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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