Mobile Games H2 2012: Gungho Succeeds in Japan Outside Dena and GREE

Total Page:16

File Type:pdf, Size:1020Kb

Mobile Games H2 2012: Gungho Succeeds in Japan Outside Dena and GREE For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. IHS Screen Digest Mobile Media Intelligence Jack Kent 2013 Mobile Games H2 2012: GungHo succeeds in Japan outside DeNA and GREE Contents Companies in this report Symbol Seasonal boost drives record Q4 Amazon AMZN Konami reports QoQ growth, Capcom QoQ decline Apple AAPL International sales boost Gamevil, domestic focus for Com2uS Capcom TSE:9697 EA Mobile: record year for EA, freemium transition takes hold Com2uS 078340:KOSDAQ Gameloft reports smartphone and international growth DeNA TSE:2432 Year-on-year growth, but quarterly decline for Glu Mobile Disney DIS Growth slows for GREE, DeNA grows Electronic Arts ERTS GungHo proves there is life outside DeNA and GREE in Japan Facebook FB Games' dominance of Google Play grows GREE TSE:3632 Europe games focus: resource management titles dominate Gamevil 063080:KOSDAQ Mobile games hardware outlook 2013 Gameloft GFT.PA New platforms and stores present 2013 opportunities Google GOOG Glu Mobile GLUU Konami KNM Microsoft MSFT Nokia NOK BlackBerry BBRY Zynga ZNGA www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. Seasonal boost drives record Q4 for EA and Gameloft, Glu sees quarterly decline Western mobile games publishers' revenues ($m) EA Mobile saw impressive growth in Q4 2012 - with Q4 revenues up 23% 100 year-on-year to reach $86m (compared with $70m in Q4 2011). Freemium titles such as EA's The Simpson's Tapped Out helped it see a strong end to the year, with other longstanding titles such as Need for Speed also 90 performing well. Annual revenues also saw strong growth with 2012 total mobile sales of $317m up 26% on 2011. 80 IHS expects EA to see continued growth in Q1 when the seasonal boost of new devices purchased during the holiday quarter will continue to help sales 70 (as shown in Q4). Titles using in-app purchases will also be increasingly important across EA's range of freemium and paid titles. 60 Gameloft also performed well in Q4, seeing a seasonal boost that IHS expects to continue through Q1 2013. Total Q4 revenues for Gameloft 50 reached $74.9m (up 18% year-on-year, with annual revenues of $267.4m (up 17% from $228.5m in 2011). 40 Smartphone and tablet titles once again helped drive Gameloft's performance, accounting for 56% of Q4 2012 sales (up from 41% in Q4 2011. 30 Glu Mobile recorded strong year-on-year growth in Q4 and throughout 2012, 20 but ended the year on a difficult note with monetisation worries delaying its Q4 slate of new titles, illustrating the fragility of its business in the increasingly competitive mobile games market. 10 Glu's Q4 revenues of $21m were up 38% year-on-year from Q4 2011, but slightly down on Q3 2012 as new games were delayed. Annually, Glu 0 reported 2012 revenues of $87.4m, up 32% from $66.2m in 2011 as it completed its transition to a fully smartphone and tablet focussed games company. EA Mobile $m Glu Mobile $m Gameloft $m www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. Konami reports QoQ growth, Capcom has strong YoY growth but QoQ decline Capcom and Konami mobile and social games revenues ($m) Konami returned to quarterly growth in Q3 and Q4 2012, after second quarter 140 decline because of new Japanese regulations on the "compu-gacha" in-app payment mechanism. Though year-on-year revenues are still significantly lower as it has yet to match its 2011 revenue peak. Konami reported Q4 social network (almost all mobile) games revenues of $106m, 120 up 5% on the $100.5m achieved in Q3 2012 (but down 15% year-on-year). Annual revenues grew slightly in 2012, with $433.6m revenues up 6% from $410.5m in 2011. 100 Top performing H2 2012 titles included: - Sengoku Collection - Crows X Worst - Professional Baseball Dream Nine - Metal Gear Solid Social Ops 80 Capcom saw a quarterly decline in Q4 2012 as new titles have failed to match the success of longstanding mobile games titles such as its original freemium Smurf's release. Capcom's total Q4 mobile content revenues of $32m were up an 60 impressive 74% year-on-year from $18.4m in Q4 2011, but 19% down on the $39.4m achieved in Q3 2012. Annually, Capcom reported $136.5m revenues, 93% up on the $70.8m achieved 40 in 2011. Capcom saw a stronger performance in its domestic Japanese mobile operations which accounted for around 60% of 2012 revenues compared with 40% in 2011. 