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Making Money Off of Free Games<br />

Using Micro-transactions to Monetize Free MMOs in Russia<br />

may only work once, players<br />

do not hesitate to buy them<br />

due to their low cost.<br />

• Rare and Unique Items are<br />

very popular among players<br />

who are really involved in<br />

the game and want to look<br />

different from other players.<br />

These items include either<br />

one-of-a kind or extremely<br />

rare and powerful items that can only<br />

be acquired by purchase. As a result,<br />

acquiring such items can give paying<br />

players a major edge over their nonpaying<br />

competition.<br />

How did the practice of selling ingame<br />

items for actual currency get<br />

started in Russia?<br />

The first Russian browser-based MMO game<br />

was developed and launched in 1999 by a<br />

group of programmers who did it for fun<br />

with no intention of gaining any profit. The<br />

game became very popular and for quite<br />

a long time it could be played absolutely<br />

for free. At one point the players suggested<br />

that the game administration should<br />

sell different items and abilities to those<br />

who were willing to buy them. Ironically,<br />

then, the idea of monetizing what was<br />

previously free came from the players<br />

themselves rather than from money-hungry<br />

entrepreneurs.<br />

Eight years have passed since those early<br />

days and today we can say that in Russia<br />

the micro-transaction system has proven to<br />

be the most successful payment model for<br />

MMOGs, and the situation is unlikely to<br />

change in the next three-to-five years. For<br />

the next few years, free-to-play games are<br />

likely to occupy the largest share of Russia’s<br />

MMO game market.<br />

What are the possible reasons for<br />

the success of the micro-transaction<br />

model in Russia?<br />

It has been said that the majority of<br />

Russians don’t plan their purchases.<br />

Moreover, Russians on average don’t<br />

like to pay for anything if they are not<br />

Some Statistics on IT Territory’s MMO Games<br />

Percentage of the players who<br />

make in-game purchases…<br />

Average amount that a player who makes<br />

in-game purchases spends per month…<br />

sure that they will use it. Russians have a<br />

similar attitude towards games: They are<br />

unwilling to put down money on a game<br />

they haven’t even played yet or are not<br />

sure about. At the same time, Russians<br />

can be quite emotional and prone to<br />

making spontaneous purchases. Generally<br />

if Russians feel the desire to purchase<br />

something and the price seems reasonable<br />

they will make the purchase without<br />

hesitation. The micro-transaction system<br />

works well in many countries but thanks to<br />

the Russian mentality it has proven to be<br />

even more successful in Russia than in any<br />

other country.<br />

Will the micro-transaction system<br />

work for multiplayer casual games?<br />

All the transaction tendencies that have<br />

so far been discussed are true for both<br />

hardcore MMOGs and casual multiplayer<br />

games. Though currently there are not<br />

many casual multiplayer games on Russia’s<br />

market, the micro-transaction system<br />

is most likely to work as well for them<br />

as it does for MMORPG’s. For example<br />

the micro-transaction system has been<br />

successfully used as the main payment<br />

method in many online multiplayer casual<br />

games in Korea and China.<br />

IT Territory was the first company on<br />

Russia’s game market to launch a browserbased<br />

multiplayer online casual game<br />

called The Bugs in 2005 (http://zhuki.mail.<br />

ru/ ). It’s a game in which you become the<br />

coach of a team of cute little bugs: They<br />

take part in different types of races and<br />

swimming competitions and pursue unique<br />

quests. In return you have to feed them,<br />

heal them if they get injured, train them,<br />

etc. With the money you get when your<br />

10%–30%<br />

$30 USD<br />

Average amount of one payment $1–$5 USD<br />

*Based on IT Territory research<br />

bugs win competitions (or<br />

with real-life currency) you<br />

can purchase food, medical<br />

kits, clothing and other<br />

equipment for your bugs.<br />

Is the conversion rate<br />

better in trial-to-purchase<br />

or free-to-play<br />

models?<br />

Today the trial-to-purchase model is quite<br />

popular in the casual game markets of<br />

Europe and North America. On average<br />

out of every 100 downloads only one or two<br />

users actually purchase the games. In our<br />

