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Awesome Video Game Data Geoffrey Zatkin Founder of EEDAR

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Awesome Video Game Data

Geoffrey Zatkin Founder of EEDAR

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C O N T E X T I S E V E R Y T H I N G

YOUR PRESENTER

Indie Game Developer 1991 to 1996

Sr. / Lead Designer 1997 to 2003

Lead Designer 2003 to 2005

Founder 2006 to Current

Geoffrey

“GZ”

Zatkin

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C O N T E X T I S E V E R Y T H I N G

ATTRIBUTION

ESRB Rating

Developer Publisher Edition Type

Platform

Retail Presence

Content Descriptors

Franchise

Branding

MSRP Release

Date

Alternate Platforms

Title Aggregate

Review

Avatar(s) Used

Associated Portal

Downloadable Content

Market Spend

Genre Sub-Genre Genre

Elements Monetization

Model Setting

Protagonist Alignment

Gender(s) Available

Buzz

Multiplayer

Co-Op

Character Advancement

Use of Celebrity

Hardware Requirements

HDTV Support

3D Enabled

Game Speed

Camera Perspective

Combat Speed

Launch Competitors

Literary Genre

Optional Peripherals

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C O N T E X T I S E V E R Y T H I N G

ATTRIBUTION

Downloadable Content & Micro-Transactions

Multiplayer Support Playable Character Types

Use of Brand/License

15,000+ Objectively Quantifiable Attributes of Video Games (Retail and Digital)

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C O N T E X T I S E V E R Y T H I N G

EEDAR

EEDAR Data

• 118,000+ Products (Games, Accessories, Hardware) Observed To Date

• 148,000,000+ Data Points

About EEDAR

• Founded in 2006

• Based in Carlsbad, California w/ 60 Employees

• Exclusively Servicing the Video Game Industry

• Over a Dozen Industry Data Partners

• Servicing >95% of the top Publishers and >50 Development Studios

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C O N T E X T I S E V E R Y T H I N G

GAMES

Franchise Distinct Game Platform SKU

Peripheral Edition SKU

Standard Edition SKU

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C O N T E X T I S E V E R Y T H I N G

GAMES

Franchise Distinct Game Platform SKU Region

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C O N T E X T I S E V E R Y T H I N G

FADS: MUSIC & RHYTHM GAMES

Source: EEDAR

0

10

20

30

40

50

60

70

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

Music & Rhythm Genre Games Released by Year All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.

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C O N T E X T I S E V E R Y T H I N G

FADS: MUSIC & RHYTHM GAMES

Source: EEDAR & The NPD Group

$0

$500

$1,000

$1,500

$2,000

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

百万

Revenue from Music & Rhythm Genre Games All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.

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C O N T E X T I S E V E R Y T H I N G

8TH GENERATION

We are at the start of the 8th generation of game consoles and the beginning of what could be the last generation of dedicated gaming hardware

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

as well as the middle of a grand experiment in new business models and monetization methodologies

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

33% 38%

42%

67%

49% 51% 51%

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

2007 2008 2009 2010 2011 2012 2013 2014

% of American homes with a video game console

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

59%

41%

Game Playing Population of the USA

Game Players Non Game Players

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C O N T E X T I S E V E R Y T H I N G

HARDWARE SALES

Source: EEDAR

0

20

40

60

80

100

120

140

160

180

200

PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable

PlayStationVita

iPad

百万

Platform Sales Worldwide Through December, 2013

2006 2006 2004 2005 2010 2011 2005 2012 2012 2013 2013

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C O N T E X T I S E V E R Y T H I N G

HARDWARE SALES

Source: EEDAR

0

50

100

150

200

250

300

350

400

450

500

PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStationPortable

PlayStationVita

iPad iPhone

百万

Platform Sales Worldwide Through December, 2013

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C O N T E X T I S E V E R Y T H I N G

ANDROID DEVICE FRAGMENTATION

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C O N T E X T I S E V E R Y T H I N G

MOBILE GAMERS

Source: EEDAR Mobile Report 2014

0

50

100

150

200

250

2012 2013 2014

Mill

ion

s

Mobile Gamers [2012-2014] [Active Mobile Gamers][NA]

Own a Smart Mobile Device Play Games on their Smart Mobile Device

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C O N T E X T I S E V E R Y T H I N G

