[gdc2015] awesome video game data

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This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material.

If you are media, please contact EEDAR (pr@eedar.com) for permission to publish excerpts of material included in this .pdf and for higher resolution assets.

The data here is macro trending data; individual genres, platforms, brands, etc. often perform differently than an amalgamation of all industry games. If you have questions about how games like “your game” perform, please reach out to us at EEDAR (info@eedar.com) – game industry research is what we do.

C O N T E X T I S E V E R Y T H I N G

Data | Analysis | Research | Forecasting | Diligence

Awesome Video Game Data

C O N T E X T I S E V E R Y T H I N G

YOUR PRESENTER

Indie Developer1991 to 1996

Sr. / Lead Designer1997 to 2003

Lead Designer2003 to 2005

Founder2006 to Current

Geoffrey

“GZ”

Zatkin

C O N T E X T I S E V E R Y T H I N G

GAMES

Franchise Distinct Game Platform SKU

Peripheral Edition SKU

Standard Edition SKU

C O N T E X T I S E V E R Y T H I N G

GAMES

Franchise Distinct Game Platform SKURegion

C O N T E X T I S E V E R Y T H I N G

BREAKDOWN

ESRB Rating

Developer PublisherEdition

Type

Platform

Retail Presence

Content Descriptors

Franchise

Branding

MSRPRelease

Date

Alternate Platforms

TitleAggregate

Review

Avatar(s) Used

Associated Portal

Downloadable

ContentMarket Spend

Genre Sub-GenreGenre

ElementsMonetization

ModelSetting

Protagonist Alignment

Gender(s) Available

Buzz

Multiplayer

Co-Op

Character Advancement

Use of Celebrity

Hardware Requirements

HDTV Support

3D Enabled

Game Speed

Camera Perspective

Combat Speed

Launch Competitors

Literary Genre

Optional Peripherals

C O N T E X T I S E V E R Y T H I N G

EEDAR

Downloadable Content

Multiplayer SupportPlayable Character Types

Use of Brand/License

2,500+ Objectively Quantifiable Attributes of Video Games(Retail and Digital)

C O N T E X T I S E V E R Y T H I N G

EEDAR

EEDAR Data

• 120,000+ Products (Games, Accessories, Hardware) Observed To Date

• 160,000,000+ Data Points

About EEDAR

• Founded in 2006

• Based in Carlsbad California w/ 55 Employees

• Exclusively Servicing the Video Game Industry

• Over a Dozen Industry Data Partners

• Servicing >95% of the top Publishers and >50 Development Studios

C O N T E X T I S E V E R Y T H I N G

FADS: MUSIC & RHYTHM GAMES

Source: EEDAR

0

10

20

30

40

50

60

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Music & Rhythm Genre Games Released by YearAll 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.

C O N T E X T I S E V E R Y T H I N G

FADS: MUSIC & RHYTHM GAMES

Source: EEDAR & The NPD Group

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

$2,000

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Mill

ion

s

Revenue from Music & Rhythm Genre GamesAll 6th, 7th & 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.

C O N T E X T I S E V E R Y T H I N G

8TH GENERATION

We are at the beginning of the8th generation of game consoles

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

as well as the middleof a grand experiment in

new business models andmonetization methodologies

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

59%

41%

Game Playing Population of the USA

Game Players Non Game Players

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

33%38%

42%

67%

49% 51% 51%

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

2007 2008 2009 2010 2011 2012 2013 2014

% of American homes with a video game console

C O N T E X T I S E V E R Y T H I N G

HARDWARE SALES

Source: EEDAR

20062006 2004 2005 2010201120052012 201220132013

0

50

100

150

200

250

PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable

PlayStationVita

iPad

Mill

ion

s

Platform Sales WorldwideThrough December, 2014

C O N T E X T I S E V E R Y T H I N G

HARDWARE SALES

Source: EEDAR

0

100

200

300

400

500

600

700

PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable

PlayStationVita

iPad iPhone

Mill

ion

s

Platform Sales WorldwideThrough December, 2014

Light shaded areas represent 2014 sales

C O N T E X T I S E V E R Y T H I N G

ANDROID DEVICE FRAGMENTATION

Source: OpenSignal

C O N T E X T I S E V E R Y T H I N G

MOBILE GAMERS

Source: EEDAR Mobile Report 2014

0

50

100

150

200

250

2012 2013 2014

Mill

ion

s

Mobile Gamers[2012-2014] [Active Mobile Gamers][NA]

