CHANGING BUSINESSES FOR GOOD
THE NEW DIMENSIONS
OF GAMING
JANUARY 2018
TREND SESSION
PETER WARMAN
CEO & CO-FOUNDER
2
“I'll be in London to attend #Gamesforum this week.
Really looking forward to a number of interesting
talks and speakers:
The one and only Peter Warman from Newzoo will
present his vision on what the future has in store
(spoiler: bigger, better, bananas).
- Ralph Urmel, Digital Communications Manager, Belgian Lottery
3
GAMING
IS ABOUT
GOING BANANAS
LET’S GO BANANAS
AND THINK BIG
1
GAMING
IS ALL ABOUT
MEDIA & TECH
GAMES DRIVE CHANGE
6
WE ARE AT THE NEXUS OF CHANGE
OTHERS
GAME COMPANIES INVOLVED IN THE
REVOLUTION OF AUTOMOTIVE.
ASIAN TECH FIRMS REGAIN
CONFIDENCE TO CONQUER THE
WEST AND INVEST HEAVILY IN
SILICON VALLEY.
GAMES DRIVE CHANGE
7
WE ARE THE NEXUS OF CHANGE
“THE FIRST ESPORTS AND GAMING
RECRUITMENT AND MANAGEMENT
PLATFORM THAT USES BLOCKCHAIN
& SMART CONTRACTS TO UNLOCK A
MULTI-BILLION DOLLAR ECONOMY
BASED ON DREAMTEAM TOKENS”
OTHERS
GAMES DRIVE CHANGE
8
WE ARE THE NEXUS OF CHANGE
OTHER BRANDS
MACHINEZONE BRINGS THE UNIQUE
ANALYTICS CAPABILITIES BEHIND
WORLD’S MOST SUCCESFUL MOBILE
GAMES TO OTHER INDUSTRUES
GAMING
IS ALL ABOUT
MEDIA & TECH
GAMES DRIVE CHANGE IN MEDIA & TECH
IMPACTING ALL INDUSTRIES
THE NEW DIMENSIONS
THE SLIGHTLY LESS BIGGER PICTURE
2
THE GAMING EXPERIENCE EVOLVED
INTO THE MOST EMPOWERING FORM OF ENTERTAINMENT
Razer announces IPO
and the launch of
their smartphone
Intel sponsors the
Olympics and
announces esports at
Tokyo 2020
Esports team Fnatic
offers branded
peripherals and
opens physical store
THE EVOLUTION AND CONVERGENCE OF GAMING FROM A CONSUMER PERSPECTIVE
TOOLS
COMMUNITIES
“creating”
“sharing”
GAME
ESPORTS
“playing”
VIDEO
STREAMING
“viewing”
HARDWARE
“owning”
GEAR
© Copyright Newzoo 2017
Source: Newzoo Global Games, Esports, & Mobile Market Reports
www.newzoo.com/solutions
GAMING
IS ALL ABOUT
EMPOWERING PEOPLE
THE GAMES INDUSTRY EVOLVED
TRADITIONAL TERMINOLOGY NO LONGER APPLIES | WAVE OF M&A JUST STARTED
Through its investment in Bamtech, Disney owns
streaming rights to sports and League of Legends
THE EVOLUTION AND CONVERGENCE OF GAMING FROM AN INDUSTRY PERSPECTIVE
© Copyright Newzoo 2017
Source: Newzoo Global Games, Esports, & Mobile Market Reports
www.newzoo.com/solutions
Swedish broadcaster owns the world’s biggest
esports organizers as well as game companies
The envisaged acquisition of Time Warner makes
AT&T a main player in game and esports content
CONVERGENCE
“world’s #1 pastime”“community entertainment”
GAMER
“playing”
DEVELOPER
“making”
“games as a service”
PUBLISHER
“selling”
GAME
OPERATOR
ENTERTAINMENT
COMPANY
GAME
ENTHUSIAST
SPORTSMEDIAMOBILE
A NEW WAVE OF IPO’S AND ACQUISITIONS
15
CENTERED AROUND GAMES AND THEIR IMPACT ON TECH & MEDIA
© copyright Newzoo
http://www.hkexnews.hk/APP/SEHK/2017/2017062803/Documents/SEHK201706290041.pdf
SUPPORTED BY SUPPORTED BY
https://www.sec.gov/Archives/edgar/data/1703399/000119312517291352/d363501df1.htm
PUSHING THE BOUNDARIES OF TECH
GAMES DEMAND THE MOST
3
IMMERSIVE AND COMPETITIVE CONVERGE
CREATING A NEW GENRE ON ITS PATH
#1viewed game on
Twitch in August with
74M hours. First time
in 34 months that LoL
is not on top.
>$1BN revenues.
A “NEW” GENRE IS BORN
18
% OF CORE PC PLAYERS THAT PLAYS BATTLE ROYALE GAMES | 36 COUNTRY AGGREGATE
0%
5%
10%
15%
20%
25%
January February March April May June July August September October November
ARK: Survival Evolved DayZ Fortnite H1Z1: King of the Kill PLAYERUNKNOWN'S BATTLEGROUNDS Battle Royal
While 15% of core PC Gamers play PUBG,
other older titles in the genre have seen
limited growth. Coming from their success
on console, Fortnite saw an immediate
uptake, boosting the popularity of the
overall genre.
