Games 2.0 Web 2.0 Expo April 25, 2008

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Games 2.0 Web 2.0 Expo April 25, 2008. Jeremy Liew MD, Lightspeed Venture Partners www.lightspeedvp.com lsvp.wordpress.com jeremy@lightspeedvp.com. Birth of Web 2.0 has been driven by making costs variable. The games industry is starting to feel the same dynamics. - PowerPoint PPT Presentation

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<ul><li><p>Games 2.0</p><p>Web 2.0 ExpoApril 25, 2008Jeremy LiewMD, Lightspeed Venture Partnerswww.lightspeedvp.comlsvp.wordpress.comjeremy@lightspeedvp.com</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Birth of Web 2.0 has been driven by making costs variable</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>The games industry is starting to feel the same dynamics</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Development: Low fi games gathering more usersSources: Lazard Capital Markets, Adonomics, Press Releases, LSVP EstimatesHalo 3Power ChallengeZyngas Texas HoldemFriends for SaleSGNs JetmanDevelopment Costs ($M)Players (M)</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Marketing: Online distribution allows CPC and CPA advertising$30M in marketing - Primarily offline10M copies sold - 90+% through retail</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Distribution: Viral growth and social networks allow games to grow virally</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Content: Multiplayer is user gen content for gamesSource: Ian Bogost, Lightspeed analysisSingle-player gamesNeed new levels to keep player interestAI for NPCs to maintain challenge</p><p>vs.</p><p>Multiplayer GamesEach game is different, keeping player interestOther players have real intelligence, not AIAsynchronous Play- Large pool of other players- Easier to play against friends- Players playing in sequence, not in tandem. - Requires persistent state which all players affect, and which in turn affects all players. - Breaks between players are the organizing principle </p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>Monetization: Online games market growing as revenue sources become more variableSale of downloadsAdvertisingDigital goodsSelf expressionIn-game powerExtra levels/contentAttentionConvenience</p><p>ONLINE GAME REVENUES</p><p>Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners</p><p>If Web 2.0 is the social web, then Games 2.0 is social gamingJeremy Liew: MD, Lightspeed Venture PartnersMark Pincus:CEO, Zynga Game NetworkShervin Pishevar:CEO, Social Games NetworkJohan Christenson:CEO, Power ChallengeSiqi Chen:CEO, Serious Business (Friends for Sale)MODERATORPANELISTS</p></li></ul>