MOBILE GAMERS

Source: EEDAR Mobile Report 2014

50%

15%

35%

Mobile Gamers by Device Ownership [Active Mobile Gamers][NA/Europe]

Smartphone & Tablet Tablet Only SmartPhone Only

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C O N T E X T I S E V E R Y T H I N G

MOBILE GAMERS

Source: EEDAR Mobile Report 2014

76%

9%

15%

Mobile Gaming Revenue by Device Ownership [Active Mobile Gamers][NA/Europe]

Smartphone & Tablet Tablet Smartphone

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

29 30

33 33

35 35 34

37

30 30 31

20

22

24

26

28

30

32

34

36

38

40

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Average Age of Gamers in the USA

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

29%

32%

39%

Age of Gamers in the USA

Under 18 18 to 35 36+

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

26.7 28

31.2

27.7

0

5

10

15

20

25

30

35

40

Non-Payers Moderate Payers Heavy Payers All Mobile Gamers

Age by Mobile Spending Segment [Active Mobile Users][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

0%

10%

20%

30%

40%

50%

60%

70%

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

Gender of Game Players in the USA

Male Female

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

52% 48%

Gender of Gamers in the USA

Male Female

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: EEDAR Mobile Report 2014

44%

37%

59%

71%

56%

63%

41%

29%

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

All Mobile Gamers

Non-Payers

Moderate Payers

Heavy Payers

Gender by Mobile Spending Segment in North America Of users that indicated they engage in daily mobile gaming activities

Male Female

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Adult women now represent a greater portion of the game-playing population (31%) than boys age 17 or younger (19%).

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

THE ‘GAMERS’ OF TODAY ARE ENTERTAINMENT CONSUMERS

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C O N T E X T I S E V E R Y T H I N G

INTERNET PENETRATION

Source: Internet World Stats

21.3%

31.7%

39.0%

44.9%

45.8%

49.3%

67.5%

68.6%

84.9%

0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

Africa

Asia

World, Avg.

Middle East

China

Latin America/Caribbean

Australia/Oceania

Europe

North America

World Internet Penetration by Region [Q4, 2013]

C o n n e c t e d t o Fa c e b o o k

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C O N T E X T I S E V E R Y T H I N G

GAMING TIME

Source: EEDAR Mobile Report 2013

0

5

10

15

20

25

30

Non-Payers Moderate Payers Heavy Payers All Mobile Gamers

Total Gaming Hours Per Week by Mobile Spending Segment [Active Mobile Gamers][NA/Europe]

Mobile Gaming Hours Total Gaming Hours

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C O N T E X T I S E V E R Y T H I N G

GAMING TIME

Source: EEDAR Mobile Report 2013

0

5

10

15

20

25

30

Non-Payers Moderate Payers Heavy Payers

Ho

urs

Weekly Gaming Timeshare by Mobile Spending Segment [Active Mobile Gamers][NA/Europe][Hours Per Week]

Smartphone

Tablet

Console

Handheld

PC

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C O N T E X T I S E V E R Y T H I N G

GAMING TIME

The “whales” of western mobile markets consist primarily of people who

are already used to paying money for games

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C O N T E X T I S E V E R Y T H I N G

WHO GAMES?

Source: ESA

47%

51%

56%

59%

62% 64% 65%

62% 62% 62%

30%

35%

40%

45%

50%

55%

60%

65%

70%

75%

80%

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

% of Gamers That Play Games with Others, Either In-Person or Online

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C O N T E X T I S E V E R Y T H I N G

COOPERATIVE PLAY

Source: EEDAR

23%

18% 21%

25% 25% 26% 29%

38%

0%

10%

20%

30%

40%

50%

60%

2006 2007 2008 2009 2010 2011 2012 2013

Prevalence of Co-Op [Retail Console Platform Titles] [NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

COOPERATIVE PLAY

Source: EEDAR

0%

10%

20%

30%

40%

50%

60%

Action Arcade Fighting GeneralEnt

Music &Rhythm

Narrative Puzzle Racing RPG Shooter Skill &Chance

S&ESimulation

Sports Strategy

Prevalence of Co-Op by Genre [PS3, Wii & 360][Retail Titles][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

MULTIPLAYER SUPPORT

Source: EEDAR

31% 28%

34%

45%

36%

41% 42%

47%

0%

10%

20%

30%

40%

50%

60%

2006 2007 2008 2009 2010 2011 2012 2013

HD Games with No Multiplayer Support [Xbox 360 & PS3] [Retail Titles] in [NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