Battle royale genre is represented by the five biggest battle royale games: PUBG, Fortnite, H1Z1: King of the Kill, Ark: Survival Evolved, and Dayz.
Souce: Newzoo PC Game Tracker
IN COOPERATION WITH
TOTAL PLAYERS
OF THE
BATTLE ROYALE
GENRE
>10% OF PLAYERS PLAY PUBG BELOW MIN SPECS
19
SHARE OF DESKTOP PUBG PLAYERS* | UNDER VS. ABOVE MINIMUM SPECS | OCTOBER 2017 | US VS. RU
© copyright Newzoo 2017
PLAYERS*
ON DESKTOP PC
22%
10%
48%
44%
30%
46%
NON-PLAYERS*
ON DESKTOP PC
44%
23%
39%
44%
16%
34%
© copyright Newzoo 2017 | Newzoo PC Gaming Hardware Tracker
newzoo.com/pc-gaming-hardware-tracker
TOP 5 COUNTRIES
BY SHARE OF PUBG
PLAYERS, PLAYING BELOW
MINIMUM SPECS
22.6%
RUSSIA
22.3%
BRAZIL
21.7%
MEXICO
19.9%
CZECH REPUBLIC
16.4%
SPAIN
RUSSIA
U.S.
MININMUM NVIDIA GPU SPECS
GEFORCE GTX 660 2GB
RECOMMENDED NVIDIA GPU SPECS
GEFORCE GTX 1060 6GB
< Minimum Specs > Recommended SpecsMinimum > Recommended Specs
*Gamers tracked: >12
million PC gamers that
use Overwolf software
4%
6%
8%
10%
12%
14%
16%
July August September October
4%
6%
8%
10%
12%
14%
16%
July August September October
-6.3%
+15.7%
+4.8%
-7.1%
+14.0%
-11.9%
+18.1%
+2.7%
-10.9%
+10.7%
ALL GAMERS*
ON DESKTOP PC
JUL-OCT
GROWTH
RATES
GAMERS UPGRADE THEIR TECH
AS PUBG COMBINES IMMERSIVE AND COMPETITIVE
MARKET
SHARE
MARKET
SHARE
JUL-OCT
GROWTH
RATES
0% 0%
PUBG GAMERS*
ON DESKTOP PC
* Gamers: >12 million PC gamers that use
Overwolf software
GTX 970
GTX 960
GTX 1070
GTX 1060
GTX 1080
GTX 970
GTX 960
GTX 1070
GTX 1060
GTX 1080
© copyright Newzoo 2017 | Newzoo PC Gaming Hardware Tracker
newzoo.com/pc-gaming-hardware-tracker
MOBILE TECH SPECS DRIVEN BY GAMING
21
RAZER LAUNCHES ITS FIRST SMARTPHONE
SEGMENTING THE SMARTPHONE MARKET
22
ALL LARGE (>=5.7’’) DEVICES
SCREEN SIZE
5.7”+
560M
DEVICES
© copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
SEGMENTING THE SMARTPHONE MARKET
23
ALL LARGE (>=5.7’’) DEVICES WITH AT LEAST 6GB OF RAM
RAM
6GB+
13.4M
DEVICES
© copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
SEGMENTING THE SMARTPHONE MARKET
24
ALL LARGE (>=5.7’’) DEVICES WITH AT LEAST 6GB OF RAM & OCTA CORE
CPU CORES
8+
12.6M
DEVICES
© copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
+114M
+99M
+42M
+36M +33M
+15M +12M
-2M -4M
-19M
-47M
YOY GROWTH OF SMARTPHONE USE BY BRAND
25
ABSOLUTE NUMBERS OF ACTIVELY USED SMARTPHONES YEAR ON YEAR | OCT. 2016 VS. OCT. 2017 | GLOBAL
KEY FACT
Brands saw an
increase of
+277M
active smartphones
globally
Other
+288M +277M
Total All
Brands
Major
Chinese
Brands*
© copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
59%
OF GROWTH OF
CHINESE BRANDS IS
OUTSIDE OF CHINA
PUSHING THE BOUNDARIES OF MEDIA
GAMES BECOME ALLROUND ENTERTAINMENT
4
GAMES DRIVEN BY VIEWER EXPERIENCE
28
INTEGRATING MEDIA AND GAME FORMATS
© copyright Newzoo
COUNTER-STRIKE: GLOBAL OFFENSIVE
THE MAINSTREAM TV TITLE
COUNTER-STRIKE: GLOBAL OFFENSIVE
PLATFORMS: PC
LAUNCH DATE: AUGUST 2012
PUBLISHER: VALVE
HQ: BELLEVUE, USA
CS:GO is one of the most popular esports titles in the world,
consistently ranking in top three game on Twitch by hours
watched. It attracts an older audience than other titles and
is easy to follow as a viewer. The U.S. has seen very heavy
investments in CS:GO, such as the prestigious ELEAGUE run
by Turner Broadcasting on TV. Of the five esports titles,
CS:GO has the highest “only viewing” share.
