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Leading Western Gamers Community Online

Leading Western Gamers Community Online. Strictly Confidential – Legally Protected and Privileged Information. Overview. Founded in January 2007 5M Registered users & nearly 5M unique visitors per month $45 monthly ARPU (North America EU) User + Youth Market 13-25 Years Olds (70% male)

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Leading Western Gamers Community Online

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  1. Leading Western Gamers Community Online Strictly Confidential – Legally Protected and Privileged Information

  2. Overview • Founded in January 2007 • 5M Registered users & nearly 5M unique visitors per month • $45 monthly ARPU (North America EU) • User + Youth Market 13-25 Years Olds (70% male) • Team from ElectronicArts, Yahoo, NHN, Red Octane, Webzen & NCSoft • 50 Full time employees • Offices & people located in San Francisco and Seoul • $19M in institutional funding from Syncom Ventures, Doll Capital, Altos Ventures and TENCENT Holdings LTD Strictly Confidential – Legally Protected and Privileged Information

  3. Management • SUSAN CHOE, Chairman/Founder • 15 Years Experience in leading Internet related M&A and Operations Globally • DLJ, VP Corp Dev - HK, Japan and U.K. • Yahoo Int’l Operations & Corporate Development • GM of Yahoo International Games, lead NHN’s US as C.O.O. • OWEN MAHONEY, President and CEO • 17 years in internet, software, and games • SVP of Worldwide Corporate and Business Development and at EA; 2000-2009 • Previously, regional GM positions at PointCast (VP International), Radius Inc, Claris Corp, and Fractal Design. • NIRANJAN NAGAR, Chief of Game Operations • Over 15 years in internet, software, and games • Ran online for The Sims Label and Pogo at Electronic Arts • Previously built Listen Rhapsody service at RealNetworks Strictly Confidential – Legally Protected and Privileged Information

  4. MARKET Strictly Confidential – Legally Protected and Privileged Information

  5. Millions of Online Gamers Exceeding Console- WorldWide Source: PricewaterhouseCoopers Entertainment & Media Outlook 2005-2009 Strictly Confidential – Legally Protected and Privileged Information

  6. Billions of $ Spent On-line - WorldWide 1 “In the long run its is expected that the number of online gamers could exceed the number of people that currently play traditional video and PC games” Source: DFC Strategy Analysis 2008 Strictly Confidential – Legally Protected and Privileged Information

  7. Key Western Market Areas • Geo target high ARPU Markets • North America • US • Canada • UK, France, Germany • Eastern Europe Strictly Confidential – Legally Protected and Privileged Information

  8. Why Gamers Play Games In West? • WHY DO THEY COME: • 50% come for socializing & casual gaming • 50% come for game play & leveling. • MORE SOCIAL: • 50% buy vanity items • 50% buy gaming function upgrades • MMOG METRICS: • Average site visit 30- 80-150 minutes • $45 to $100/month ARPPU Strictly Confidential – Legally Protected and Privileged Information

  9. Entertainment : Easy Access, Rich Entertainment Games Strictly Confidential – Legally Protected and Privileged Information

  10. Comparative ARPU & Age of Users ARPU $45 $30 $20 $10 AGE 13–16 years over 16 years under 12 years Strictly Confidential – Legally Protected and Privileged Information

  11. Questions For GameDevelopers & Publishers Strictly Confidential – Legally Protected and Privileged Information

  12. 10 Things To Remember When Entering Western Games Market • Market Fit • Western MMOG Market History Is Early • a. Effects game content design and marketing • Market Fit of Games: Timing and Genre/Style • a. Hundreds of MMOGs Launching • 3. Market Size For Game: Core or Mass/Casual? Strictly Confidential – Legally Protected and Privileged Information

  13. 10 Things To Remember When Entering Western Games Market • Your Team’s Readiness For International Market • 4. Game Content Ready? • a. Quality & Quantity • 5. Game Development Team’s Experience • a. How many game publishers to support? • b. How important is Western Market? Strictly Confidential – Legally Protected and Privileged Information

  14. 10 Things To Remember When Entering Western Games Market • Publisher’s Fit With Game & Team • Their Gamer Audience Size & Location • 7. Publisher’s Experience With MMOGs – poker, console or flash game publishing • 8. Western Publishing Team? – Important for understanding gamers • 9. Chemistry & Fit Between Publisher & Game Developer • 10. Desire & Ability to Make Your Game A Success! Strictly Confidential – Legally Protected and Privileged Information

  15. 主要西方在线游戏玩家社区 Strictly Confidential – Legally Protected and Privileged Information