20 It also made moves to strengthen its international operations, establishing a development studio in Thailand in H2 2012 as part of its mobile Beeline brand. 0 10Q2 10Q3 10Q4 11Q1 11Q2 11Q3 11Q4 12Q1 12Q2 12Q3 12Q4 Capcom Konami www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. Korea: international sales boost Gamevil, domestic focus for Com2uS Gamevil and Com2uS mobile games revenues ($m) Com2uS reported a QoQ decline in Q4, but its revenues of $19.5m were still 98% up on the $19.5 achieved in Q4 2011. 25 Titles for its domestic Korean market were the key driver of growth, accounting for 68% of 20 Q4 2012 revenues (up from 51% in Q4 2011). 2012 annual revenues were $68.3m up 109% from its $32.7m 2011 total. 15 "Com2uS Hub " a social platform to encourage cross-promotion and tie users to titles across different platforms launched in H2 2012. A number of publishers are deploying this 10 strategy . 5 Gamevil saw a stronger performance from international titles, which accounted for 62% of its $20m Q4 2012 revenues (up from 20% in Q4 2011). Gamevil's Q4 total was up 39% 0 year-on-year. Annually, the Korean publisher reported $62.5m revenues, up 61% on 2011. 10Q1 10Q2 10Q3 10Q4 11Q1 11Q2 11Q3 11Q4 12Q1 12Q2 12Q3 12Q4 Key Gamevil titles included a version of Zenonia for Japan's mobile social platforms and Com2uS Gamevil the latest in its sports series Baseball Superstars 13. Gamevil: smartphone and feature phone revenues (%) Com2us: smartphone and feature phone revenues (%) 100% 100% 90% 90% 80% 80% 70% 70% 60% 60% 50% 50% 40% 40% 30% 30% 20% 20% 10% 10% 0% 0% 11Q3 11Q4 12Q1 12Q2 12Q3 12Q4 11Q3 11Q4 12Q1 12Q2 12Q3 12Q4 Domestic International Domestic International www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. EA Mobile: record year for EA, freemium transition takes hold EA Mobile: annual revenues ($m) EA Mobile's transition to more freemium titles and monetisation 350 continued at pace in H2 2012 and early 2013. 300 It's top performing end of 2012 US iPhone titles: The Simpsons Tapped Out, Need for Speed Most Wanted, FIFA 13, The Sims Free Play, 250 Monopoly Hotels, and Madden NFL 13 Social all offered in-app purchases. 200 EA announced in early 2013 that in-app purchases would be included in all its forthcoming mobile titles (both free to download and paid). 150 EA also launched the latest in its Real Racing series (from its Firemint 100 acquisition). One of the best performing premium mobile racing mobile 50 titles, EA's latest freemium iteration of Real Racing received a mixed response from fans of the earlier paid version because of heavy-handed 0 usage of in-app charges. 2008 2009 2010 2011 2012 EA also reported growth in mobile use of its Origin community platform - claiming 17m mobile users by the end of Q4 2012. EA: mobile vs. handheld share of revenues (%) 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 2008 2009 2010 2011 2012 Handheld Mobile www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only. Unauthorised distribution prohibited. Downloaded 04 Apr 2013. Gameloft reports smartphone and international growth Gameloft: record quarter - strong international performance Gameloft - smartphone and tablet revenues ($m) Leading French mobile games publisher Gameloft reported year-on-year and quarter-on-quarter growth. It achieved Q4 revenues of $74.9m, up 18% 80 on Q4 2011 and 17% on Q3 2012. The share of revenues from smartphone and tablet titles continued to grow throughout 2012, accounting for 56% of Q4 2012 revenues, compared with 70 41% in Q4 2011. Gameloft saw a strong performance from its European market - which grew 26% year-on-year in 2012 and accounted for the largest share of revenues 60 31%. While North American revenues grew at a slower pace (13% YoY), its combined Asia-Pacific and Latin America revenues grew at a strong 25% 50 YoY rate. One of Gameloft's best performing H2 titles was its freemium Ice Age Village. As with EA, Gameloft also has its own community platform - 40 Gameloft Live - which claimed 7m players in eary 2013, 30 20 20% 31% 10 22% 27% 0 10Q1 10Q2 10Q3 10Q4 11Q1 11Q2 11Q3 11Q4 12Q1 12Q2 12Q3 12Q4 Smartphone and tablet revenues Other revenues* Europe North America Asia Pacific Latin America * Mainly feature phone games www.screendigest.com | www.isuppli.com © 2012 Screen Digest For the use of Wayne Goldstein - Sony Pictures Entertainment ([email protected]) only.