SALES

Source: The NPD Group

2.6 3.7

4.8 5.5 5.6

6.1 6.9 7 7.3 7 7.4

9.5

11.7

16.2 17.1 16.7

15.2 15.4

0

2

4

6

8

10

12

14

16

18

1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

US Video Game Sales Billions of Dollars

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C O N T E X T I S E V E R Y T H I N G

A RENAISSANCE

This has led to a Renaissance in game creation…

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

500

1,000

1,500

2,000

2,500

3,000

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

Release Quantities Retail Console, Handheld & PC Platform Title Releases in the USA

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

500

1,000

1,500

2,000

2,500

3,000

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

Release Quantities Retail & Digital Console, Handheld & PC Platform Title Releases in the USA

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C O N T E X T I S E V E R Y T H I N G

CHANGES

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

0

5,000

10,000

15,000

20,000

25,000

30,000

35,000

40,000

45,000

2008 2009 2010 2011 2012

Quantity of iPhone games released per year in NA

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

1,000

2,000

3,000

4,000

5,000

6,000

7,000

2008 2009 2010 2011 2012 2013

Quantity of “Ranked” iPhone Games Released per Year in NA

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

500

1,000

1,500

2,000

2,500

3,000

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

Release Quantities Retail & Digital Console, Handheld & PC Platform Title Releases in the USA

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C O N T E X T I S E V E R Y T H I N G

GAME RELEASES

Source: EEDAR

0

1,000

2,000

3,000

4,000

5,000

6,000

7,000

8,000

9,000

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

Release Quantities Retail & Digital Console, Handheld, PC & Ranked iOS Platform Title Releases in the USA

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C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,150

$17 $11 $0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: MW2 Battlefield 1943 (XBLA/PSN) The Sims 3 (iOS)

Mil

lio

ns

2010

Some “Best In Class” Examples

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,150

$50 $50 $17 $0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: MW2 CoD: MW2 Map Pack Angry Birds Battlefield 1943 (XBLA/PSN)

百万

2011

Some “Best In Class” Examples

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

$1,600

$1,100

$65 $80 $37

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Call of Duty: Black Ops All Zynga Games CoD MW2 Map Pack Angry Birds Castle Crashers

百万

March 2012

Some “Best In Class” Examples

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

Source: EEDAR

$1,600

$950

$350

$220 $155

$115 $95

$-

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

COD: MW3 All Zynga Games World of Tanks Angry Birds Minecraft Plants vs. ZombieiOS

Call of Duty MapPack

Mil

lio

ns

March 2013

Some “Best In Class” Examples

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C O N T E X T I S E V E R Y T H I N G

WHY DO I STILL TALK ABOUT CONSOLE?

Source: EEDAR

$1,650

$1,300

$1,080

$873

$600

$200 $170

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

GTA V Call of Duty:Ghosts

Candy Crush(2013)

All Zynga (2013) League ofLegends (2013)

All DLC for COD:Black Ops 2

Minecraft XBLA(LTD)

百万

Some “Best In Class” Examples

March 2014

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C O N T E X T I S E V E R Y T H I N G

SALES CURVE

0

20,000

40,000

60,000

80,000

100,000

120,000

140,000

160,000

180,000

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9

All [PlayStation 3 and Xbox 360] [Shooter] Games Average [Unit Sales] of [U.S.] [Retail] Games; [Nov 2005] to [Dec 2010]

Source: EEDAR & The NPD Group

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C O N T E X T I S E V E R Y T H I N G

SALES CURVE

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9

Frontloading of Sales by Core Genres over Time [Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 9 Month Unit Sales]

2005-2007 2010-2011Source: EEDAR & The NPD Group

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C O N T E X T I S E V E R Y T H I N G

GOING BIG

Go BIG or Go Home

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C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

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C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

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C O N T E X T I S E V E R Y T H I N G

MONETIZING MOBILE

Source: EEDAR Mobile Report 2014

0%

10%

20%

30%

40%

50%

60%

Non-Payers Moderate Payers Heavy Payers

Mobile Gamers Revenue Breakdown [Active Mobile Gamers][NA/Europe]

% of Players % of Revenue

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C O N T E X T I S E V E R Y T H I N G

MOBILE DEVICES

Source: EEDAR Mobile Report 2014 0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

