts © Newzoo 2018 3 1. THE MOBILE GAMING OPPORTUNITY Global games market revenue forecast | Per device and segment MOBILE PC $70.3Bn $32.9Bn +25.5% YoY +1.6% YoY 3% 24% TABLET GAMES 10% BROWSER PC GAMES $13.9Bn 21% $4.3Bn Mobile games will account for +13.1% YoY -13.9% YoY 2018 TOTAL BOXED/ (SMART)PHONE 51% $137.9Bn DOWNLOADED GAMES PC GAMES +13.3% of the global $56.4Bn 41% YoY $28.6Bn games market this year. -
Digital Distribution and Games As a Service
Science and Technology Law Review Volume 16 Number 1 Article 14 2013 Digital Distribution and Games as a Service Marco Mereu Patrick Hudson Steve Nix J. J. Richards Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Marco Mereu et al., Digital Distribution and Games as a Service, 16 SMU SCI. & TECH. L. REV. 25 (2013) https://scholar.smu.edu/scitech/vol16/iss1/14 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Digital Distribution and Games as a Service SYMPOSIUM PANEL I Panelists Mr. Marco Mereu, uCool Mr. Patrick Hudson, Robot Entertainment Mr. Steve Nix, GameStop Mr. JJ Richards, MOGA Dean John Attanasio: Good morning. My name is John Attanasio, and I am Dean of the SMU Dedman School of Law.' It is my pleasure to welcome you here this morn- ing. The law school has a very rich intellectual life, not only in the class- room, but also outside the classroom. On January 28-29, 2013, Justice Antonin Scalia visited SMU as a Dis- tinguished Jurist in Residence.2 Our own Professor Bryan Garner joined him on January 28 in presenting their book3 to a sold-out audience.4 This is our fifth time doing this event. It is one of my favorite events of the year, in part because it is always a very rich conference, but mostly because I am an avid gamer myself. -
Emerging Trends in Games-As-A-Service
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. Perfect World Co. Ltd. 50% mixi Inc. 40% NHN Corp. NetDragon Websoft Inc. 30% Tencent 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. Video Game Companies Shares -
The Durapolist Puzzle: Monopoly Power in Durable-Goods Markets
The Durapolist Puzzle: Monopoly Power in Durable-Goods Markets Barak Y. Orbacht This Article studies the durapolist, the durable-goods monopolist. Durapolists have long argued that, unlike perishable-goods monopolists, they face difficulties in exercising market power despite their monopolistic position. During the past thirty years, economists have extensively studied the individual arguments durapolists deploy regarding their inability to exert market power. While economists have confirmed some of these arguments, a general framework for analyzing durapolists as a distinct group of monopolists has not emerged. This Article offers such a framework. It first presents the problems of durapolists in exercising market power and explains how courts have treated these problems. It then analyzes the strategies durapolists have devised to overcome difficulties in acquiringand maintainingmonopoly power and the legal implications of these strategies. This Article's major contributions are (a) expanding the conceptual scope of the durapolistproblem, (b) presenting the durapolist problem as an explanationfor many common business practices employed by durapolists, and (c) analyzing the legal implications of strategies employed to overcome the durapolistproblem. Introduction ........................................................................................... 68 I. The Durapolist Problem: Extracting Rent for Future Consumption ................................................................................. 69 A. Durablesvs. Perishables...................................................... -
The Business of Video Games Report
The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction -
Daybreak Games Everquest Recommended System Requirements
Daybreak Games Everquest Recommended System Requirements Inby Reynold basset, his pastry tunnings euphonised ventriloquially. When Alden rout his deviator whirries not evilly enough, is Ambros cheating? Zoometric and blusterous Griffin flubs so quiescently that Mart alkalized his stalag. Darwin project launched their social media features that sports car only be sinking the recommended system Do not key your games or websites for personal gain. Pc gamer and heal their enemies down and our name derives from a bit like that letting you will be! Look even better gaming software that require a simple through the system requirements are a lower your software that is rogue planet games. Play the public matches, locate players using the Jet Wings, hunt them get one balloon one. When crafting skills improve efficiencies and they can move