inside virtual goods

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Inside Virtual Goods The Future of Social Gaming 2011 Excerpted from the full report by Justin Smith and Charles Hudson www.insidevirtualgoods.com [email protected] Version 2.0 | Release Date: 16 November 2010 ©2010 Inside Network, Inc. Unauthorized duplication or redistribution is expressly prohibited by law.

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Page 1: Inside Virtual Goods

Inside Virtual Goods The Future of Social Gaming 2011

Excerpted from the full report by Justin Smith and Charles Hudson

www.insidevirtualgoods.com

[email protected]

Version 2.0 | Release Date: 16 November 2010

©2010 Inside Network, Inc.

Unauthorized duplication or redistribution is expressly prohibited by law.

Page 2: Inside Virtual Goods

How Do Social Games Monetize?  

Today, social games primarily monetize through the sale of virtual goods,

though there are also a few advertising-supported models some social game

developers are trying. In this section, we take a look at each of the key ways

that social games are driving revenues, and what the future holds for each.

Virtual Goods

One of the biggest trends the social networking industry has seen over the

course of the last three years is the rise of social game businesses built on a

virtual goods model. Virtual goods are in-game items that users purchase for a

variety of reasons, ranging from functional items like power-ups to decorative

items like avatar accessories, and represent over 90% of revenues earned by

leading social game developers today.

As the social platforms have matured, so have the game developers. Today, a

significant number of talented designers and producers from traditional game

studios have joined the self-taught viral ninjas that were able to get even the

most primitive games into the hands of millions of users to create substantially

more engaging experiences. Now, designers are optimizing game play,

missions, quests, and viral incentives with virtual goods monetization in mind

from the beginning. This degree of design optimization is leading to higher

numbers of paying users and higher revenues per paying user than we've seen

since social networking platforms launched.

Page 3: Inside Virtual Goods

Monetization Rates of Key Social Game Genres

When thinking about monetization rates of social games, one useful way of

slicing the market is to categorize games into genres that share similar game

mechanics and, thus, monetization profiles. However, of course it's important

to remember that within any category of social games there are a variety of

factors that need to be considered when estimating ARPU. For example, niche

games that are serving a highly engaged but smaller audience might have lower

revenue per user numbers than the largest games which are serving tens of

millions of users around the world. These ranges are intended to be used for

directional guidance on what monetization rates for healthy social games are.

Finally, one note on units: the numbers below are in terms of US dollars per

daily active user per month ($/DAU/month). Some developers prefer to think in

terms of dollars per daily active user per day - to get that number, simply

divide these numbers by 30.

Page 4: Inside Virtual Goods

1. Role Playing Games and “Hardcore” Mini-MMOs

Above: “Kingdoms of Camelot” by Kabam

Role playing games, like many of the mob-themed or sorority-themed games on

Facebook and MySpace, are the closest descendants to the original rudimentary

viral Facebook games like Zombies and Werewolves. Whereas in games like

Zombies the whole game mechanic was based on recruiting friends, now the

"mob" mechanic is heavily based on collective achievements. In addition, as

2010 has progressed, more “hardcore” mini-MMO games like Kingdoms of

Camelot from Kabam have emerged that engage a smaller albeit more devoted

audience and monetize well. Although social RPGs are asynchronous, they

increasingly include real-time elements to game play. Many of these games

have both higher ARPPU and percentage of paying player rates compared to

most other genres.

These games are monetized through a variety of types of virtual goods. Most

Page 5: Inside Virtual Goods

common among them are in-game items like tools or weapons that allow

players to save time and progress through the game more quickly. Because

these games are increasingly complex, involving many individual and collective

sub-quests, the variety of items that are sold today is much greater than even a

year ago. The most common type of item that users purchase in these kinds of

games is energy, followed closely by time. Purchasing functional items,

particularly limited edition items, is becoming a meaningful chunk of revenue.

This concludes the excerpted portion of Inside Virtual Goods: The Future of

Social Gaming 2011. Learn more about the full research series at

http://insidevirtualgoods.com.