Take a Break

Lower Priced Games

Pass Time While Waiting

Take a Break

Pass Time While Waiting

Relax

Top 3 Reasons Mobile Gamers Play Mobile Games [Core vs. Casual][Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

DISCOVERY

Source: EEDAR Mobile Report 2014 0% 10% 20% 30% 40% 50% 60% 70%

Facebook Invite

Featured App

Saw Someone Playing

Word of Mouth

Top of Charts

Gameplay Video

Saw Someone Playing

Word of Mouth

Featured App

Top of Charts

Cas

ual

Co

re

Sources Mobile Gamers Use to Discover Mobile Games [Core vs. Casual][Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

VIRALITY

Source: EEDAR Mobile Report 2014

21%

33% 44%

53% 52% 2%

5%

8%

16% 23%

0%

10%

20%

30%

40%

50%

60%

70%

80%

Casual Midcore Core

Mobile Player Sharing Propensity [Active Mobile Gamers][NA/Europe]

Sharers Heavy Sharers

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C O N T E X T I S E V E R Y T H I N G

VIRALITY

Source: EEDAR Mobile Report 2014 30% 35% 40% 45% 50% 55% 60% 65% 70%

Good Story

Can Compete with Others

Challenging

Game is Innovative

Quality Art

Features “Core” Mobile Games Share [Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

ACQUISITION

Source: EEDAR Mobile Report 2014 0% 10% 20% 30% 40% 50% 60% 70%

Star Rating in App Store or Google Play Store

Playing the Lite or Free Version First

User Reviews

Graphical Quality

Friend Recommendation

Game Genre

Cost

Top Endorsed Reasons Mobile Gamers Download Mobile Games [Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

CHURN

Source: EEDAR Mobile Report 2014 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70%

Game is Not as Good as Other Games

Game Becomes Repetitive

Game is Not What I Expected

Having to Wait a Long Time or Work a Lot for Little Progress

Progression Becomes Difficult Without Paying Real Money

Reasons “Core” Mobile Gamers Stop Playing Mobile Games [Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

BRANDING

Source: EEDAR Mobile Report 2014 0% 10% 20% 30% 40% 50% 60% 70%

Celebrity Branding

Product Branding

Other Media Branding

Movie Branding

Console Video Game Branding

Other Game Branding

Established Mobile Game Branding

Influence of Brand on Mobile Game Downloads [Active Mobile Gamers][NA/Europe]

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C O N T E X T I S E V E R Y T H I N G

BRANDING

Source: EEDAR Mobile Report 2014

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

Celebrity Product Console Game Other Media Movie Other Game Mobile Game

Influence of Brand on Mobile Game Downloads [Core vs. Casual][Active Mobile Gamers][NA/Europe]

Core Gamer Casual Gamer

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C O N T E X T I S E V E R Y T H I N G

SOCIAL MEDIA

The “Big Three” Western Social Media Sites

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C O N T E X T I S E V E R Y T H I N G

DIGITAL STOREFRONTS

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C O N T E X T I S E V E R Y T H I N G

CONSOLE STOREFRONTS

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C O N T E X T I S E V E R Y T H I N G

DIGITAL RELEASES

Source: EEDAR

0

200

400

600

800

1000

1200

1400

1600

1800

2005 2006 2007 2008 2009 2010 2011 2012 2013

Digital and Retail Console Games Over Time PS3, PS4, Wii, Wii U, 360 & XB1 in the USA

Physical Only Digital Only Physical & Digital

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C O N T E X T I S E V E R Y T H I N G

HARD CURRENCY

Source: EEDAR

45.5%

39.1%

54.5%

60.9%

Xbox One

PlayStation 4

8th Gen Launch Titles using Hard Currency

Games with Hard Currency Games without Hard Currency

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C O N T E X T I S E V E R Y T H I N G

GAME-AFFECTING DLC

Source: EEDAR

0

50

100

150

200

250

300

350

400

0

1,000

2,000

3,000

4,000

5,000

6,000

2005 2006 2007 2008 2009 2010 2011 2012 2013

Game-Affecting DLC Prevalence All PS3 & Xbox 360 Platform Titles

Count of Paid DLC Games w/ Paid DLC

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C O N T E X T I S E V E R Y T H I N G