  16. 概况 • 成立于2007年1月 • 五百万注册用户以及每月将近五百万的独特访问者 • 每月45美元的每用户平均收入(APRU)(北美洲、欧洲) • 用户 + 年轻市场 13-25 岁(70% 为男性) • 来自于 ElectronicArts、Yahoo、NHN、Red Octane、Webzen 以及NCSoft的团队  • 50名全职员工 • 位于旧金山和首尔的办公室和工作人员 • 由Syncom Ventures、Doll Capital、Altos Ventures 和TENCENT Holdings LTD提供的一千九百万美元的机构资金 Strictly Confidential – Legally Protected and Privileged Information

  17. 管理 • SUSAN CHOE, Chairman/Founder • 15 Years Experience in leading Internet related M&A and Operations Globally • DLJ, VP Corp Dev - HK, Japan and U.K. • Yahoo Int’l Operations & Corporate Development • GM of Yahoo International Games, lead NHN’s US as C.O.O. • OWEN MAHONEY, President and CEO • 17 years in internet, software, and games • SVP of Worldwide Corporate and Business Development and at EA; 2000-2009 • Previously, regional GM positions at PointCast (VP International), Radius Inc, Claris Corp, and Fractal Design. • NIRANJAN NAGAR, Chief of Game Operations • Over 15 years in internet, software, and games • Ran online for The Sims Label and Pogo at Electronic Arts • Previously built Listen Rhapsody service at RealNetworks Strictly Confidential – Legally Protected and Privileged Information

  18. 市场 Strictly Confidential – Legally Protected and Privileged Information

  19. 成千上万的在线游戏玩家超出单机游戏玩家的人数 – 全球统计 单机游戏 电脑游戏 在线游戏 手机游戏 Source: PricewaterhouseCoopers Entertainment & Media Outlook 2005-2009 Strictly Confidential – Legally Protected and Privileged Information

  20. 数十亿美元用于在线游戏-全球统计 1 “从长远来看,预计在线游戏玩家的人数将会超出当前传统电子游戏和电脑游戏玩家的人数” Source: DFC Strategy Analysis 2008 Strictly Confidential – Legally Protected and Privileged Information

  21. 主要西方市场区域 • 高ARPU市场的地理目标区 • 北美洲 • 美国 • 加拿大 • 英国、法国、德国 • 东欧 Strictly Confidential – Legally Protected and Privileged Information

  22. 西方游戏玩家为何玩游戏? • 他们为何而来: • 50% 为了社交和休闲游戏 • 50% 为了玩游戏和升级 • 更多社会性: • 50% 购买奢华项目 • 50% 购买游戏功能升级  • 大型多人在线游戏(MMOG)测量: • 平均网站访问30- 80-150分钟 • 每月APRU为45到 100美元  Strictly Confidential – Legally Protected and Privileged Information

  23. 娱乐:易于获取,丰富的娱乐游戏 Strictly Confidential – Legally Protected and Privileged Information

  24. 比较ARPU 与用户年龄 ARPU $45 $30 $20 $10 AGE 13–16 years over 16 years under 12 years Strictly Confidential – Legally Protected and Privileged Information

  25. 对游戏开发商和发行商的问题 Strictly Confidential – Legally Protected and Privileged Information

  26. 进军西方游戏市场需牢记的十件事 • 市场适应度 • 西方MMOG市场的历史开始较早 • a. 影响游戏内容设计和销售 • 游戏市场适应度:时机与类型/风格  • a. 数以百计的MMOGs正在发行 • 3. 游戏的市场规模:核心类游戏或大众/休闲游戏? Strictly Confidential – Legally Protected and Privileged Information

  27. 进军西方游戏市场需牢记的十件事 • 您的团队对于国际市场的准备情况 • 4. 是否已准备好游戏内容? • a. 质量与数量 • 5. 游戏开发团队的经验 • a. 可以得到多少游戏发行商的支持? • b. 西方市场有多重要? Strictly Confidential – Legally Protected and Privileged Information

  28. 进军西方游戏市场需牢记的十件事 • 发行商与游戏及游戏开发团队的适应度 • 游戏观众的规模与位置 • 7. 发行商对于MMOGs的经验 – 扑克游戏、单机游戏或flash游戏的发行 • 8. 西方发行团队? – 对于理解游戏玩家来说十分重要 • 9. 游戏发行商与游戏开发商之间的默契度与适应度 • 10. 您对推出成功游戏的期望与能力! Strictly Confidential – Legally Protected and Privileged Information

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