#5
Franchise on
Twitch by total
Viewing Hours
In May
9.6%
of Game Enthusiasts
REACH* PC GAME RANK**
#4
in Europe and U.S. in May
TWITCH RANK
#3
esports hours in May
Source: © Copyright Newzoo 2017 | Esports Consumer Insights
**Based on Newzoo’s Most Watcehd
Core PC Game Ranking | May 2017
PLAYERS VIEWERS
COUNTRY SCOPE
US, CA, UK, DE, FR, IT, ES, SE, NL, BE
*among consumers aged 10-65
who have played a game on
mobile, console, or PC, and/or
watched esports content in the
past three months.
47%
ONLY PLAYING
23%
PLAYING & VIEWING
30%
ONLY VIEWING
THE CS:GO ESPORTS VIEWER
DEMOGRAPHICS, MEDIA BEHAVIOR, AND BRAND PREFERENCE
42%of CS:GO
esports viewers
mainly use
Apple vs. 35% of
gamers
85%of CS:GO esports
viewers have a
positive attitude
about Coca Cola vs.
74% of gamers
35%of CS:GO esports viewers
also watch Overwatch
esports content
81%
of CS:GO esports
viewers use
Instagram vs. 54%
of all gamers
40%
of CS:GO esports
viewers have a Apple
Music subscription vs.
17% of all gamers
20%
37%
17%
7%
13%
5% M10-20
M21-35
M36-50
M51-65
F10-20
F21-35
F36-50
F51-65
MEDIA PREFERENCES
VIEWERS
AGE/GENDER
BRAND
PREFERENCE
OVERLAP
IN ESPORTS VIEWING
Source: © Copyright Newzoo 2017 | Esports Consumer Insights | Online Population Age 10-65 | April 2017
COUNTRY SCOPE
US
1%
50%
Millennials
MONETIZATION STRATEGIES WILL CHANGE
FROM PLAYER TO COMMUNITY MONETIZATION
DIRECT SPENDING
BOX / DIGITAL GAME SALES -
SUBSCRIPTION -
IN-GAME MONETIZATION –
OPTIMIZE DIRECT SPENDING
- IN STREAM TARGETED OFFERS
- RE-ENGAGEMENT OFFERS
- CROSS PLATFORM ANALYTICS
INDIRECT REVENUES
- ADVERTISING
- BRAND PARTNERSHIPS
- MEDIA RIGHTS
DIRECT SPENDING
- MERCH & TICKETS
- DONATIONS
- VIEWER OPTIONS
PLAYERS VIEWERS
32
GLOBAL CONSUMER BRANDS GO IN BIG
33
AND IT ARE NOT ALWAYS THE OBVIOUS ONES…
CHANGES LEAD TO NEW GROWTH
THE GLOBAL GAMES MARKET
5
29%
34% 36% 39% 41%
10%
10%
10%
10%
10%
31%
29%
27%
26%
26%
5%
4%
4%
3%
3%
25%
23%
22%
22%
21%
$104,8Bn
$116,0Bn
$125,4Bn
$134,5Bn
$143,5Bn
2016 2017 2018 2019 2020
2016-2020 GLOBAL GAMES MARKET
FORECAST PER SEGMENT TOWARD 2020
TabletConsoleBrowser PCBoxed/Downloaded PC Smartphone
MOBILE
$40.9
Bn
TOTAL MARKET
+8.2%
CAGR 2016-2020
MOBILE
$50.4
Bn
MOBILE
$57.9
Bn
MOBILE
$65.2
Bn
MOBILE
$72.3
Bn
©2017 Newzoo
Source: ©Newzoo | Q4 2017 Update | Global Games Market Report
newzoo.com/globalgamesreport
2016-2020 CAGR
50%
23%
4%
23%
2017 GLOBAL GAMES MARKET
PER REGION WITH YEAR-ON-YEAR GROWTH RATES
In 2017,
50%
of all consumer spend
on games will come
from the APAC region
ASIA-PACIFIC
EUROPE,
MIDDLE-EAST & AFRICA
$57.8Bn
+14.6% YoY
$26.4Bn
+8.2% YoY
NORTH AMERICA
LATIN AMERICA
$27.4Bn
+5.1% YoY
$4.4Bn
+13.4% YoY
US TOTAL
$25.4Bn
CHINA TOTAL
$32.5Bn
Source: ©Newzoo | Q4 2017 Update | Global Games Market Report
newzoo.com/globalgamesreport
2017 TOTAL
$116.0Bn
+10.7%
YoY
©2017 Newzoo
17%
33%
50%
0,0Bn
2,0Bn
4,0Bn
6,0Bn
8,0Bn
10,0Bn
12,0Bn
14,0Bn
16,0Bn
2013 2014 2015 2016 2017 2018 2019 2020
THE CONSOLE COMEBACK
REVENUE PROJECTIONS 2013-2020 IN NORTH AMERICA
PC REVENUES CONSOLE REVENUES MOBILE REVENUES
