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Global Trends in Mobile
Gaming & External
Development
Jason Harris, Senior Director
Lauren Freeman, Senior Manager
WHO ARE WE?
WHAT IS XDI
MID CORESPORTS CASUAL
OFFERINGS FOR EVERY AUDIENCE
WHO IS EA? OUR MOBILE GAME IP
OUR FOCUS
CANADA, USA, INDIA, FINLAND, JAPAN, CHINA, AUSTRALIA, ROMANIA
WHERE IS EA MOBILE?
INDUSTRY SURVEY
60+ Developers/Publishers
150+ Service Providers
40+ Countries Represented
Download the report: http://xdsummit.com/2017-insights-external-development
8
GROWTH IN USAGE OF SERVICE PROVIDERS
FOR EXTERNAL DEVELOPMENT
2017
2012
Art
10%
21%
2017
2012
SE
6%
29%
Average Percentage of Mobile Developer Clients for Service Providers
Source: XDS 2017 white paper
9
SCALABILITY REMAINS #1 REASON DEVELOPERS/PUBLISHERS ENGAGE SERVICE PROVIDERS
WHY DEVELOPERS ENGAGE SERVICE
PROVIDERS
10
SCALABILITY ISTHE KEY REASONTO ENGAGE WITH EXTERNAL PARTNERS
WHY DEVELOPERS ENGAGE SERVICE PROVIDERS
2017 2016
47%
11
ART DISCIPLINES & EXTERNAL SUPPORT
12
OVERVIEW
1
2
3
Growth in Popularity of Gaming Worldwide
More Players Consuming More Content
Proliferation of Devices & RapidTech Advancements
13
GROWTH IN POPULARITY OF
GAMING WORLDWIDE
14
$99.6B
2016 Games Industry
Revenue
8.5%
Source: New Zoo Data
$108.9B
New Zoo 2017 Estimate
9.3%
15
$15.1B $38B2016 Music Industry
Revenue, Global
2016 Box Office
Revenue
Source: iPhone Life Magazine
GLOBAL EXPANSION
Increasingly global industry with more room to grow and innovate
88%
84%
Western Europe
67%
Eastern Europe
60%
Middle East
66%
South America
53%
Central America
57%
East Asia
53%
South East Asia
33%
South Asia
29%
Africa
17
MOBILE SEGMENT FORECASTTO GROW 42% OVERTHE NEXT 3YEARS
MOBILE GAMES ACCOUNT FOR 45% OF
THE TOTAL MARKET REVENUE
18
$40.6B
1
$38B2
2016 Mobile Games
Revenue, Global
2016 Box Office
Revenue
Source: 1. Super Data Research, 2. iPhone Life Magazine
GLOBAL GAMES MARKET FORECAST
Mobile forecast to become more than 50% of the market by 2020.
20
GROWTH OF MOBILE IN CHINA
The mobile market accounts for 46% of the revenue of China’s $24.6B games market
Mobile in China Forecast to be 17% of Global Games Revenue
21
INCREASE IN # OF MOBILE
DEVELOPERS & OTHER
INDUSTRIES COMPETING FOR
SERVICE PROVIDER CAPACITY
SERVICE PROVIDERS
OFFERING
CULTURALIZATION
POSSIBLE TALENT
SHORTAGE AT CHINESE
SERVICE PROVIDERS
OVERALL MOBILE GAMING
MARKET GROWTH
GROWTH ACROSS
EMERGING MARKETS
MOBILE GAMES
POPULARITY GROWING
RAPIDLY IN CHINA
Trend Impact
SUMMARY
22
MORE PLAYERS
CONSUMING MORE
CONTENT
23
AUDIENCE SEGMENTS MOVING CLOSERTOGETHER
CORE GAMERS GENERAL AUDIENCE
LONG RUNNING
HISTORY WITH GAMES
FAMILIARITY WITH
CONTROLLER INPUT
PRIMARILY ENTERTHROUGH
PREMIUM BUSINESS MODEL
GROWING EXPOSURE AND
INTEREST IN GAMING CONTENT
FAMILIARITY WITH
TOUCHSCREEN AND INTUITIVE
INPUTS
PRIMARILY ENTERTHROUGH
FREEMIUM MODEL
INCREASED AUDIENCE CONVERGENCE
24
Accelerating growth for “appointment” gaming
$3.84B2
Revenue to-date from In-App
Purchases
$3.18B1
Worldwide Gross Revenue
(Box Office, DVD, Blu-Ray)
AUDIENCE AND REACH
Source: 1.The-Number.com All Time Worldwide Box Office; 2. AppAnnie Data
Dec 2009 to Jun 2014 – 55 months Dec 2012 to Jun 2017 – 55 months
25
Gaming growing as both interactive and passive form of entertainment
What Are People Watching Today?