Page 6: Inside Virtual Goods

Table of Contents from the Full Report

 

I. Overview ........................................................................................................................................... 13 

1. The Evolution of Social Gaming ................................................................................................ 14 

What is Social Gaming? ............................................................................................................................... 15 Natural Tensions Between Social Game Developers and Social Network Platforms ............ 16 Social Games as a Unique Games Genre ................................................................................................ 18 A Brief History of the Major Eras in Social Gaming ........................................................................... 19 

Era I ‐ The Virality Era ................................................................................... Error! Bookmark not defined. Era II ‐ The Emergence of Paid Distribution ..................................................................................................... 21 Era III ‐ The Rise of the Big 4 and the Network Model ................................................................................. 22 

Key Changes in the Social Gaming Landscape in 2010 ..................................................................... 23 Era IV ‐ The Post‐Virality Era .................................................................................................................................. 23 

2. Social Game Development and Design Processes .............................................................. 26 

Studio Composition ...................................................................................................................................... 27 

Small and Medium Developers ................................................................................................................ 28 Large Developers .......................................................................................................................................... 30 Platform Services .......................................................................................................................................... 31 Development Cycle Time ........................................................................................................................... 33 

Developing Franchise Titles ..................................................................................................................... 38 Expansion Packs ‐ Mafia Wars by Zynga ............................................................................................................ 39 True Serial ‐ Mobsters 2 by Playdom .................................................................................................................. 39 Branded Titles from Major Developers ‐ ESPN U College Town and the EA Superstars 

Lineup ............................................................................................................................................................................... 40 

Role of Testing and Metrics ....................................................................................................................... 41 Multi‐Platform Development .................................................................................................................... 42 

3. Social Game Design and Design Mechanics .......................................................................... 45 

Resource Management and Simulation ................................................................................................ 46 Gambling .......................................................................................................................................................... 47 Caretaking ....................................................................................................................................................... 47 

Page 7: Inside Virtual Goods

Casual and Arcade ........................................................................................................................................ 48 MMO and Hardcore ...................................................................................................................................... 48 Category Coverage for Major Facebook Developers ......................................................................... 48 Fast Followers vs Innovators .................................................................................................................... 49 Intellectual Property ................................................................................................................................... 51 Building Games with Third Party IP ....................................................................................................... 52 The Importance of Templates and Engines ......................................................................................... 54 

4. Monetization ................................................................................................................................... 57 

How Do Social Games Monetize? ............................................................................................................. 58 Virtual Goods .................................................................................................................................................................. 58 Advertising ...................................................................................................................................................................... 59 

Monetization Rates ...................................................................................................................................... 61 Defining Terms: Understanding the User Acquisition and Conversion Funnel ................................ 61     Registered Users ........................................................................................................................................................ 62     Active Users ................................................................................................................................................................. 62 

    Average Revenue Per User (ARPU) .................................................................................................................... 63 

    Average Revenue Per Paying User (ARPPU) ................................................................................................... 64 

    Lifetime Value (LTV) ................................................................................................................................................ 65 How Do Social Game Developers Manage Their Businesses? ................................................................... 65 Monetization Rates of Key Social Game Genres .............................................................................................. 66     Role Playing Games and "Hardcore" Mini‐MMOs ......................................................................................... 67     Simulation and City‐Building Games ................................................................................................................. 68     Pet Games ..................................................................................................................................................................... 70     Poker Games ............................................................................................................................................................... 71     Virtual Gifts ................................................................................................................................................................. 73     Arcade Games ............................................................................................................................................................. 75     Dating/Flirting Games ............................................................................................................................................ 77 How Has Monetization Changed Over the Last Year? .................................................................................. 78 Consumer Demographics .......................................................................................................................................... 80 Whales in Social Games ............................................................................................................................................. 82 

Impact of Facebook Credits ....................................................................................................................... 84 Goals and Benefits ........................................................................................................................................................ 84 

Challenges and Costs .................................................................................................................................................. 85 

Page 8: Inside Virtual Goods

Developer Sentiment .................................................................................................................................................. 86 Impact on Payments Ecosystem ............................................................................................................................ 88 

Payment Methods Breakdown ................................................................................................................. 88 Understanding Offers and the Offer Controversy .......................................................................................... 89 

    The Offers Controversy ............................................................................................................................................ 89     Offers in Social Games ............................................................................................................................................. 91     Increased Competition, and the Impact of Credits ....................................................................................... 92 Direct Payments ............................................................................................................................................................ 92     Direct Payment Methods Breakdown in Social Games ............................................................................... 93     Direct Payments vs Offers ...................................................................................................................................... 94 