Source: @ Copyright Newzoo 2017 | Global Games Market Report Premium
2020 REVENUES PER SEGMENT
SHARE AND IN $Bn 2020
PC
MOBILE
$28.9Bn
TOTAL GAME
REVENUES
$9.6Bn
$4.9Bn
CONSOLE
$14.4Bn
COUNTRY SCOPE
THE CONSOLE COMEBACK
MOVING FROM A FRAGMENTED PLAYER BASE TO A COMPETITIVE COMMUNITY
ENGAGED COMMUNITYIN-GAME MONETIZATION
(BI-) YEARLY RELEASES
SINGLE VERSION
REVENUES GAME LIFECYCLE COMPETITIVE COMMUNITY
BOXED / DIGITAL GAME
SALES
FRAGMENTED PLAYER
BASE
ROCKET LEAGUE TO SWITCH SUCCESFUL F2P ON CONSOLE FIFA UT HITS $800M IN-GAME
vs vs vs
MOBILE GAMING POWERING ON
LEAD BY THE ASIAN MARKET AND INDUSTRY
6
17%
25%
34%
46%
54%
58%
60%
62%
83%
75%
66%
54%
46%
42%
40%
38%
$13,8Bn
$18,1Bn
$21,8Bn
$27,1Bn
$32,5Bn
$36,3Bn
$39,5Bn
$42,0Bn
2013-2020 CHINESE GAMES MARKET
REVENUES PER SEGMENT 2013-2020
2015 2016 2017 2018 201920142013
MOBILE
$2.3
Bn
MOBILE
$4.5
Bn
MOBILE
$7.4
Bn
MOBILE
$12.4
Bn
MOBILE
$17.6
Bn
MOBILE
$20.8
Bn
MOBILE
$23.7
Bn
TOTAL MARKET
+17.2%
CAGR 2013-2020
©2017 Newzoo
2020
MOBILE
$25.9
Bn
OtherMobile
Source: ©Newzoo | Q4 2017 Update | Global Games Market Report
newzoo.com/globalgamesreport
HOW WILL THE MOBILE MOBA GENRE EVOLVE?
WILL MOBILE ESPORTS ACTIVITIES FOLLOW?
HOW WILL THE MOBILE SHOOTER GENRE EVOLVE?
FOLLOWING THE SUCCESS OF PUBG
HOW WILL MOBILE ESPORTS EVOLVE?
WILL THE WEST EMBRACE IT AS THE EAST HAS DONE?
MOBILE ESPORTS MIGHT TAKE A DIFFERENT PATH
44
MOBILE COMPETITIVE TITLES SURGE BUT ESPORTS ECOSYSTEM COULD PROVE DIFFERENT
Analysis of Mobile Esports Opportunity
MOBILE GAMES CAN BE EQUALLY COMPETITIVE
MOMENTS TO SHARE DETERMINE CONTENT CREATION
WHAT THESE MOMENTS ARE DETERMINE IF IT IS ESPORTS
DO THE MOMENTS HAVE TO DO WITH SKILL? OR FUN OR
VISUAL? ESPORTS REQUIRE SKILL-BASED MOMENTS.
TRADITIONAL ESPORTS IS VIEWED MOST ON MOBILE WHERE
THERE IS NO OPTION TO PLAY. ON MOBILE FANS CAN
CHOOSE TO PLAY
PERFORMANCE ON TWITCH IS A CLEAR INDICATION OF
ESPORTS POTENTIAL. MOBILE SCORES LOW.
FACILTATING & STIMULATING THE CREATION OF LEAGUES
AND COMPETITION BETWEEN FRIENDS IS KEY TO BOTH
MOBILE AND PC COMPETITIVE GAMES.
THERE ARE NO VIEWER-ONLY ENTHUSIASTS ON MOBILE
CONSUMERS AND SMALL ORGANIZATIONS SET UP EVENTS
AT PHYSICAL LOCATIONS. FUN COMMUNITY COMPETITIONS.
FOR MOBILE THIS CAN BE EVERYWHERE. PC NOT
IN ASIA YES, IN THE WEST NOT SO MUCH. IN ASIA ESPORST AROUND
MOBILE GAMES ARE MORE SIMILAR TO PC. ESPECIALLY IN SEA.
SINGLE PLAYER NOT ENOUGH FOR ESPORTS ENTERTAINMENT
F2P BUSINESS MODEL DOMINANT ON BOTH
MOBILE AS PC. MASS AUDIENCE REQUIRED FOR
COMPETITIVE MATCHING IS THERE ON MOBILE.
Case: Arena of Valor
Already an esports success in China
Tencet pushing localized versions in
the West and SEA
MOBILE ESPORTS IN THE WEST
45
COMING YOUR WAY IN 2018
© copyright Newzoo
MOBILE ESPORTS IN THE EAST
46
ALREADY HUGE IN 2017
25M DAU
THE LONG TAIL OF MOBILE GAMING
47
TOP 10 COMPANY MOBILE GAME REVENUES VERSUS THE REST
2015 2016 2017
52% 51% 56%TOP 10 TOP 10 TOP 10
$16.4Bn $20.8Bn $28.2Bn
COMPANIES WITH NET CONSUMER REVENUES OF $1M+/YR
>>800 >>900 >>1,000
IN COOPERATION WITH
HOW TO SURVIVE IN MOBILE GAMING?