Own a Smart Mobile Device Play Games on their Smart Mobile Device

C O N T E X T I S E V E R Y T H I N G

MOBILE GAMERS

Source: EEDAR Mobile Report 2014

50%

15%

35%

Mobile Gamers by Device Ownership[Active Mobile Gamers][NA/Europe]

Smartphone & Tablet Tablet Only SmartPhone Only

76%

9%

15%

Mobile Gaming $$$ by Device Ownership[Active Mobile Gamers][NA/Europe]

Smartphone & Tablet Tablet Smartphone

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

2930

33 33

35 3534

37

30 3031

20

22

24

26

28

30

32

34

36

38

40

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Average Age of Gamers in the USA

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

29%

32%

39%

Age of Gamers

Under 18

18 to 35

36+

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

26.728

31.2

27.7

0

5

10

15

20

25

30

35

40

Non-Payers Moderate Payers Heavy Payers All Mobile Gamers

Age by Mobile Spending Segment[Active Mobile Users][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

0%

10%

20%

30%

40%

50%

60%

Non-Payers Moderate Payers Heavy Payers

Mobile Gamers Revenue Breakdown[Active Mobile Gamers][NA/Europe]

% of Players % of Revenue

C O N T E X T I S E V E R Y T H I N G

MONETIZING F2P PC

Source: EEDAR PC F2P Report 2015

0%

10%

20%

30%

40%

50%

60%

70%

Non-Payers Moderate Payers Heavy Payers

PC F2P Spend Segmentation[NA/Europe][PC][2014]

% of Players % of Revenue

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

0%

10%

20%

30%

40%

50%

60%

70%

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Gender of Game Players

Male Female

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

44%

37%

59%

71%

56%

63%

41%

29%

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

All Mobile Gamers

Non-Payers

Moderate Payers

Heavy Payers

Gender by Mobile Spending Segment in North AmericaOf users that indicated they engage in daily mobile gaming activities

Male Female

C O N T E X T I S E V E R Y T H I N G

THE NEW “CORE”

C O N T E X T I S E V E R Y T H I N G

THE NEW “CORE”

Source: EEDAR

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR

Mobile representsthe most accessible

platform on the market

C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR

Gaming consoles tend to cater to more invested players

by providing deeper and longer gaming experiences

C O N T E X T I S E V E R Y T H I N G

CONSUMERS

THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS

C O N T E X T I S E V E R Y T H I N G

GAMING TIME

Source: EEDAR Mobile Report 2013

0

5

10

15

20

25

30

Non-Payers Moderate Payers Heavy Payers All Mobile Gamers

Total Gaming Hours Per Week by Mobile Spending Segment[NA Mobile Gamers][North America]

Mobile Gaming Hours Total Gaming Hours

C O N T E X T I S E V E R Y T H I N G

GAMING TIME

Source: EEDAR Mobile Report 2013

0

5

10

15

20

25

30

Non-Payers Moderate Payers Heavy Payers

Ho

urs

Weekly Gaming Timeshare by Mobile Spending Segment[NA Mobile Gamers][Hours Per Week]

Smartphone

Tablet

Console

Handheld

PC

C O N T E X T I S E V E R Y T H I N G

GAMING TIME

The “whales” of mobileconsist primarily of people

who are alreadyused to paying money for games.

C O N T E X T I S E V E R Y T H I N G

SALES

Source: The NPD Group

2.63.7

4.85.5 5.6

6.16.9 7 7.3 7 7.4

9.5

11.7

16.217.1 16.7

15.2 15.4

0

2

4

6

8

10

12

14

16

18

1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

US Video Game SalesBillions of Dollars

C O N T E X T I S E V E R Y T H I N G

A RENAISSANCE

This has led to a Renaissance in game creation…

C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

500

1,000

1,500

2,000

2,500

3,000

3,500

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Release QuantitiesRetail Console, Handheld & PC Platform Title Releases in the USA

C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

500

1,000

1,500

2,000

2,500

3,000

3,500

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Release QuantitiesRetail & Digital Console, Handheld & PC Platform Title Releases in the USA

C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

200

400

600

800

1000

1200

1400

1600

1800

2006 2007 2008 2009 2010 2011 2012 2013 2014

Release QuantitiesRetail & Digital Console, Handheld & Steal Platform Title Releases in the USA

