trends in mobile gaming in asia

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This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).

TRANSCRIPT

Trends In Mobile Gaming In Asia

1Source: Gungho

By Serkan Toto, PhDwww.serkantoto.com

About Me

2

• CEO & founder of Kantan Games Inc. • Advisor for various gaming startups in the US

and Asia • Japan contributor for TechCrunch.com from

2008-2012 • Based in Japan since 2004 • MBA and PhD in economics • Hardcore gamer since 1983

Contact Information

Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com

My Website For Free Information On Japan’s Mobile Game Industry http://www.serkantoto.com

weeby.co: Create Social Game Loops For Messenger Platforms In Under 5 Minutes

Agenda

I: Status Quo Of Mobile Gaming In Asia And Future Growth !II: Selection Of Key Trends

I: Status Quo Of Mobile Gaming In Asia And Future Growth

8

Worldwide Market For Games Is Growing

9

Worldwide Market For Games Is Growing

10

Worldwide Market For Games Is Growing

11

Breakdown in Segments ($61.4bn in 2012)

• Online PC: $23.6bn • Packaged games: $18.4bn • Mobile content: $12.3bn • DLC: $7.1bn

12

Mobile Is Growing The Fastest

13

Mobile Is Growing The Fastest

14

Mobile Is Growing The Fastest

Source: App Lift

15

Mobile Gaming Will Become Bigger Especially In Asia (End Of 2012 Marks Beginning)

16

Mobile Gaming Will Become Bigger Especially In Asia

17

Mobile Gaming Will Become Bigger Especially In Asia

Source: Super Data

18

What About South East Asia?

“The market is currently valued at $661 million, generated by around 85 million gamers. Niko believes the number of games will surge to over 130 million in the next 4 years.”

II: Selection Of Key Trends

Trend 1: Smartphone Gaming

Example: Asphalt 8 by Gameloft

Smartphone Adoption In Asia Is Rising

Source: Nielsen (2013)

Smartphone Adoption In Asia Is Rising

Trend 2: Tablet Gaming

Example: Vainglory

Example: Supercell

Trend 3: “Indie” Gaming

Example: Steam

Example: App Store

Example: Minecraft

Example: Flappy Bird

Made In Vietnam

Trend 4: Cloud-Based Gaming And Convergence

Source: Kotaku (2010)

Example: Gaikai (Sony)

Example: Square Enix Is Streaming DQ X In Japan To Smartphone Users

In large parts of Asia, mobile Internet connectivity (speed and cost of data) will remain a problem!

Example: Sony Xperia Z3 Playing PS4 Games

Source: Polygon

Trend 5: F2P In (Almost) The Entire Industry

Source: GameFans

Monetization Will Remain Difficult In Asia

Source: Trend Micro (2014)

Singapore Is The Most “Lucrative” Mobile Market In South East Asia

Source: App Annie (April 2014)

Trend 6: User Acquisition Will Remain High On Mobile (In Asia And Elsewhere)

Source: Fiksu ( August 2014)

Trend 7: Mobile Gaming Will Remain To Be An Extremely Hit-Driven Business

Trend 8: Messenger App-Based Gaming And Mobile Platforms

X

Trend 8: Messenger App-Based Gaming And Mobile Platforms

+ COUNTLESS telco app stores, alternative Android stores and other market places for mobile and other games (especially in Asia)

Other Notable Trends In Gaming (Mobile And Else)

43

• HTML5/Multi-platform development – Cut The Rope For MS Internet Explorer, – Mozilla’s BananaBread 3D FPS – Game Closure’s DevKit for HTML5 games (100% Javascript)

• Immersive gaming – Facebook’s Oculus Rift headset – Sony Morpheus – Microsoft’s Immersive Gaming System

• Connected TV gaming – Google TV – Sony Bravia TV sets – PlayStation TV (PS Vita TV)

Thank you for listening!

Contact Information

Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com

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