48
OUTSMARTING COMPETITION USING NEW COMBINATIONS OF METRICS
IN COOPERATION WITH
© copyright Newzoo 2017 | Newzoo Mobile Metrics Tracker
49
GAMING
IS ABOUT
GOING BANANAS
GAMING
IS ALL ABOUT
MEDIA & TECH
GAMING
IS ALL ABOUT
EMPOWERING PEOPLE
PETER WARMAN
CEO & CO-FOUNDER
PETER@NEWZOO.COM

Keynote: Gamesforum London 2018

  • 1.
    CHANGING BUSINESSES FORGOOD THE NEW DIMENSIONS OF GAMING JANUARY 2018 TREND SESSION PETER WARMAN CEO & CO-FOUNDER
  • 2.
    2 “I'll be inLondon to attend #Gamesforum this week. Really looking forward to a number of interesting talks and speakers: The one and only Peter Warman from Newzoo will present his vision on what the future has in store (spoiler: bigger, better, bananas). - Ralph Urmel, Digital Communications Manager, Belgian Lottery
  • 3.
  • 4.
  • 5.
  • 6.
    GAMES DRIVE CHANGE 6 WEARE AT THE NEXUS OF CHANGE OTHERS GAME COMPANIES INVOLVED IN THE REVOLUTION OF AUTOMOTIVE. ASIAN TECH FIRMS REGAIN CONFIDENCE TO CONQUER THE WEST AND INVEST HEAVILY IN SILICON VALLEY.
  • 7.
    GAMES DRIVE CHANGE 7 WEARE THE NEXUS OF CHANGE “THE FIRST ESPORTS AND GAMING RECRUITMENT AND MANAGEMENT PLATFORM THAT USES BLOCKCHAIN & SMART CONTRACTS TO UNLOCK A MULTI-BILLION DOLLAR ECONOMY BASED ON DREAMTEAM TOKENS” OTHERS
  • 8.
    GAMES DRIVE CHANGE 8 WEARE THE NEXUS OF CHANGE OTHER BRANDS MACHINEZONE BRINGS THE UNIQUE ANALYTICS CAPABILITIES BEHIND WORLD’S MOST SUCCESFUL MOBILE GAMES TO OTHER INDUSTRUES
  • 9.
  • 10.
    GAMES DRIVE CHANGEIN MEDIA & TECH IMPACTING ALL INDUSTRIES
  • 11.
    THE NEW DIMENSIONS THESLIGHTLY LESS BIGGER PICTURE 2
  • 12.
    THE GAMING EXPERIENCEEVOLVED INTO THE MOST EMPOWERING FORM OF ENTERTAINMENT Razer announces IPO and the launch of their smartphone Intel sponsors the Olympics and announces esports at Tokyo 2020 Esports team Fnatic offers branded peripherals and opens physical store THE EVOLUTION AND CONVERGENCE OF GAMING FROM A CONSUMER PERSPECTIVE TOOLS COMMUNITIES “creating” “sharing” GAME ESPORTS “playing” VIDEO STREAMING “viewing” HARDWARE “owning” GEAR © Copyright Newzoo 2017 Source: Newzoo Global Games, Esports, & Mobile Market Reports www.newzoo.com/solutions
  • 13.
  • 14.
    THE GAMES INDUSTRYEVOLVED TRADITIONAL TERMINOLOGY NO LONGER APPLIES | WAVE OF M&A JUST STARTED Through its investment in Bamtech, Disney owns streaming rights to sports and League of Legends THE EVOLUTION AND CONVERGENCE OF GAMING FROM AN INDUSTRY PERSPECTIVE © Copyright Newzoo 2017 Source: Newzoo Global Games, Esports, & Mobile Market Reports www.newzoo.com/solutions Swedish broadcaster owns the world’s biggest esports organizers as well as game companies The envisaged acquisition of Time Warner makes AT&T a main player in game and esports content CONVERGENCE “world’s #1 pastime”“community entertainment” GAMER “playing” DEVELOPER “making” “games as a service” PUBLISHER “selling” GAME OPERATOR ENTERTAINMENT COMPANY GAME ENTHUSIAST SPORTSMEDIAMOBILE
  • 15.
    A NEW WAVEOF IPO’S AND ACQUISITIONS 15 CENTERED AROUND GAMES AND THEIR IMPACT ON TECH & MEDIA © copyright Newzoo http://www.hkexnews.hk/APP/SEHK/2017/2017062803/Documents/SEHK201706290041.pdf SUPPORTED BY SUPPORTED BY https://www.sec.gov/Archives/edgar/data/1703399/000119312517291352/d363501df1.htm
  • 16.
    PUSHING THE BOUNDARIESOF TECH GAMES DEMAND THE MOST 3
  • 17.
    IMMERSIVE AND COMPETITIVECONVERGE CREATING A NEW GENRE ON ITS PATH #1viewed game on Twitch in August with 74M hours. First time in 34 months that LoL is not on top. >$1BN revenues.
  • 18.
    A “NEW” GENREIS BORN 18 % OF CORE PC PLAYERS THAT PLAYS BATTLE ROYALE GAMES | 36 COUNTRY AGGREGATE 0% 5% 10% 15% 20% 25% January February March April May June July August September October November ARK: Survival Evolved DayZ Fortnite H1Z1: King of the Kill PLAYERUNKNOWN'S BATTLEGROUNDS Battle Royal While 15% of core PC Gamers play PUBG, other older titles in the genre have seen limited growth. Coming from their success on console, Fortnite saw an immediate uptake, boosting the popularity of the overall genre. Battle royale genre is represented by the five biggest battle royale games: PUBG, Fortnite, H1Z1: King of the Kill, Ark: Survival Evolved, and Dayz. Souce: Newzoo PC Game Tracker IN COOPERATION WITH TOTAL PLAYERS OF THE BATTLE ROYALE GENRE
  • 19.
