Download .pdf - magazine & cover archive - Casual Connect
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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