7th Gen Console 8th Gen Console Handheld Steam

C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

200

400

600

800

1000

1200

1400

1600

1800

2006 2007 2008 2009 2010 2011 2012 2013 2014

Release Quantity of Steam Games per Year

C O N T E X T I S E V E R Y T H I N G

STEAM

Source: EEDAR & Valve

20

40

60

80

100

120

140

Mill

ion

s

Steam Active Users Over Time

C O N T E X T I S E V E R Y T H I N G

GAMES RELEASED

C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

4%6%

4%

21%

30%

35%

Games Released by % of Market[2014][Retail & Digital Platform Title Releases][USA]

7th Gen Console

8th Gen Console

Handheld

Steam

Android (Top 50)

iOS (Top 50)

C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,150

$17 $11 $0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: MW2 Battlefield 1943 (XBLA/PSN) The Sims 3 (iOS)

Mill

ion

s

2010

Some “Best In Class” Examples

Source: EEDAR

C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,150

$50 $50 $17 $0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: MW2 CoD: MW2 Map Pack Angry Birds Battlefield 1943 (XBLA/PSN)

Mill

ion

s

2011

Some “Best In Class” Examples

Source: EEDAR

C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,600

$1,100

$65 $80$37

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: Black Ops All Zynga Games CoD MW2 Map Pack Angry Birds Castle Crashers

Mill

ion

s

March 2012

Some “Best In Class” Examples

Source: EEDAR

C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

Source: EEDAR

Some “Best In Class” Examples

March 2015

$2 Billion+ $1.5 Billion+ $1 Billion+ [ $500 Million+ ]

C O N T E X T I S E V E R Y T H I N G

SALES CURVE

$0

$50,000

$100,000

$150,000

$200,000

$250,000

$300,000

$350,000

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12

All PlayStation and Xbox GamesAve. [Unit Sales] of [US] [Retail] [Action, Fighting, RPG, Shooter, Strategy] Games [Nov 2005] to [Dec 2013]

Source: EEDAR & The NPD Group

C O N T E X T I S E V E R Y T H I N G

SALES CURVE

0%

10%

20%

30%

40%

50%

60%

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12

Frontloading of Sales by Core Console Genres over Time[Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales]

2005-2007

2008-2010

2011-2013

Source: EEDAR & The NPD Group

C O N T E X T I S E V E R Y T H I N G

SALES CURVE

Source: EEDAR & The NPD Group

0%

10%

20%

30%

40%

50%

60%

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12

Frontloading of Sales by Core Console Genres over Time[Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales]

2005-2007

2008-2010

2011-2013

C O N T E X T I S E V E R Y T H I N G

GAME AFFECTING DLC

Source: EEDAR

0

2

4

6

8

10

12

14

16

18

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Average Quantity of Paid Game Affecting DLC per GameAll PS3 & Xbox 360 Platform Titles

Ave. Paid DLC per Game Ave. Paid DLC per Game -Music

C O N T E X T I S E V E R Y T H I N G

MOBILE MONETIZATION

Source: EEDAR Mobile Report 2014

92%

8%

NA Mobile Gaming Revenue by Monetization Type

In-App Purchase

Premium

C O N T E X T I S E V E R Y T H I N G

MOBILE DEVICES

Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70% 80% 90%

Take a Break

Lower Priced Games

Pass Time While Waiting

Take a Break

Pass Time While Waiting

Relax

Top 3 Reasons Mobile Gamers Play Mobile Games[Core vs. Casual][Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

DISCOVERY

Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%

Facebook Invite

Featured App

Saw Someone Playing

Word of Mouth

Top of Charts

Gameplay Video

Saw Someone Playing

Word of Mouth

Featured App

Top of Charts

Cas

ual

Co

re

Sources Mobile Gamers Use to Discover Mobile Games[Core vs. Casual][Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

VIRALITY

Source: EEDAR Mobile Report 201430% 35% 40% 45% 50% 55% 60% 65% 70%

Good Story

Can Compete with Others

Challenging

Game is Innovative

Quality Art

Features “Core” Mobile Games Share[Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

ACQUISITION

Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%

Star Rating in App Store or Google Play Store

Playing the Lite or Free Version First

User Reviews

Graphical Quality

Friend Recommendation

Game Genre

Cost

Top Endorsed Reasons Mobile Gamers Download Mobile Games[Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

CHURN

Source: EEDAR Mobile Report 201420% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70%

Game is Not as Good as Other Games

Game Becomes Repetitive

Game is Not What I Expected

Having to Wait a Long Time or Work a Lot for Little Progress

Progression Becomes Difficult Without Paying Real Money

Reasons “Core” Mobile Gamers Stop Playing Mobile Games[Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