Mobile and Alternative Direct Payments ........................................................................................................... 95     Mobile Payments ....................................................................................................................................................... 95     Pre‐Paid Cards ........................................................................................................................................................... 97     New Payment Providers ......................................................................................................................................... 99 

Lifetime Value of Social Game Players (LTV) ‐ What Do We Know? ............................................ 99 How Do Developers Measure LTV? .................................................................................................................... 100 

How Long Do Players Stick Around? ................................................................................................................. 101 

When in Their Lifecycle Do Users Monetize Best? ...................................................................................... 101 

Seasonality and Monetization Lifecycles in Social Games ........................................................................ 104 

Banner Advertising's Role ...................................................................................................................................... 105 

5. Customer Acquisition and Marketing .................................................................................. 107 

The Rise, Fall, and (Partial) Re‐rise of Viral Acquisition .............................................................. 108 Impact of Facebook Platform Changes on Viral Distribution ..................................................... 110 News Feed ..................................................................................................................................................................... 110 

Invitations/Requests ................................................................................................................................................ 111 Notifications ................................................................................................................................................................. 112 

Cross Promotion ........................................................................................................................................ 112 Large Developers vs Small Developers ............................................................................................................. 112 Publishers and New Third Party Cross Promotion Networks ................................................................ 113 

Paid Acquisition ......................................................................................................................................... 114 

Facebook Ads ............................................................................................................................................................... 115 

Third Party Facebook Platform Ad Networks ............................................................................................... 116 Cost of Customer Acquisition and LTV ............................................................................................................. 117 

Page 9: Inside Virtual Goods

A Look at Growth and Decay of Games Launched in 2010 ........................................................... 118 Off‐Facebook Promotion ......................................................................................................................... 132 

Network Strategy and Economies of Scale ........................................................................................ 132 

 

6. 2011 Market Size and Top Developer Revenue Estimates ............................................ 134 

2011 Social Gaming Market Size .......................................................................................................... 135 

Top Developer Revenue Estimates ...................................................................................................... 136 Zynga ............................................................................................................................................................................... 136 Playfish ........................................................................................................................................................................... 140 Playdom .......................................................................................................................................................................... 142 

CrowdStar ...................................................................................................................................................................... 145 

Section II ‐ The Future .................................................................................................................... 147 

1. Facebook Platform Changes and the Relationship Between Facebook and 

Application Developers ................................................................................................................. 148 

Impact of Platform Changes ................................................................................................................... 149 Facebook Platform Policy and the LOLapps Example ................................................................... 150 

Developers and Advertising Spend ..................................................................................................... 151 

2. The Future of Facebook Credits and the Changing Monetization Landscape ......... 152 

Impact of Facebook Credits .................................................................................................................... 153 

Offers and Performance Advertising .................................................................................................. 154 Role of Alternative Payment Systems ................................................................................................. 155 

3. What Does the Emergence of the Big 4 Mean for Small and Medium Sized 

Developers? ....................................................................................................................................... 157 

Growing Value of Cross Promotion ...................................................................................................... 158 Marketing and Customer Acquisition ................................................................................................. 159 From CrowdStar to Kabam ..................................................................................................................... 160 

4. Off‐Network Games with Facebook Connect ...................................................................... 162 

iOS Devices ................................................................................................................................................... 163 Android Devices ......................................................................................................................................... 164 Open Internet and Facebook Connect ................................................................................................ 166 

Page 10: Inside Virtual Goods

5. Will Another Platform Other Than Facebook Emerge? .................................................. 171 

Google ............................................................................................................................................................ 172 

MySpace ........................................................................................................................................................ 173 

Twitter ........................................................................................................................................................... 174 

International Social Networks (China, Japan, Russia) .................................................................. 174 Casual/MMO Portals ................................................................................................................................. 176 Global Portals: Yahoo, MSN, and Others ............................................................................................. 176 Mobile Social Networking Platforms .................................................................................................. 177 

6. Competitive Response in the Broader Media and Games Industry ............................ 179 

Casual Game Developers ......................................................................................................................... 180 Console Games Companies ..................................................................................................................... 181 Casual MMOs and Virtual Worlds ......................................................................................................... 183 Media Companies ....................................................................................................................................... 184 

7. Investment Landscape ............................................................................................................... 186 

Venture Capital ........................................................................................................................................... 187 M&A and IPO Landscape ......................................................................................................................... 189 

III. Appendix: Company Index ..................................................................................................... 192