104M
1
Unique Subscribers
Worldwide
185M1
Average Unique
Viewers Per Month
AUDIENCE AND REACH
Source: 1. Superdata Research; Netflix Quarterly earnings
26
AUDIENCE AND REACH
Twitch users can use BlueStacks to stream mobile games
27
More People Watch GFC than HBO, Netflix, ESPN, and Hulu Combined
AUDIENCE AND REACH
#1 YouTube Channel
PewDiePie - comedic
commentary while playing
games
55.9M Subscribers
#2 YouTube Channel
HolaSoyGerman –
comedy sketches
in Spanish
31.9M Subscribers
#3 YouTube Channel
elrubiusOMG – comedic
commentary in Spanish while
playing games
24.8M Subscribers
28
More features at launch
Regular post-launch updates
Events
Robust live operations
PLAYERS DEMAND MORE CONTENT
LTV CHECKLIST
29
SUMMARY
SERVICE PROVIDERS
TRADITIONALLY ONLY WORKING
ON CONSOLE, NOW HAVE MOBILE
CLIENTS.
INCREASE IN COMPANIES
OFFERING EXPERTISE WITH VIDEO
PRODUCTION AND TWITCH
INTEGRATION
SERVICE PROVIDERS
INCREASINGLY USED TO CREATE
FEATURES & CONTENT FOR LIVE
SERVICES
MOBILE AUDIENCE
MATURING
PLAYERS ENGAGING VIA
NEW PASSIVE &
INTERACTIVE CHANNELS
PLAYERS CONSUMING
MORE CONTENT &
QUICKER
Trend Impact
30
PROLIFERATION OF MOBILE
DEVICES AND RAPID TECH
ADVANCEMENTS
31
A BRIEF LESSON
32
Source: Experts Exchange
I’ve got 2x the
processing power
than you do, Cray
Cray.
MOORE’S LAW DEMONSTRATED
33
iPhone
3.5” 320x480,
163ppi
412 MHz
PowerVR MBX
128MB
2 megapixel
Iphone 3G
3.5” 320x480
412MhZ
PowerVR
SGX535
128MB
2 megapixel
iPhone 3GS
3.5” 320x480,
163 ppi
ARM Cortex
A8, 600MHz
PowerVR
SGX535
256 MB
3 megapixel
camera
iPhone 4
3.5” 960x 640,
326 ppi
AppleA4 1 GHz
ARM A8
PowerVR
SGX435 GPU
512 MB
720p HD video
30fps, LED
Flash
iPhone 4s
3.5” 960x640,
326 ppi
Apple A5 Dual
Core 1GHz
ARM A9
Dual Core
PowerVR
512 MB
1080p HD
videos at 30fps
iPhone 5
4” 1135x640,
LCD 326 ppi
Apple A6 Dual
Core 1.3 Ghz
ARM V7s
Triple Core
PowerVR
1 GB
1080p HD
videos at 30fps
iPhone 5S
4” 1136x640,
LCD, 326 ppi
Apple A7 Dual-
Core 1.3 GHz
ARMv8 64-bit
Quad Core
PowerVR
1 GB
1080p HD
videos at 30fps
iPhone 6
4.7” 1334x750,
326 ppi
Dual-Core 1.3
GhZ ARMv8-a
Quad Core
PowerVR
1GB
1080p HD
videos at 60fps
iPhone 7
4.7” 1334x750,
326 ppi
Quad-core
2.34GHz
6 core,
PowerVR
2GB
1080p HD
videos at
120fps
iPhone 8
?
?
?
?
?
CameraRAMGPUCPUScreen
(rear)
2009 2010 2011 2012 2013 2014 2016 TBA2007 2008
HAPPY 10th BIRTHDAY iPHONE
34
Source: Experts Exchange
WHAT ABOUT ANDROID?