Recommended publications
  • The Jon Peddie Research Gaming Market Press Conference
    The Jon Peddie Research Gaming Market Press Conference . All Gaming Hardware Peddie Research Peddie Jon The Gaming Hardware Market From handhelds to simulators Peddie Research Peddie Jon Jon Peddie Research Focus and emphasis on Visualization, Graphics, and forms of reality Consulting and market research - Advisor to industry leaders and investors Bi-weekly report, various Digital Technology Market Studies Product testing and benchmarking Conferences Chasing Pixels, Finding Visual Magic Peddie Research Peddie Jon Jon Peddie Research Communications “Whatever influences a pixel” & peripheral services Image Receiver(s) DVD Audio sensor Processor Local Memory Semiconductor Fabrication Image Front-end Input Video Graphics Display Processor Processor Processor Processor Processor System Memory Primary interest, CPU expertise, and tracking OS Drivers Application General interest, information Peddie Research Peddie Standards gathering, and limited tracking Jon Agenda – Why are we here? Introduce talking points for discussion . Brief history of computer graphics . The gaming platforms . Market size and growth . Thoughts and speculations on the future . Q&A Peddie Research Peddie Jon How long? . When do you think the game developer conference started? . Depending on who you ask, 1997 to 1999. Actually it was 1993 and was the GamePC Consortium, a loose confederation of hardware and software companies Peddie Research Peddie Jon Look How Far We Have Come Lora Croft from 1996 Lora Croft from 2013 In 1996 the best the industry By 2013 it was possible
    [Show full text]
  • EA Unveils Spore Creature Creator... Now in 2-D
    EA Unveils Spore Creature Creator... Now in 2-D New FLASH Application Gives Spore Players New Ways to Get Creative EMERYVILLE, Calif., Sep 16, 2009 (BUSINESS WIRE) -- The revolutionary Spore(TM) Creature Creator is going 2-D! Maxis (TM),an Electronic Arts Inc. (NASDAQ:ERTS) studio, today announced Spore(TM) Creature Creator 2-D, a new Flash application where players experience an all new take on the variety and creative fun offered by the original 3-D Spore Creature Creator. Now available for free* at www.spore2d.com, players can create a creature from scratch or import a creature from the Sporepedia(TM), thelibrary of 120+ million pieces of user-generated content in Spore. Five legs or ten, bat wings or horns; there are no limits to what users create. Once players have created their 2-D creature,they can embed it onto their social networking pages, and share it with friends via email. Spore Creature Creator 2-D takes creature-creating to new heights by making it a social, shared experience. "Spore Creature Creator 2-D offers players a brand new way to express their creativity and share their creatures as it can be played by anyone with internet access," stated Caryl Shaw, Sr. Producer of Spore Creature Creator 2-D. "The clean art style and intuitive point-and-drag functionality makes it easy for creators of all ages to get in on the fun. It'll be interesting to see how players use this new creative application." Spore Creature Creator 2-D features the full suite of more than 250 body parts, including limbs, eyes, feet, heads, and fun accessories like antlers and wings.
    [Show full text]
  • Video Games Review DRAFT5-16
    Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends ..........................................................................................................
    [Show full text]
  • EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
    EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners.
    [Show full text]
  • Electronic Arts Inc
    ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
    NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver.
    [Show full text]
  • Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
    HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.
    [Show full text]
  • Need for Speed SHIFT Console Demo Available October 1
    Need for Speed SHIFT Console Demo Available October 1 Taste the True Driver's Experience in This Year's Most Critically Acclaimed Racing Game REDWOOD CITY, Calif., Sep 29, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced that the console demo of the highly-rated Need for Speed SHIFT will be available for download on October 1 on PlayStation(R)Network and Xbox LIVE. The demo gives players a chance to see for themselves just how SHIFT delivers on the Need for Speed promise of speed, adrenaline and precision racing. Need for Speed SHIFT has been commended by AOL GameDaily as "one of 2009's best racing games" and as "outstanding" by IGN. Players will sample this year's most intense authentic racing game by pushing one of four cars to its limits on the world-famous Circuit de Spa-Francorchamps and the tight city circuit of London River. Players that dominate each track and collect enough stars will also unlock the ultimate racing machine; the Pagani Zonda F. Jump into the cockpit of one of these five cars and find out how Need for Speed SHIFT combines real-world physics with perception based G-forces to deliver a supercharged on-the-track experience. 1. BMW M3 (E46) 2. 2008 Dodge Viper SRT10 3. 2006 Lotus Elise 111R 4. 2008 Nissan GT-R 5. 2006 Pagani Zonda F (unlockable) The PC demo is currently available for download at www.needforspeed.com. The game introduces a brutal first-person crash dynamic that creates an unparalleled immersive experience. The signature cockpit view delivers a true driver's experience.