BRANDING

Source: EEDAR Mobile Report 20140% 10% 20% 30% 40% 50% 60% 70%

Celebrity Branding

Product Branding

Other Media Branding

Movie Branding

Console Video Game Branding

Other Game Branding

Established Mobile Game Branding

Influence of Brand on Mobile Game Downloads[Active Mobile Gamers][NA/Europe]

C O N T E X T I S E V E R Y T H I N G

BRANDING

Source: EEDAR Mobile Report 2014

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

Celebrity Product Console Game Other Media Movie Other Game Mobile Game

Influence of Brand on Mobile Game Downloads[Core vs. Casual][Active Mobile Gamers][NA/Europe]

Core Gamer Casual Gamer

C O N T E X T I S E V E R Y T H I N G

DIGITAL STOREFRONTS

C O N T E X T I S E V E R Y T H I N G

CONSOLE STOREFRONTS

C O N T E X T I S E V E R Y T H I N G

DIGITAL RELEASES

Source: EEDAR

0

100

200

300

400

500

600

700

800

900

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA

Physical Only Digital Only Physical & Digital

C O N T E X T I S E V E R Y T H I N G

DIGITAL RELEASES

Source: EEDAR

0

200

400

600

800

1000

1200

1400

1600

1800

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Digital and Retail Console Games Over Time7th & 8th Generation Consoles & Handhelds in the USA

Physical Only Digital Only Physical & Digital

C O N T E X T I S E V E R Y T H I N G

PC REVENUE

Source: EEDAR PC F2P Report 2015

$0

$500

$1,000

$1,500

$2,000

$2,500

$3,000

$3,500

$4,000

2010 2011 2012 2013 2014 2015

Rev

enu

e (M

illio

ns)

The PC Market - Video Game Revenues[NA][B2P+F2P+Subscriptions]

PC Retail Digital Retail F2P

C O N T E X T I S E V E R Y T H I N G

PC F2P REVENUE

43%

40%

17%

PC F2P Genre Revenues[NA][2014]

RPG (MMO)

Strategy

Shooter

Source: EEDAR PC F2P Report 2015

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: The NPD Group & EEDAR

1,528 Games 2,094 Games 3,548 Games4,057 Games

2,462 Games

278 Games

0

100,000

200,000

300,000

400,000

500,000

600,000

700,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100

Ave. 3 Month [Unit Sales] by [Review Score]All Retail 6th, 7th and 8th Generation Console, Handheld and PC Platform Games in the U.S.A

Platform Launch through [December 2014]

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: The NPD Group & EEDAR

624 Games 654 Games 1,063 Games1,299 Games

860 Games

99 Games

0

100,000

200,000

300,000

400,000

500,000

600,000

700,000

800,000

900,000

1,000,000

1,100,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100

Ave. 3 Month [Unit Sales] by [Review Score]All [U.S.] [Retail] [360, PS3, PS4, Wii, WiiU, XB1] games [Combined Editions]

Platform Launch through [December 2014]

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Strong Positive Correlation r = 0.4 – 0.7

Very Strong Positive Correlation r = 0.7 – 1.0

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Early 7th Gen (2006-2007) Mid/Late 7th Gen (2008-20012) Early 8th Gen (2013-2014)

Co

rre

lati

on

(R

)

Correlation Between Average Review Score and 6 Month Unit Sales[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]

Existing IP New IPSource: The NPD Group & EEDAR

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: The NPD Group & EEDAR

2.351.65

2.863.18

4.074.544.65

00.0

0.5

1.0

1.5

2.0

2.5

3.0

3.5

4.0

4.5

5.0

Early 7th Gen (2006-2007) Early 8th Gen (2013-2014)

No

rmal

ize

d S

ales

Per

form

ance

(1

-5

)

New IP Unit Sales Performance by Review Score Band[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]

<70 70-79 80-86 87+

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: The NPD Group & EEDAR

2.031.52

2.732.09

3.51 3.44

4.19

3.5

0.0

0.5

1.0

1.5

2.0

2.5

3.0

3.5

4.0

4.5

Early 7th Gen (2006-2007) Early 8th Gen (2013-2014)

No

rmal

ize

d S

ales

Per

form

ance

(1

-5

)

Existing IP Unit Sales Performance by Review Score Band[HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14]

<70 70-79 80-86 87+

For 8th Generation, 80 is the new 90

C O N T E X T I S E V E R Y T H I N G

THE QUALITY THRESHOLD

86% of console owners will only consider purchasing DLC if a game has an average review score over 80.