GAME-AFFECTING DLC

Source: EEDAR

0

50

100

150

200

250

300

350

0

500

1,000

1,500

2,000

2,500

3,000

3,500

4,000

2005 2006 2007 2008 2009 2010 2011 2012 2013

Game-Affecting DLC Prevalence removing Music Games All PS3 & Xbox 360 Platform Titles

Count of Paid DLC -Music Games w/ Paid DLC -Music

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C O N T E X T I S E V E R Y T H I N G

GAME-AFFECTING DLC

Source: EEDAR

0

2

4

6

8

10

12

14

16

18

2005 2006 2007 2008 2009 2010 2011 2012 2013

Average Quantity of Paid Game-Affecting DLC per Game All PS3 & Xbox 360 Platform Titles

Ave. Paid DLC per Game Ave. Paid DLC per Game -Music

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C O N T E X T I S E V E R Y T H I N G

MOBILE MONETIZATION

People that spend more money on mobile games spend more money in mobile games.

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C O N T E X T I S E V E R Y T H I N G

THE QUALITY THRESHOLD

86% of console owners will only consider purchasing DLC if a game has an average review score over 80.

Source: EEDAR Deconstructing DLC Survey

89 92

94 87

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C O N T E X T I S E V E R Y T H I N G

INFLUENCE OF REVIEWS

Group 1 Group 2 Group 3

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C O N T E X T I S E V E R Y T H I N G

INFLUENCE OF REVIEWS

90

71

85

79

61

55 58 51 50

55

60

65

70

75

80

85

90

95

A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)

SMU/EEDAR Study Anchor Review Scores vs. Participant Review Score

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

INFLUENCE OF REVIEWS

62%

79% 83%

38%

21% 17%

34 46 43 21 12 9 0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)

SMU/EEDAR Study Purchase Intent - Took $10 Cash vs. Took Boxed Copy of Plants vs. Zombies

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

INFLUENCE OF REVIEWS

91%

79%

65%

9%

21%

35%

50 46 34 5 12 18 0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

A (Exposed to High Review Scores) C (Exposed to No Review Scores) B (Exposed to Low Review Scores)

SMU/EEDAR Study Participants Willingness to Make a Positive Recommendation to a Friend/Relative

WouldRecommend

Would NotRecommend

Source: EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

1,427 games 1,947 games 3,239 games 3,669 games

2,233 games

263 games

0

100,000

200,000

300,000

400,000

500,000

600,000

700,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100

Ave. 3 Month [Unit Sales] by [Review Score] All Retail 6th, 7th and 8th Generation Console, Handheld and PC Platform Games in the U.S.A

Platform Launch through [December 2013]

Source: The NPD Group & EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

584 games 620 games 984 games 1192 games

767 games

90 games

0

200,000

400,000

600,000

800,000

1,000,000

1,200,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90 to 100

Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Retail] [360, PS3, PS4, Wii, WiiU, XB1] games [Combined Editions]

Platform Launch through [December 2013]

Source: The NPD Group & EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

0.64

0.48

0.28

0.2 0.22

0.57

0.29 0.26

0.31

0.45

0.21

0.3

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

Launch Window Early Mid Late

Review Score Correlation to Unit Sales [Coefficient of Determination - R-Squared] [ >10k Unit Sellers] [USA]

Vita PS2/Xbox PS3/Xbox 360 3DS Wii-USource: EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

22 games

27 games 36 games 28 games

6 games

3 games

0

100,000

200,000

300,000

400,000

500,000

600,000

700,000

800,000

900,000

1,000,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90+

Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Wii] games [Combined Editions] Platform Launch through [October 2007]

Source: The NPD Group & EEDAR

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C O N T E X T I S E V E R Y T H I N G

GAME QUALITY

Source: The NPD Group & EEDAR

231 games 183 games 250 games

222 games

91 games

12 games

0

100,000

200,000

300,000

400,000

500,000

600,000

700,000

800,000

900,000

1,000,000

<50 50 to 59 60 to 69 70 to 79 80 to 89 90+

Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Wii] games [Combined Editions]

Platform Launch through [April 2013]

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C O N T E X T I S E V E R Y T H I N G

MARKETING VS. GAME QUALITY [L

ow

] M

arke

tin

g $

$$

[H

igh

]

[Low] Review Score [High]

High Marketing

Low Review

Low Marketing

Low Review

High Marketing

High Review

Low Marketing

High Review

Source: EEDAR, Nielsen Monitor Plus & The NPD Group

PS3: 1.0 X 360: 1.0 X

PS3: 13.0 X 360: 16.0 X

PS3: 2.4 X 360: 2.4 X

PS3: 2.6 X 360: 3.2 X

WII: 1.0 X

WII: 11.3 X

WII: 1.6 X

WII: 2.8 X

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C O N T E X T I S E V E R Y T H I N G

GOING BIG

There are so many games out there… That if your game isn’t really good… AND doesn’t spend a lot marketing… Nobody hears about it… Which means that nobody buys it.

