20.07.2013 Views

Download .pdf - magazine & cover archive - Casual Connect

Download .pdf - magazine & cover archive - Casual Connect

Download .pdf - magazine & cover archive - Casual Connect

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

A Survey of <strong>Casual</strong> Games Business Models<br />

Opportunities for Developers and Publishers<br />

While we spend most of our time talking<br />

about nitty gritty details in the casual games<br />

space, it is often good to take a step back<br />

and review the industry from a high level.<br />

Occasionally it’s good to organize what you<br />

know in a way that provides a more cohesive and<br />

complete picture than you might get from day to<br />

day. This high-level analysis of the casual games<br />

space was performed by Microsoft <strong>Casual</strong> Games<br />

for this issue of <strong>Casual</strong> <strong>Connect</strong>. Please note<br />

that this analysis reflects the Microsoft perspective<br />

and may differ slightly from information<br />

presented directly from the <strong>Casual</strong> Games<br />

Association.—ed.<br />

Vladimir Cole,<br />

Jonathan Bankard,<br />

& Andy Peterson<br />

<strong>Casual</strong> <strong>Connect</strong> Magazine <strong>Casual</strong> <strong>Connect</strong> Magazine<br />

Overview<br />

This article provides an overview and<br />

introduction to casual games business<br />

models with an emphasis on developer and<br />

publisher opportunities. Though these<br />

more traditional software development and<br />

publishing opportunities generate the bulk<br />

of industry revenues and profits, they’re<br />

not necessarily the most profitable lines<br />

of business. The attached industry map<br />

provides brief insight into the context for<br />

the core models and outlying opportunities<br />

within casual games.<br />

Passive Monetization Active Monetization<br />

Subscriptions<br />

Subscriber<br />

Retail &<br />

Microtransactions<br />

Transactors<br />

Targeted ads<br />

Registered users<br />

Ads<br />

Unregistered users<br />

$$$<br />

ARPU<br />

$<br />

Game business models can be thought of<br />

as a pyramid: at the base of the pyramid are<br />

the mass of customers who play games but<br />

haven’t yet pulled out their wallets. These<br />

consumers nonetheless enjoy playing games<br />

and can be passively monetized through<br />

advertisements. Some subset of this group<br />

will be willing to “register” (in order, for<br />

instance, to save high scores or engage<br />

in community features) enabling more<br />

highly targeted advertisements. A smaller<br />

percentage of consumers (“transactors”)<br />

will proceed to actively purchase games or<br />

virtual game objects, while even fewer will<br />

enter into recurring billing relationships<br />

(subscriptions). Frequently business models<br />

will overlap: For instance, the virtual objects<br />

that a player chooses to purchase for a given<br />

game may also include product placements.<br />

Advertising-Supported Games<br />

Developers and publishers create games<br />

that command the attention of consumers<br />

worldwide. Advertising agencies and their<br />

clients need a bit of that attention and are<br />

willing to pay for it. Games, in particular,<br />

deliver an engaged, active audience.<br />

In brief, there are four ways to monetize<br />

games through advertising.<br />

1. In-game advertising appears in the<br />

middle of the game experience. Firms<br />

including Double Fusion and Massive<br />

work with developers and publishers to<br />

insert dynamic advertising “containers”<br />

into games. These containers can then be<br />

filled and refreshed as ad sales teams sell<br />

these virtual spaces.<br />

2. Around-game advertising doesn’t appear<br />

inside an experience but instead appears<br />

around, on top of, before, or after the<br />

game experience. Games might be framed<br />

with standard-sized advertising banners<br />

and towers. Short, pre-roll advertisements<br />

front a game experience (with video or<br />

static images) while post-roll (bumper)<br />

advertisements end it, like a caboose.<br />

Advertisers are also fond of interstitials<br />

(mid-experience commercial breaks).<br />

3. Product placement is more subtle than<br />

either of the first two options. Instead<br />

Business Models<br />

of a standard ad format, products<br />

themselves (such as a can of Pepsi or a<br />

t-shirt featuring a corporate logo) might<br />

be placed into games as items a character<br />

uses. Additionally, gamers might be given<br />

the option of purchasing Nikes or Pirellis<br />

for their avatars or cars instead of generic<br />

shoes and tires.<br />

4. Advergames are games that serve as<br />

advertisements. Burger King, Toyota,<br />

and the U.S. Army are just a few of<br />

the entities that have commissioned<br />

games to drive brand awareness, brand<br />

engagement, and consumer preference.<br />

Strengths<br />

• They’re Dynamic: Print advertisements<br />

don’t change. In-game or around-game<br />

can be changed on the fly, enabling<br />

better targeting and fresher campaigns.<br />

• They’re Interactive: Game advertising<br />

firms cite research that consumer<br />

memory is aided by interacting with an<br />

advertisement, a benefit that can be<br />

expected to translate into higher sales.<br />

• They Overcome the Payment Barrier:<br />

Rather than require gamers to plunk<br />

quarters into a slot or enter credit card<br />

information into a form, advertising<br />

gives game developers and publishers<br />

the opportunity to monetize game<br />

attention passively. With conversion rates<br />

of traditional casual games hovering<br />

at between one and two percent,<br />

advertising offers an opportunity to<br />

monetize the other 99% of consumers<br />

who aren’t willing to pay directly for<br />

the pleasure of gaming. According<br />

to research from eMarketer, in-game<br />

advertising is projected to grow at 23%<br />

per year to nearly $2 billion by 2011. Like<br />

other forms of media content, games<br />

also stand to grab a share of the $600<br />

billion worldwide advertising market

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!