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Thinking out of the game box The new gaming business models of the internet era Dudi Peles, Co-CEO PiSoft Program in Science, Technology & Society Bar Ilan University June 2007 The new gaming business models For over 30 years people are making money from games. In the last few years they are making it differently. The arcade machines • 70s, 80s • Dime or Quarter for a game • Model encourages short games Retail • 80s, 90s and now • $20 - $60 to buy a game in box And then came the internet A technology that will change the world, and with it the world of games. And it did: • Multiplayer online games • Automatic games updates and upgrades • Dynamic game worlds changing constantly And what about the business models ? Games are sold in the same old way Thinking out of the game box Is there another way for game developers to make money other then retail ? Is there another way for people to enjoy games without buying them ? Is there a way to do both ? Some of the new gaming business models of the internet era • Subscriptions (World of Warcraft) • Limited Environment (Runescape , Puzzle Pirates) • Advergaming (TrackMania Nations, Americas army( • Advertising / Product Placement (NeoPets, kongregate) • Micro-transaction / Virtual Property/ Item model • Skill-Based Gaming / Games For Money / Competitive Gaming The Micro-transaction model Give the Game for free, charge for better looks or advantage over other players Maple Story GPotato Acclaim free MMOGS (BOTS!!, 9Dragons, 2Moons) Sierras - Freestyle Street Basketball Game Developer Player Kart Rider • over 16 million Koreans (over 30% of the Korea's population) having played Kart Rider • Nexon Kart Rider Exceeded 300,000 Concurrent Connectors Kart Rider • In Kart Rider there is no cost to get going, but it does cost to look good and to perform better than others • In 2005, Nexon Corporation reported $250 million in revenue, driven primarily from millions of microtransactions Skill-Based Gaming Give the Game for free, charge for organizing competitions Skill-Based Gaming • Today the biggest skill game site is King.com with 1.3 million games played every day (as of October 2006). • First major web sites started their operation in 2000: world winner & skill jam. Noobo.co.il • Launched may 2007 • In the first month there were over 1.3M multiplayer game sessions. • Today there are 80,000 registered players (less then 6 weeks from launch) Implications on Players More people can play games: • Players don’t need to pay to start playing • Players don’t need special hardware • Games are accessible from almost everywhere (home, office, mobile) People that aren't considered gamers areE The New Gamers Implications on Game Developers • A lower market entry barrier from the retail model • Middleman function is changed • Game piracy changes Opportunity Implications on the Games • Shorter and Cheaper game sessions (Back to Arcade Games?) • Game-play and Game content becomes more important (over graphics and sound) • The Skills needed to enjoy games are changing Summary • The new Gamer collects Experiences and not Boxes • Games can be free, Service will cost Thank you for the timeE