    >10% OF PLAYERSPLAY PUBG BELOW MIN SPECS 19 SHARE OF DESKTOP PUBG PLAYERS* | UNDER VS. ABOVE MINIMUM SPECS | OCTOBER 2017 | US VS. RU © copyright Newzoo 2017 PLAYERS* ON DESKTOP PC 22% 10% 48% 44% 30% 46% NON-PLAYERS* ON DESKTOP PC 44% 23% 39% 44% 16% 34% © copyright Newzoo 2017 | Newzoo PC Gaming Hardware Tracker newzoo.com/pc-gaming-hardware-tracker TOP 5 COUNTRIES BY SHARE OF PUBG PLAYERS, PLAYING BELOW MINIMUM SPECS 22.6% RUSSIA 22.3% BRAZIL 21.7% MEXICO 19.9% CZECH REPUBLIC 16.4% SPAIN RUSSIA U.S. MININMUM NVIDIA GPU SPECS GEFORCE GTX 660 2GB RECOMMENDED NVIDIA GPU SPECS GEFORCE GTX 1060 6GB < Minimum Specs > Recommended SpecsMinimum > Recommended Specs *Gamers tracked: >12 million PC gamers that use Overwolf software
  • 20.
    4% 6% 8% 10% 12% 14% 16% July August SeptemberOctober 4% 6% 8% 10% 12% 14% 16% July August September October -6.3% +15.7% +4.8% -7.1% +14.0% -11.9% +18.1% +2.7% -10.9% +10.7% ALL GAMERS* ON DESKTOP PC JUL-OCT GROWTH RATES GAMERS UPGRADE THEIR TECH AS PUBG COMBINES IMMERSIVE AND COMPETITIVE MARKET SHARE MARKET SHARE JUL-OCT GROWTH RATES 0% 0% PUBG GAMERS* ON DESKTOP PC * Gamers: >12 million PC gamers that use Overwolf software GTX 970 GTX 960 GTX 1070 GTX 1060 GTX 1080 GTX 970 GTX 960 GTX 1070 GTX 1060 GTX 1080 © copyright Newzoo 2017 | Newzoo PC Gaming Hardware Tracker newzoo.com/pc-gaming-hardware-tracker
  • 21.
    MOBILE TECH SPECSDRIVEN BY GAMING 21 RAZER LAUNCHES ITS FIRST SMARTPHONE
  • 22.
    SEGMENTING THE SMARTPHONEMARKET 22 ALL LARGE (>=5.7’’) DEVICES SCREEN SIZE 5.7”+ 560M DEVICES © copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
  • 23.
    SEGMENTING THE SMARTPHONEMARKET 23 ALL LARGE (>=5.7’’) DEVICES WITH AT LEAST 6GB OF RAM RAM 6GB+ 13.4M DEVICES © copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
  • 24.
    SEGMENTING THE SMARTPHONEMARKET 24 ALL LARGE (>=5.7’’) DEVICES WITH AT LEAST 6GB OF RAM & OCTA CORE CPU CORES 8+ 12.6M DEVICES © copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker
  • 25.
    +114M +99M +42M +36M +33M +15M +12M -2M-4M -19M -47M YOY GROWTH OF SMARTPHONE USE BY BRAND 25 ABSOLUTE NUMBERS OF ACTIVELY USED SMARTPHONES YEAR ON YEAR | OCT. 2016 VS. OCT. 2017 | GLOBAL KEY FACT Brands saw an increase of +277M active smartphones globally Other +288M +277M Total All Brands Major Chinese Brands* © copyright Newzoo 2017 | Newzoo Smartphone & Tablet Tracker 59% OF GROWTH OF CHINESE BRANDS IS OUTSIDE OF CHINA
  • 26.
    PUSHING THE BOUNDARIESOF MEDIA GAMES BECOME ALLROUND ENTERTAINMENT 4
  • 28.
    GAMES DRIVEN BYVIEWER EXPERIENCE 28 INTEGRATING MEDIA AND GAME FORMATS © copyright Newzoo
  • 29.
    COUNTER-STRIKE: GLOBAL OFFENSIVE THEMAINSTREAM TV TITLE COUNTER-STRIKE: GLOBAL OFFENSIVE PLATFORMS: PC LAUNCH DATE: AUGUST 2012 PUBLISHER: VALVE HQ: BELLEVUE, USA CS:GO is one of the most popular esports titles in the world, consistently ranking in top three game on Twitch by hours watched. It attracts an older audience than other titles and is easy to follow as a viewer. The U.S. has seen very heavy investments in CS:GO, such as the prestigious ELEAGUE run by Turner Broadcasting on TV. Of the five esports titles, CS:GO has the highest “only viewing” share. #5 Franchise on Twitch by total Viewing Hours In May 9.6% of Game Enthusiasts REACH* PC GAME RANK** #4 in Europe and U.S. in May TWITCH RANK #3 esports hours in May Source: © Copyright Newzoo 2017 | Esports Consumer Insights **Based on Newzoo’s Most Watcehd Core PC Game Ranking | May 2017 PLAYERS VIEWERS COUNTRY SCOPE US, CA, UK, DE, FR, IT, ES, SE, NL, BE *among consumers aged 10-65 who have played a game on mobile, console, or PC, and/or watched esports content in the past three months. 47% ONLY PLAYING 23% PLAYING & VIEWING 30% ONLY VIEWING
  • 30.
