scientific revenue for svief 2015
TRANSCRIPT
![Page 1: Scientific Revenue for SVIEF 2015](https://reader031.vdocuments.us/reader031/viewer/2022030316/587279061a28abc7068b4d89/html5/thumbnails/1.jpg)
In the Past Three Years…
(Historical Perspective for “Revenue Stream For Games In the Era of Big Data” Panel)
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November 2012 April 2013
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October 2013 October 2013
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January 2014 May 2014
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October 2014 October 2014
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November 2014 December 2014
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January 2015 May 2015
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TL;DR
2012• Premium is dominant mobile app
revenue stream
• Angry Birds dominates
— No mobile e-sports
— No celebrity tie-ins
— No product placement
• Games are marketing vehicles for movies
• No VR
• Mostly an American / European Market
2015• Who buys games anymore ? F2P
dominates
— Advertising is 33% of revenue
— IAP is 60% of revenue
— 7% from all other streams
• Increasing rate of change
— Amazon
— Mobile streaming and e-sports
— AR and VR
— Cross-platform gaming
• Global market and global consumer base
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