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C O N T E X T I S E V E R Y T H I N G

IN-STORE ADVERTISING

Source: EEDAR

354 333

280

237 230

0

50

100

150

200

250

300

350

400

Call of Duty: Ghosts Grand Theft Auto V Battlefield 4 Skylanders: Swap force Disney Infinity

Top 5 Video Games by Quantity of In-Store & Website Promotions [Best Buy, GameStop, Target, Toys R Us, WalMart] [2013] [USA]

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C O N T E X T I S E V E R Y T H I N G

DIRECT MEDIA SPEND SHARE

Source: EEDAR, Nielsen Monitor-Plus

Region: USA Period: 2005 through 2012

Sample: Physical/Retail, 7th Gen, 8th Gen, PC

Units: Distinct Titles, Spend in Millions

0 200 400 600 800 1000 1200 1400

Fighting

Music & Rhythm

Arcade

Skill & Chance

Strategy

Narrative

Racing

Sports

Role Playing Games

Shooter

Social & Economic Simulation

Action

General Entertainment

Total Quantity of Titles

75% Revenue 25% Revenue

9.3% OF RETAIL TITLES

ACCOUNT FOR

75% OF DIRECT MEDIA

SPEND SINCE 2005.

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C O N T E X T I S E V E R Y T H I N G

RETAIL REVENUE TITLE SHARE

Source: EEDAR, The NPD Group

Region: USA Period: 2005 through 2012

Sample: Physical/Retail, 7th Gen, 8th Gen, PC

Units: Distinct Titles, Revenue in Billions

0 200 400 600 800 1000 1200 1400

Fighting

Music & Rhythm

Skill & Chance

Arcade

Strategy

Narrative

Racing

Sports

Role Playing Games

Shooter

Social & Economic Simulation

Action

General Entertainment

Total Quantity of Titles

75% Revenue 25% Revenue

12.5% OF RETAIL TITLES

HAVE GENERATED

75% OF RETAIL REVENUE

SINCE 2005.

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C O N T E X T I S E V E R Y T H I N G

MARKET LEADERS

Western video games have seen market leaders emerge within each gaming vertical,

With the top few titles earning the lion’s share of the revenue generated within that vertical.

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: EEDAR

31%

12%

10% 9%

38%

PC F2P Shooters Western Market Share by DAU

Team Fortress 2

Planetside 2

Warframe

Crossfire

Other

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: EEDAR

48%

14%

7%

5%

5%

4%

17%

PC F2P Mechanized Shooters Western Market Share by DAU

World of Tanks

Team Fortress 2

Warthunder

Planetside 2

Warframe

Crossfire

Other

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: The NPD Group & EEDAR

41%

9% 9% 4%

37%

Retail Console/PC Shooters US Market by 2YR Unit Sales

Call of Duty

Halo

Battlefield

Borderlands

Other

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: The NPD Group & EEDAR

0

5

10

15

20

25

Q42006

Q12007

Q22007

Q32007

Q42007

Q12008

Q22008

Q32008

Q42008

Q42009

Q42010

Q12011

Q22011

Q32011

Q42011

Q12012

Q22012

Q32012

Q42012

Q12013

Q22013

Q32013

Q42013

百万

Active WoW Subscribers vs. 2YR US Shooter Unit Sales

Halo CoD Battlefield WoW

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: EEDAR

89%

9%

PC F2P MOBA Worldwide by MAU

League of Legends

Dota 2

Other

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C O N T E X T I S E V E R Y T H I N G

MARKET SHARE LEADERS

Source: EEDAR

-

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

8,000,000

2011 2012 2013

Top MOBA Concurrent Players Worldwide

League of Legends DOTA 2

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C O N T E X T I S E V E R Y T H I N G

THANKS FOR COMING

Awesome Video Game Data

Geoffrey Zatkin Founder [email protected]