Casual Connect Social Games 2012
Casual Connect Social Games 2012
Casual Connect Social Games 2012
The Players
Female
40 years old
Social games revolutionized the western games industry. Solitaire, Bejeweled, and Mystery Case Files attracted millions of players in the last decade. As these games migrate to social networks, mainstream consumer gameplay habits are nally fully visible.
Male
37 years old
2010
57.4
2011e
69.2
2012e
77.9
The Payers
The name of the game is free-toplay with most social network games using a freemium model of distribution and monetization. A freemium game is free-to-play, but players pay to purchase optional upgrades, extra content, virtual goods, in game currency, power ups, and other premium features. Only 1% - 5% of a social games audience purchase virtual items, but this source dominates most games revenue streams.
$ $ 20% $ $ 20%
OffERS
AdVERTISIng
$ $ $ $ $ $ 60%
VIRTUAL GOOdS
Social network games rely heavily on their big spenders, or whales. Whales spend more than $25 per month, on average. While whales represent less than 15% of a games paying users, they account more than 50% of a typical games revenue. Moderate paying players spend $5 - $10 per month, represent 25%-40% of the payers, and generate about 25% of the revenue. Most payers spend only $1 - $5 a month and generate less than 15% of a games revenue, in aggregate.
10
Revenue
Social network games are currently experiencing exponential growth that is expected to continue through 2014, helping to fuel audience and revenue growth in the online games segment.
U.S. Social Gamers Size U.S. Social Audience Gamers Audience Size Millions of Players Millions of Players 2010 57.4 2010 57.4 2011E 69.2 2011E 69.2 Facebook continue to 2012E 82.7 2012EWill 82.7 dominate social gaming? Through 2012e, the portion of social network game revenue associated with Facebook peaks as Facebook continues to push into new markets. Following 2012, Facebooks portion begins to decrease as niche social networks expand their games offerings and developers seek out less crowded markets.
Worldwide (billion) 2010 2011E 2012E 2013E Worldwide (billion) 2010 Facebook Social Gaming Market (billion) 1.31 2011E 1.69 2012E 2.37 2013E 2.79 2013E Worldwide 2010 2011E 2012E Facebook Social Gaming 1.31 Non-Facebook Social Facebook Gaming Market 2.34 3.25 1.69 3.83 2.37 4.70 Social Market Gaming Market 1.31 1.69 Non-Facebook 2.34 3.25 excluding Asia 0.86 Social 1.14 Gaming 1.35 1.65 Non-Facebook Social Market Gaming Market 2.34 Asia 7.49 0.86 1.14 Total 3.65 excluding 4.94 excluding 6.20 Asia 0.86 1.35 1.14 1.65 1.35 1.65 Total 3.65 4.94 6.20 7.49 Total 3.65 4.94 6.20 7.49 FB/Non-FB Revenues, worldwide (billions) Facebook Social Gaming Facebook Social Market Gaming Market Non-Facebook Social Gaming Market Non-Facebook Social Gaming Market Facebook Social Non-Facebook Social Gaming Market Gaming Market excluding Asia excluding Asia 2010 2011E 2010
$1.31 $2.79 $1.69 $2.37 $3.83 $4.70 $3.25 $2.34
excluding Asia Emerging Markets Emerging markets are a key component of revenue growth in the global social network games market. Brazil and Russia are prime examples of current emerging markets for social network gaming. Use these three attributes to evaluate if a market is ready for social network games: 1. High speed internet and smartphone penetration
$0.86 $1.65 $1.14 $1.35
Brazil
2010
$100 $171
Russia
2010
$56 $110
2. Attractive social network audience 3. Existing payment systems for processing online purchases
2012e
$136
2012e
$85
2011e
2011e
CHART/GRAPHIC: Brazil Social Gaming 2010 - 2012E b CHART/GRAPHIC: Brazil Social Market Gaming Market 2010($, - 20
Key Terminology
FREEMIUM
Offering a game, product or service free of charge while charging a premium for advanced features, functionality, or related products and services.
VIRTUAL GOOdS
In-game items or game-related services such as power-ups, premium content, or a temporary subscription that enable or enhance gameplay.
ARPPU Average Revenue Per Paying User. ARPU Average Revenue Per User.