Source: EEDAR Deconstructing DLC Survey

8992

9487

C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: EEDAR

68 69 68 6865 64 65 66 67 67

71 70 70

0

10

20

30

40

50

60

70

80

90

100

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Average Review ScoreRetail Console, Handheld & PC Title Releases in the USA

C O N T E X T I S E V E R Y T H I N G

MARKETING VS. GAME QUALITY[B

ott

om

33

%]

M

arke

tin

g

[T

op

33

%]

High Marketing

Low Review

Low Marketing

Low Review

High Marketing

High Review

Low Marketing

High Review

Source: EEDAR, Competitrack & The NPD Group

Sony: 1.0 XMicrosoft: 1.0 X

Sony: 7.5 XMicrosoft: 8.3 X

Sony: 1.9 XMicrosoft: 1.3 X

Sony: 2.3 XMicrosoft: 2.1 X

Nintendo: 1.0 X

Nintendo: 3.5 X

Nintendo: 0.8 X

Nintendo: 2.1 X

[Bottom 33%] Review Score [Top 33%]

C O N T E X T I S E V E R Y T H I N G

GOING BIG

There are so many games out there…That if your game isn’t really good…

AND doesn’t spend a lot on marketing…Nobody hears about it…

Which means that nobody buys it.

C O N T E X T I S E V E R Y T H I N G

IN-STORE ADVERTISING

Source: EEDAR Retail Tracker

0

100

200

300

400

500

600

700

800

Destiny Call of Duty: Advanced Warfare Titanfall Watch Dogs Madden NFL 15

Top 5 Video Games by Quantity of In-Store & Website Promotions[Best Buy, GameStop, Target, Toys R Us, WalMart] [2014] [USA]

C O N T E X T I S E V E R Y T H I N G

IN-STORE ADVERTISING

0

500

1,000

1,500

2,000

2,500

3,000

2010 2011 2012 2013 2014

Top 5 Video Games by Quantity of In-Store (+Website*) Advertising by Year[Best Buy, GameStop, Target, Toys R Us, WalMart] [USA]

*+W

eb

site

Pro

mo

tio

ns

Star

t

Source: EEDAR Retail Tracker

C O N T E X T I S E V E R Y T H I N G

GOING BIG

Go BIG or Go Home

C O N T E X T I S E V E R Y T H I N G

DIRECT MEDIA SPEND SHARE

Source: EEDAR, Competitrack

Region: USA Period: 2008 through 2014

Sample: Physical/Retail, 7th Gen, 8th Gen, PC

Units: Distinct Titles, Spend in Millions

0 50 100 150 200 250

Skill & Chance

Fighting

Strategy

Arcade

Music & Rhythm

Social & Economic Simulation

Role Playing Games

Sports

Racing

Narrative

Shooter

Puzzle

General Entertainment

Action

Total Quantity of Titles

75% Direct Media Spend 25% Direct Media Spend

6%OF RETAIL TITLES

ACCOUNT FOR

75% OF DIRECT MEDIA

SPEND SINCE 2008.

C O N T E X T I S E V E R Y T H I N G

RETAIL REVENUE TITLE SHARE

Source: EEDAR, The NPD Group

Region: USA Period: 2008 through 2014

Sample: Physical/Retail, 7th Gen, 8th Gen, PC

Units: Distinct Titles, Spend in Billions

0 50 100 150 200 250 300 350 400 450 500

Fighting

Skill & Chance

Strategy

Music & Rhythm

Arcade

Role Playing Games

Social & Economic Simulation

Sports

Racing

Shooter

General Entertainment

Narrative

Puzzle

Action

Total Quantity of Titles

75% Revenue 25% Revenue

8%OF RETAIL TITLES

HAVE GENERATED

75%OF RETAIL REVENUE

SINCE 2008.

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

All Categories$1.535 Billion Dollars Pledged

78,756 Successfully Funded Projects8 Million Total Backers

2.4 Million Repeat Backers

GAMES15,146 Successfully Funded Projects

$317 Million Dollars Pledged$270 Million Successful Dollars

$33 Million Unsuccessful Dollars$13.5 Million Live Dollars

Source: Kickstarter & EEDAR

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

34%

66%

Success Rate of Kickstarter ProjectsGame Category [Feb 2015]

Successfully Funded Projects

Unsuccessful Funded Projects

Source: Kickstarter & EEDAR

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

0

200

400

600

800

1,000

1,200

1,400

1,600

1,800

2,000

< $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+

Successfully Funded Kickstarter Projects[Game Category] [by Quantity] [Feb 2015]