35
MORE POWERFUL DEVICES
36
ANDROID FRAGMENTATION CONTINUES
MORE DEVICES
2012
Source: Quartz Media LLC
37
MANY WAYS TO INTERACT – RIPE FOR DISRUPTIVE INNOVATION
EXISTING WAYS TO PLAY EMERGING WAYS TO PLAY
SmartDevicesHHMORE WAYS TO PLAY MOBILE GAMES
CrossPlatformPlayAR/VR
Photo Credit: VR Today
38
… AND WE CAN’T FORGET
ABOUT AR/VR
39
AUDIENCE SEGMENTS MOVING CLOSERTOGETHER
VR REVENUE TO HIT $38B BY 2020
Worldwide Virtual Reality Revenue by Segment
40
AR REVENUE TO HIT $120B BY 2020
41
EMERGINGTECHNOLOGIES
OPTIMISM AMONG SERVICE PROVIDERS
HOWEVER
42
AUDIENCE SEGMENTS MOVING CLOSERTOGETHER
ONLY ¼ DEVELOPERS TRYING VR
43
MANY INDUSTRIES ARE ADOPTINGVR/AR MUCH QUICKERTHANTHE GAMES INDUSTRY
VR BEING LEVERAGED ACROSS MANY INDUSTRIES
AUTOMOTIVE
BMW, Audi, Porsche,
KIA, Peugeot,
Volkswagen, Volvo,
Lexus, Chevrolet, and
Honda have all
embraced VR and are
using it as part of their
marketing strategy in
2017.
Toyota used VR to
educate parents and
teens about the
dangers of distraction
with their
TeenDrive365
campaign
HOSPITALITY
Several of the larger
hotel chains have
recently commissioned
VR tours of all public
facilities, allowing
customers unrestricted
24/7 access to all
public areas - even if
they are currently
being used for
meetings.
TripAdvisor is looking
at creating virtual walk-
throughs of
restaurants, museums,
and tourist attractions.
HEALTHCARE
Hospitals and
healthcare providers
began not only utilizing
VR technology to stay
on top of cutting edge
medical procedures —
such as robotic surgery
and remote telesurgery
— they also began
leveraging it as a tool
for medical training.
RETAIL
The North Face
invested in VR
technology in select
store locations to give
customers a one-of-a-
kind experience while
browsing for
outerwear. They can
virtually jump off a cliff
or climb a mountain,
creating a way for
shoppers to not only
look at how North Face
products perform in the
outdoors
REAL ESTATE
Sotheby’s is letting
high-end buyers
virtually walk through
available homes using
headsets. Not only
does this allow clients
to see multiple homes
quickly without ever
leaving the office, it
tracks their eye and
head movements—
offering a glimpse into
the specific features
clients are interested
in.
FOOD & BEVERAGE
For Nescafe, VR is a
way for the brand to
promote transparency
and sustainability to
Millennial consumers.
They recently
partnered with Google
Cardboard to create an
app allowing mobile
phone users to get a
360 degree view of the
coffee fields in Brazil—
giving them an
experience when it
comes to the origins of
their beverage, rather
than reading words of
a box
EDUCATION
Google recently
launched Google
Expeditions, a program
that allows students to
take virtual trips around
the globe, and even
into space.
44Source: The Nielson Company 360 Report
WHAT DOES THE FUTURE HOLD?
45
SUMMARY
INCREASE DEMAND FOR
PORTING, QA, DEVICE
CERTIFICATION
INCREASED DEMAND FOR AI
DEVELOPMENT, COMPLEX
SERVER SIDE ENGINEERING AND
3D HIGH FIDELITY ART STUDIOS
SERVICE PROVIDERS GETTING AHEAD
OF DEMAND COULD SPELL TROUBLE.
PROCEDURAL ART COULD DECREASE
NEED FOR EXTERNAL SUPPORT.
INCREASE IN # DEVICES AND
PLATFORMS WITH PLAYERS
EXPECTING CROSS-PLATFORM
EXPERIENCES
DEMAND FOR DEEPER,
RICHER, HIGHER QUALITY
MOBILE EXPERIENCES
NEW TECHNOLOGIES OPENING
UP OPPORTUNITIES FOR OPEN
WORLD GAMES.