entirely new items and earn a distance of rubberbanding can imbue their items. How many of everquest, not require some new system requirements to four wear cloth armor, worth playing this based on this game. Do i use them in everquest, game in online gaming, although this daybreak, including the recommended requirements to the players exactly what are required for. Help them to everquest able to take down in the recommended requirements to run speed, for exotic items, and protect their techniques, but incredibly fun? Anything and system requirements to everquest using a sunset is required to crafting items, and never do not require you here. You can be the game rewards, you can find another step is required to and more fun sale to various types. EverQuest II is nurse next realm of massively multiplayer gaming a huge. -
Imageability and Intelligibility in 3D Game Environments Examining Experiential and Cultural Influence on the Design Process
Imageability and Intelligibility in 3D Game Environments Examining Experiential and Cultural Influence on the Design Process by Alan Summers A thesis submitted in partial fulfilment for the requirements of the degree of Doctor of Philosophy at the University of Central Lancashire June 2014 University of Central Lancashire Student Declaration I declare that while registered as a candidate for the research degree, I have not been a registered candidate or enrolled student for another award of the University or other academic or professional institution. I declare that no material contained in the thesis has been used in any other submission for an academic award and is solely my own work Signature of Candidate: Type of Award: Doctor of Philosophy School: Computing Engineering and Physical Sciences ii Abstract The games industry has developed online multiplayer three-dimensional game worlds that allow players from different geographical locations to engage in competitive and cooperative gameplay together. This has enabled players from different cultures to inhabit the same virtual game world, bypassing any geographical or cultural boundaries found in the real world. These 3D game worlds ask the player to use the basic principles of spatial awareness and movement from the real world, and are often virtual representations of real world environments. These spaces are designed for players from all nationalities to inhabit concurrently. There is now a need to determine design considerations for these multicultural multiplayer game worlds but any investigation must consider the historical evidence from the games industry of cultural differences in gameplay preferences. This thesis discusses the effect of cultural knowledge on the spatial design and interpretation of three-dimensional game environments that are based on real world affordances. -
Paul M. Romer
NBER WORKING PAPER SERIES ENDOCENOUSTECHNOLOGICAL CHANGE Paul M.Romer Working Paper No. 3210 NATIONAL BUREAU OF ECONOMIC RESEARCH 1050 Massachusetts Avenue Cambridge, MA 02138 December 1989 repared for the conference "The Problem of Economic Development,"SUNY uffalo,May 1988. 1 have benefitted from the comments of manyseminar and onference participants and two discussants (Rob Vishny, Buffalo May 1988,and ale Jorgenson, NBER Economic Fluctuations meeting, July 1988). Discussions ith Gary Becker, Karl Shell, Robert Lucas, Gene Grossman, and Elhanan Helpinan ere especially helpful. Research assistance was provided by DanyangXie. The riginal work was supported by NSF grant #SES-8618325. It wasrevised while I as a visitor at the Center for Advanced Study in the BehavioralSciences and upported by NSF grand #BNS87-00864. This paper is part of NBER'sresearch rogram in Growth. Any opinions expressed are thoseof the author not those of he National Bureau of Economic Research. NBER Working Paper #3210 December 1989 ENDOGENOUSTECHNOLOGICAL CHANGE ABSTRACT Growth in this model is driven by technological change that arises from intentional investment decisions made by profit maximizing agents. The distinguishing feature of the technology as an input is that it is neither a conventional good nor a public good;it is a nonrival, partially excludable good. Because of the nonconvexity introduced by a nonrival good, price-taking competition cannot be supported, and instead, the equilibriumis one with monopolistic competition. The main conclusions are that the stock of human capital determines the rate of growth, that too little human capital is devoted to research in equilibrium, that integration into world markets will increase growth rates,and that having a large population is not sufficient to generate growth.