    [Show full text]
  • Ipsos Poll Conducted for Reuters Video Games 9.27.13
    Ipsos Poll Conducted for Reuters Video Games 9.27.13 These are findings from an Ipsos poll conducted for Thomson Reuters from September 23-27, 2013 . For the survey, a sample of 1,297 Americans ages 18+ were interviewed online. The precision of the Reuters/Ipsos online polls is measured using a credibility interval. In this case, the poll has a credibility interval of plus or minus 3.1 percentage points . For more information about credibility intervals, please see the appendix. The data were weighted to the U.S. current population data by gender, age, education, and ethnicity. Statistical margins of error are not applicable to online polls. All sample surveys and polls may be subject to other sources of error, including, but not limited to coverage error and measurement error. Figures marked by an asterisk (*) indicate a percentage value of greater than zero but less than one half of one per cent. Where figures do not sum to 100, this is due to the effects of rounding. To see more information on this and other Reuters/Ipsos polls, please visit http://polling.reuters.com/. VIDEO GAMES Q1. Which of the following gaming devices do personally use to play games? Please select all that apply. Nintendo Wii 23% Android Devices (Android tablet or Smartphone) 21% Xbox 360 20% PC / MAC 20% PlayStation 3 (PS3) 18% iOS Devices (iPod, iPhone, etc.) 12% Nintendo DS (DS lite, DSi) 10% Nintendo 3DS 6% Sony PSP/PSP Go 3% Nintendo Wii U 3% PS Vita 2% Nvidia Shield 1% Ouya 1% OnLive *% Other 2% None of the above 38% Q2.
    [Show full text]
  • Superdataresearch Deliverable Digital
    2013 Game Changers 2013 GAME CHANGERS How will the next generation of consoles affect your business? Compliments of SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 1 2013 Game Changers INDEX INTRODUCTION & MOTIVATION 3 METHODOLOGY 4 LANDSCAPE 6 Current console ownership ‣ Console ownership in the United States (U.S.), 2013 ‣ Per capita spend on interactive entertainment in the U.S. Changing audience CONSUMER 10 Consumer behavior and devices ‣ Aggregated platform usage among U.S. gamers ‣ Primary platform usage among U.S. gamers, 2008 versus 2013 New dedicated devices: familiarity and interest ‣ Q: Which one have you heard of? ‣ Q: Which one do you plan on buying? PUBLISHER 14 Consoles don’t sell consoles. Titles sell consoles. ‣ Physical versus digital sales for Electronic Arts ABOUT & CONTACT 17 SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 2 2013 Game Changers INTRODUCTION & MOTIVATION The next generation of consoles presents a renewal of an important part of the interactive entertainment industry. Recent announcements of the PlayStation 4 and Xbox One as well as the smaller, new market entrants have fueled a vigorous discussion within the industry. In particular, the position of the incumbents, and their ability to maintain it, has been a hot topic of discussion. For example, Daniel Thomas at VentureBeat recently criticized Xbox One for throwing out “its only good idea with [the console’s] DRM policy reversal.” Elsewhere, Gamasutra’s editor-at-large Leigh Alexander called Sony’s showing at E3 a “spiritual victory” and reminded gamers not to forget about the GameStick. And lead Portal designer Kim Swift adamantly supported OUYA as the exclusive console for her new game Soul Fjord, while both the likes of Square- Enix and indie developer Supergiant Games will find a home on the PS4.
    [Show full text]
  • 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
    [Show full text]
  • John Riccitiello Chief Executive Officer
    John Riccitiello Chief Executive Officer 1 Safe Harbor Statement Some statements contained in this presentation contain forward-looking statements that involve risks and uncertainties. Statements including words such as "anticipate", "believe" or "expect" and statements in the future tense are forward-looking statements. These forward- looking statements are subject to business and economic risks and actual events or actual future results could differ materially from those set forth in the forward-looking statements due to such risks and uncertainties. Some of the factors which could cause our results to differ materially from our expectations include the following: competition in the interactive entertainment industry; the timely release and availability of an adequate supply of hardware units; our ability to predict consumer preferences among competing hardware platforms; consumer spending trends; the seasonal and cyclical nature of the interactive game segment; timely development and release of our products; our ability to manage expenses during fiscal year 2008; our ability to secure licenses to valuable entertainment properties on favorable terms; our ability to attract and retain key personnel; changes in our effective tax rates; adoption of new accounting regulations and standards; potential regulation of our products in key territories; developments in the law regarding protection of our products; fluctuations in foreign exchange rates; and other factors described in our annual report on Form 10-K for the year ended March 31, 2007
    [Show full text]