    THE CS:GO ESPORTSVIEWER DEMOGRAPHICS, MEDIA BEHAVIOR, AND BRAND PREFERENCE 42%of CS:GO esports viewers mainly use Apple vs. 35% of gamers 85%of CS:GO esports viewers have a positive attitude about Coca Cola vs. 74% of gamers 35%of CS:GO esports viewers also watch Overwatch esports content 81% of CS:GO esports viewers use Instagram vs. 54% of all gamers 40% of CS:GO esports viewers have a Apple Music subscription vs. 17% of all gamers 20% 37% 17% 7% 13% 5% M10-20 M21-35 M36-50 M51-65 F10-20 F21-35 F36-50 F51-65 MEDIA PREFERENCES VIEWERS AGE/GENDER BRAND PREFERENCE OVERLAP IN ESPORTS VIEWING Source: © Copyright Newzoo 2017 | Esports Consumer Insights | Online Population Age 10-65 | April 2017 COUNTRY SCOPE US 1% 50% Millennials
  • 31.
    MONETIZATION STRATEGIES WILLCHANGE FROM PLAYER TO COMMUNITY MONETIZATION DIRECT SPENDING BOX / DIGITAL GAME SALES - SUBSCRIPTION - IN-GAME MONETIZATION – OPTIMIZE DIRECT SPENDING - IN STREAM TARGETED OFFERS - RE-ENGAGEMENT OFFERS - CROSS PLATFORM ANALYTICS INDIRECT REVENUES - ADVERTISING - BRAND PARTNERSHIPS - MEDIA RIGHTS DIRECT SPENDING - MERCH & TICKETS - DONATIONS - VIEWER OPTIONS PLAYERS VIEWERS
  • 32.
  • 33.
    GLOBAL CONSUMER BRANDSGO IN BIG 33 AND IT ARE NOT ALWAYS THE OBVIOUS ONES…
  • 34.
    CHANGES LEAD TONEW GROWTH THE GLOBAL GAMES MARKET 5
  • 35.
    29% 34% 36% 39%41% 10% 10% 10% 10% 10% 31% 29% 27% 26% 26% 5% 4% 4% 3% 3% 25% 23% 22% 22% 21% $104,8Bn $116,0Bn $125,4Bn $134,5Bn $143,5Bn 2016 2017 2018 2019 2020 2016-2020 GLOBAL GAMES MARKET FORECAST PER SEGMENT TOWARD 2020 TabletConsoleBrowser PCBoxed/Downloaded PC Smartphone MOBILE $40.9 Bn TOTAL MARKET +8.2% CAGR 2016-2020 MOBILE $50.4 Bn MOBILE $57.9 Bn MOBILE $65.2 Bn MOBILE $72.3 Bn ©2017 Newzoo Source: ©Newzoo | Q4 2017 Update | Global Games Market Report newzoo.com/globalgamesreport 2016-2020 CAGR
  • 36.
    50% 23% 4% 23% 2017 GLOBAL GAMESMARKET PER REGION WITH YEAR-ON-YEAR GROWTH RATES In 2017, 50% of all consumer spend on games will come from the APAC region ASIA-PACIFIC EUROPE, MIDDLE-EAST & AFRICA $57.8Bn +14.6% YoY $26.4Bn +8.2% YoY NORTH AMERICA LATIN AMERICA $27.4Bn +5.1% YoY $4.4Bn +13.4% YoY US TOTAL $25.4Bn CHINA TOTAL $32.5Bn Source: ©Newzoo | Q4 2017 Update | Global Games Market Report newzoo.com/globalgamesreport 2017 TOTAL $116.0Bn +10.7% YoY ©2017 Newzoo
  • 37.
    17% 33% 50% 0,0Bn 2,0Bn 4,0Bn 6,0Bn 8,0Bn 10,0Bn 12,0Bn 14,0Bn 16,0Bn 2013 2014 20152016 2017 2018 2019 2020 THE CONSOLE COMEBACK REVENUE PROJECTIONS 2013-2020 IN NORTH AMERICA PC REVENUES CONSOLE REVENUES MOBILE REVENUES Source: @ Copyright Newzoo 2017 | Global Games Market Report Premium 2020 REVENUES PER SEGMENT SHARE AND IN $Bn 2020 PC MOBILE $28.9Bn TOTAL GAME REVENUES $9.6Bn $4.9Bn CONSOLE $14.4Bn COUNTRY SCOPE
  • 38.