Source: Kickstarter & EEDAR

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

Source: Kickstarter & EEDAR

Unsuccessfully Funded Kickstarter Projects[Game Category] [by Percent Funded] [Feb 2015]

0% Funded

1% to 20% Funded

21% to 40% Funded

41% to 60% Funded

61% to 80% Funded

81% to 99% Funded

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

Steam Early Access

Official Launch: March 2013

85% New IP Titles

Keeping pace with increasing quantity of Steam games released

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

Source: EEDAR

0

5

10

15

20

25

30

35

40

45

Titl

es R

elea

sed

Early Access Titles[Steam][March 2013 - October 2014]

C O N T E X T I S E V E R Y T H I N G

CROWDFUNDING

Source: EEDAR

0

5

10

15

20

25

30

35

40

45

Early Access Titles Released As Full Games[Steam][March 2013 - September 2014]

Released as Full Game Not Yet Releases As Full Game

C O N T E X T I S E V E R Y T H I N G

TWITCH

C O N T E X T I S E V E R Y T H I N G

TWITCH: NOT JUST ESPORTS

Source: EEDAR, Twitch TV

0 50 100 150 200 250 300 350 400 450

Ultra Street Fighter IVWorld of WarCraft: MoP

Magic: The GatheringWorld of Tanks

RunescapeSmite

Grand Theft Auto VDayZ

The Binding of IsaacARAM III

DestinyFIFA 15

CoD: AWStarCraft IIMinecraft

World of WarCraft: WoDCounter-Strike: GO

HearthstoneDOTA 2

League of Legends

Top Games on Twitch by View Volume[Q4 2014][Titles That Reach A Top 100 Ranking][N = 2791]

C O N T E X T I S E V E R Y T H I N G

TWITCH: COMPETITIVE MULTIPLAYER

Source: EEDAR, Twitch TV

26%

12%

9%9%

5%

39%

Percentage of Twitch View Volume [Q4 2014][Titles That Reached A Top 100 Ranking][N = 2791]

League of Legends

Dota 2

Hearthstone

Counter-Strike: GO

WoW

Rest of Market

C O N T E X T I S E V E R Y T H I N G

TWITCH: CONCURRENT VIEWERS

Source: EEDAR, Twitch TV

0

20

40

60

80

100

120

League ofLegends

Dota 2 Minecraft Counter-Strike:GO

Hearthstone StarCraft II COD: AW WoW

Tho

usa

nd

s

Twitch Average Concurrent Viewers[Sept.2014 - Nov.2014]

C O N T E X T I S E V E R Y T H I N G

TWITCH: PEAK VIEWERS

Source: EEDAR, Twitch TV

0

100

200

300

400

500

600

700

800

900

League ofLegends

Dota 2 Minecraft Counter-Strike:GO

Hearthstone StarCraft II COD: AW WoW

Tho

usa

nd

s

Twitch Average and Highest Concurrent Viewers[Sept.2014 - Nov.2014]

Highest Concurrent Viewers Average Viewers

C O N T E X T I S E V E R Y T H I N G

TWITCH: LOL FINALS

League of LegendsOn Twitch

Daily Average Concurrent Viewers, with callouts for

LCS Finals & Championship

778kHighest Concurrent Viewers

110kAverage Concurrent Viewers

Source: EEDAR, Twitch TV

C O N T E X T I S E V E R Y T H I N G

ESPORTS

Source: EEDAR PC F2P Report

39%

61%

F2P Players that Watch/Participate in eSports[NA][PC][2014]

Watches/Participates in ESports

Does not Watch/Participate

C O N T E X T I S E V E R Y T H I N G

ESPORTS

Source: EEDAR PC F2P Report

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

MOBA TCG Shooter RPG (MMO)

F2P Players that Watch/Participate in ESports by F2P Segment[NA][PC][2014]

C O N T E X T I S E V E R Y T H I N G

ESPORTS TOURNAMENTS

0

200

400

600

800

1,000

1,200

1,400

1,600

$0

$5

$10

$15

$20

$25

$30

$35

$40

2010 2011 2012 2013 2014

Mill

ion

s

eSports Prize Pool And Tournaments[Worldwide]

Prize Pool Tournament CountSource: EEDAR PC F2P Report

C O N T E X T I S E V E R Y T H I N G

THANKS FOR COMING

Awesome Video Game Data

Geoffrey ZatkinFounder gzatkin@eedar.com

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