Trend Impact
INCREASED DEMAND FOR 3D
REALTIME ANIMATION PROVIDERS
NON GAMES INDUSTRY
ADOPTING VR/AR AT A MORE
RAPID PACE THAN THE GAMING
INDUSTRY
46
SUMMARY OF TRENDS AND IMPACT ON
EXTERNAL DEVELOPMENT
GEOGRAPHIC
EXPANSION
MORE WAYS
TO PLAY
GREATER
ACCESSIBILITY
AND DIVERSITY
DEMAND FOR
DEEPER &
RICHER GAMES
REGULAR LIVE
SERVICES
RELEASES
MOBILE TECH
ADVANCEMENTS
DEEPER
ENGAGEMENT
NEED FOR
MORE
CONTENT
47
QUESTIONS?

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Follow the Sun: Global Trends in Mobile Gaming External Development

  • 1. Global Trends in Mobile Gaming & External Development Jason Harris, Senior Director Lauren Freeman, Senior Manager
  • 4. MID CORESPORTS CASUAL OFFERINGS FOR EVERY AUDIENCE WHO IS EA? OUR MOBILE GAME IP
  • 5. OUR FOCUS CANADA, USA, INDIA, FINLAND, JAPAN, CHINA, AUSTRALIA, ROMANIA WHERE IS EA MOBILE?
  • 6.
  • 7. INDUSTRY SURVEY 60+ Developers/Publishers 150+ Service Providers 40+ Countries Represented Download the report: http://xdsummit.com/2017-insights-external-development
  • 8. 8 GROWTH IN USAGE OF SERVICE PROVIDERS FOR EXTERNAL DEVELOPMENT 2017 2012 Art 10% 21% 2017 2012 SE 6% 29% Average Percentage of Mobile Developer Clients for Service Providers Source: XDS 2017 white paper
  • 9. 9 SCALABILITY REMAINS #1 REASON DEVELOPERS/PUBLISHERS ENGAGE SERVICE PROVIDERS WHY DEVELOPERS ENGAGE SERVICE PROVIDERS
  • 10. 10 SCALABILITY ISTHE KEY REASONTO ENGAGE WITH EXTERNAL PARTNERS WHY DEVELOPERS ENGAGE SERVICE PROVIDERS 2017 2016 47%
  • 11. 11 ART DISCIPLINES & EXTERNAL SUPPORT
  • 12. 12 OVERVIEW 1 2 3 Growth in Popularity of Gaming Worldwide More Players Consuming More Content Proliferation of Devices & RapidTech Advancements
  • 13. 13 GROWTH IN POPULARITY OF GAMING WORLDWIDE
  • 14. 14 $99.6B 2016 Games Industry Revenue 8.5% Source: New Zoo Data $108.9B New Zoo 2017 Estimate 9.3%
  • 15. 15 $15.1B $38B2016 Music Industry Revenue, Global 2016 Box Office Revenue Source: iPhone Life Magazine
  • 16. GLOBAL EXPANSION Increasingly global industry with more room to grow and innovate 88% 84% Western Europe 67% Eastern Europe 60% Middle East 66% South America 53% Central America 57% East Asia 53% South East Asia 33% South Asia 29% Africa
  • 17. 17 MOBILE SEGMENT FORECASTTO GROW 42% OVERTHE NEXT 3YEARS MOBILE GAMES ACCOUNT FOR 45% OF THE TOTAL MARKET REVENUE
  • 18. 18 $40.6B 1 $38B2 2016 Mobile Games Revenue, Global 2016 Box Office Revenue Source: 1. Super Data Research, 2. iPhone Life Magazine
  • 19. GLOBAL GAMES MARKET FORECAST Mobile forecast to become more than 50% of the market by 2020.