    THE CONSOLE COMEBACK MOVINGFROM A FRAGMENTED PLAYER BASE TO A COMPETITIVE COMMUNITY ENGAGED COMMUNITYIN-GAME MONETIZATION (BI-) YEARLY RELEASES SINGLE VERSION REVENUES GAME LIFECYCLE COMPETITIVE COMMUNITY BOXED / DIGITAL GAME SALES FRAGMENTED PLAYER BASE ROCKET LEAGUE TO SWITCH SUCCESFUL F2P ON CONSOLE FIFA UT HITS $800M IN-GAME vs vs vs
  • 39.
    MOBILE GAMING POWERINGON LEAD BY THE ASIAN MARKET AND INDUSTRY 6
  • 40.
    17% 25% 34% 46% 54% 58% 60% 62% 83% 75% 66% 54% 46% 42% 40% 38% $13,8Bn $18,1Bn $21,8Bn $27,1Bn $32,5Bn $36,3Bn $39,5Bn $42,0Bn 2013-2020 CHINESE GAMESMARKET REVENUES PER SEGMENT 2013-2020 2015 2016 2017 2018 201920142013 MOBILE $2.3 Bn MOBILE $4.5 Bn MOBILE $7.4 Bn MOBILE $12.4 Bn MOBILE $17.6 Bn MOBILE $20.8 Bn MOBILE $23.7 Bn TOTAL MARKET +17.2% CAGR 2013-2020 ©2017 Newzoo 2020 MOBILE $25.9 Bn OtherMobile Source: ©Newzoo | Q4 2017 Update | Global Games Market Report newzoo.com/globalgamesreport
  • 41.
    HOW WILL THEMOBILE MOBA GENRE EVOLVE? WILL MOBILE ESPORTS ACTIVITIES FOLLOW?
  • 42.
    HOW WILL THEMOBILE SHOOTER GENRE EVOLVE? FOLLOWING THE SUCCESS OF PUBG
  • 43.
    HOW WILL MOBILEESPORTS EVOLVE? WILL THE WEST EMBRACE IT AS THE EAST HAS DONE?
  • 44.
    MOBILE ESPORTS MIGHTTAKE A DIFFERENT PATH 44 MOBILE COMPETITIVE TITLES SURGE BUT ESPORTS ECOSYSTEM COULD PROVE DIFFERENT Analysis of Mobile Esports Opportunity MOBILE GAMES CAN BE EQUALLY COMPETITIVE MOMENTS TO SHARE DETERMINE CONTENT CREATION WHAT THESE MOMENTS ARE DETERMINE IF IT IS ESPORTS DO THE MOMENTS HAVE TO DO WITH SKILL? OR FUN OR VISUAL? ESPORTS REQUIRE SKILL-BASED MOMENTS. TRADITIONAL ESPORTS IS VIEWED MOST ON MOBILE WHERE THERE IS NO OPTION TO PLAY. ON MOBILE FANS CAN CHOOSE TO PLAY PERFORMANCE ON TWITCH IS A CLEAR INDICATION OF ESPORTS POTENTIAL. MOBILE SCORES LOW. FACILTATING & STIMULATING THE CREATION OF LEAGUES AND COMPETITION BETWEEN FRIENDS IS KEY TO BOTH MOBILE AND PC COMPETITIVE GAMES. THERE ARE NO VIEWER-ONLY ENTHUSIASTS ON MOBILE CONSUMERS AND SMALL ORGANIZATIONS SET UP EVENTS AT PHYSICAL LOCATIONS. FUN COMMUNITY COMPETITIONS. FOR MOBILE THIS CAN BE EVERYWHERE. PC NOT IN ASIA YES, IN THE WEST NOT SO MUCH. IN ASIA ESPORST AROUND MOBILE GAMES ARE MORE SIMILAR TO PC. ESPECIALLY IN SEA. SINGLE PLAYER NOT ENOUGH FOR ESPORTS ENTERTAINMENT F2P BUSINESS MODEL DOMINANT ON BOTH MOBILE AS PC. MASS AUDIENCE REQUIRED FOR COMPETITIVE MATCHING IS THERE ON MOBILE. Case: Arena of Valor Already an esports success in China Tencet pushing localized versions in the West and SEA
  • 45.
    MOBILE ESPORTS INTHE WEST 45 COMING YOUR WAY IN 2018 © copyright Newzoo
  • 46.
    MOBILE ESPORTS INTHE EAST 46 ALREADY HUGE IN 2017 25M DAU
  • 47.
    THE LONG TAILOF MOBILE GAMING 47 TOP 10 COMPANY MOBILE GAME REVENUES VERSUS THE REST 2015 2016 2017 52% 51% 56%TOP 10 TOP 10 TOP 10 $16.4Bn $20.8Bn $28.2Bn COMPANIES WITH NET CONSUMER REVENUES OF $1M+/YR >>800 >>900 >>1,000 IN COOPERATION WITH
  • 48.
    HOW TO SURVIVEIN MOBILE GAMING? 48 OUTSMARTING COMPETITION USING NEW COMBINATIONS OF METRICS IN COOPERATION WITH © copyright Newzoo 2017 | Newzoo Mobile Metrics Tracker
  • 49.
  • 50.
  • 51.
    GAMING IS ALL ABOUT EMPOWERINGPEOPLE PETER WARMAN CEO & CO-FOUNDER [email protected]