experience, by contrast, up to 30% of those<br />

who play free-to-play games will make some<br />

sort of micro-transaction purchase.<br />

Summary<br />

• Almost all Russian free-to-play games<br />

utilize the micro-transaction system.<br />

• The micro-transaction system is a method<br />

of making profit by offering in-game<br />

items at minimal prices in free-to-play<br />

games.<br />

• People enjoy this model because it allows<br />

them to try the game for free and then<br />

to progress through it faster by making<br />

low-cost purchases of items.<br />

• Based on its usage in MMO games, the<br />

micro-transaction model is likely to work<br />

well for casual multiplayer games in<br />

Russia.<br />

• The conversion rate of free-to-play games<br />

is much higher than that of trial-topurchase<br />

download games.<br />

Alisa Chumachenko is Marketing Director for IT<br />

Territory and V.P. of Business Development for IT<br />

Territory <strong>Casual</strong>. Alisa has worked for IT Territory<br />

since it was founded in 2004. Focusing her main<br />

efforts on business development she has a profound<br />

knowledge of the Russian game industry,<br />

distribution, licensing, and online advertising.<br />

She has also played a very active role in the<br />

development of the casual game branch of IT<br />

Territory. Alisa can be reached at alisa.chumachenko@casualconnect.org<br />

Remember Time Limits?<br />

What We Learned From In-game Advertising in 2007<br />

Last year was the best year ever for<br />

the casual games industry, and we are<br />

predicting this year to be even better<br />

yet. Across the board, revenue, reach,<br />

and usage went up in 2007. One of the<br />

emerging themes of the year, and a<br />

big driver of revenue growth for most<br />

companies, was in-game advertising in one<br />

form or another. The year taught us a lot<br />

about the opportunities and challenges we<br />

face as we work to integrate this model into<br />

casual games.<br />

The concept of in-game advertising seems<br />

to attract an increasing amount of press,<br />

with the overwhelming majority of the<br />

attention focusing on console games.<br />

Microsoft said at CES in January that it has<br />

shipped 17.7 million Xbox consoles to date<br />

and signed up 10 million members of Xbox<br />

Live Arcade. That is great, but with millions<br />

of games played each day on the PC, the<br />

console market really represents only a<br />

fraction of the reach available to in-game<br />

advertisers.<br />

Different forms of in-game advertising<br />

are now available and everyone seems to<br />

be participating in one way or another.<br />

WildTangent has a unique and seemingly<br />

scalable product with WildCoins.<br />

RealNetworks has a rapidly growing<br />

in-game streaming video ad product<br />

producing strong video-related ad metrics.<br />

(Full disclosure: I helped build it.) MSN,<br />

Pogo, and Shockwave have produced<br />

quite a few games that have advertisers’<br />

products embedded directly in the game-<br />

play. Additionally, Sandlot Games is<br />

experimenting with branded avatars and<br />

alternate payment methods.<br />

So why does in-game advertising work?<br />

At Real, we have found that users play<br />

ad-enabled games much longer than 60<br />

minutes when given the option.What’s<br />

more, advertisers are seeing a competitive<br />

ROI and game developers are sharing in<br />

the incremental revenue. This alignment of<br />

incentives and results is powerful indeed.<br />

At scale, you start to see revenue in the<br />

range of $1.00 per download compared to<br />

Chris Houtzer<br />

$0.30 with pure transactional models. Give<br />

the users the choice and they will play more<br />

frequently and for longer periods of time.<br />

In-game advertising has taught us that<br />

there are greener pastures outside of our<br />

conventional 60-minute downloadable<br />

world. As the web becomes more social<br />

and user-centric, the casual games industry<br />

must follow (and preferably lead!). We<br />

need to look beyond time limits and strive<br />

for maximum engagement of our users.<br />

If we do this successfully and do not turn<br />

users away with limits, new business models<br />

will definitely emerge. Figuring out ways to<br />

break down our conventional monetization<br />

walls will create bigger opportunities ahead<br />

for everyone.<br />

Here is to a more open and user-centric 2008!<br />

Chris Houtzer is Senior Director, New Media,<br />

RealNetworks<br />

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

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