  • 20. 20 GROWTH OF MOBILE IN CHINA The mobile market accounts for 46% of the revenue of China’s $24.6B games market Mobile in China Forecast to be 17% of Global Games Revenue
  • 21. 21 INCREASE IN # OF MOBILE DEVELOPERS & OTHER INDUSTRIES COMPETING FOR SERVICE PROVIDER CAPACITY SERVICE PROVIDERS OFFERING CULTURALIZATION POSSIBLE TALENT SHORTAGE AT CHINESE SERVICE PROVIDERS OVERALL MOBILE GAMING MARKET GROWTH GROWTH ACROSS EMERGING MARKETS MOBILE GAMES POPULARITY GROWING RAPIDLY IN CHINA Trend Impact SUMMARY
  • 23. 23 AUDIENCE SEGMENTS MOVING CLOSERTOGETHER CORE GAMERS GENERAL AUDIENCE LONG RUNNING HISTORY WITH GAMES FAMILIARITY WITH CONTROLLER INPUT PRIMARILY ENTERTHROUGH PREMIUM BUSINESS MODEL GROWING EXPOSURE AND INTEREST IN GAMING CONTENT FAMILIARITY WITH TOUCHSCREEN AND INTUITIVE INPUTS PRIMARILY ENTERTHROUGH FREEMIUM MODEL INCREASED AUDIENCE CONVERGENCE
  • 24. 24 Accelerating growth for “appointment” gaming $3.84B2 Revenue to-date from In-App Purchases $3.18B1 Worldwide Gross Revenue (Box Office, DVD, Blu-Ray) AUDIENCE AND REACH Source: 1.The-Number.com All Time Worldwide Box Office; 2. AppAnnie Data Dec 2009 to Jun 2014 – 55 months Dec 2012 to Jun 2017 – 55 months
  • 25. 25 Gaming growing as both interactive and passive form of entertainment What Are People Watching Today? 104M 1 Unique Subscribers Worldwide 185M1 Average Unique Viewers Per Month AUDIENCE AND REACH Source: 1. Superdata Research; Netflix Quarterly earnings
  • 26. 26 AUDIENCE AND REACH Twitch users can use BlueStacks to stream mobile games
  • 27. 27 More People Watch GFC than HBO, Netflix, ESPN, and Hulu Combined AUDIENCE AND REACH #1 YouTube Channel PewDiePie - comedic commentary while playing games 55.9M Subscribers #2 YouTube Channel HolaSoyGerman – comedy sketches in Spanish 31.9M Subscribers #3 YouTube Channel elrubiusOMG – comedic commentary in Spanish while playing games 24.8M Subscribers
  • 28. 28 More features at launch Regular post-launch updates Events Robust live operations PLAYERS DEMAND MORE CONTENT LTV CHECKLIST
  • 29. 29 SUMMARY SERVICE PROVIDERS TRADITIONALLY ONLY WORKING ON CONSOLE, NOW HAVE MOBILE CLIENTS. INCREASE IN COMPANIES OFFERING EXPERTISE WITH VIDEO PRODUCTION AND TWITCH INTEGRATION SERVICE PROVIDERS INCREASINGLY USED TO CREATE FEATURES & CONTENT FOR LIVE SERVICES MOBILE AUDIENCE MATURING PLAYERS ENGAGING VIA NEW PASSIVE & INTERACTIVE CHANNELS PLAYERS CONSUMING MORE CONTENT & QUICKER Trend Impact
  • 30. 30 PROLIFERATION OF MOBILE DEVICES AND RAPID TECH ADVANCEMENTS
  • 32. 32 Source: Experts Exchange I’ve got 2x the processing power than you do, Cray Cray. MOORE’S LAW DEMONSTRATED
  • 33. 33 iPhone 3.5” 320x480, 163ppi 412 MHz PowerVR MBX 128MB 2 megapixel Iphone 3G 3.5” 320x480 412MhZ PowerVR SGX535 128MB 2 megapixel iPhone 3GS 3.5” 320x480, 163 ppi ARM Cortex A8, 600MHz PowerVR SGX535 256 MB 3 megapixel camera iPhone 4 3.5” 960x 640, 326 ppi AppleA4 1 GHz ARM A8 PowerVR SGX435 GPU 512 MB 720p HD video 30fps, LED Flash iPhone 4s 3.5” 960x640, 326 ppi Apple A5 Dual Core 1GHz ARM A9 Dual Core PowerVR 512 MB 1080p HD videos at 30fps iPhone 5 4” 1135x640, LCD 326 ppi Apple A6 Dual Core 1.3 Ghz ARM V7s Triple Core PowerVR 1 GB 1080p HD videos at 30fps iPhone 5S 4” 1136x640, LCD, 326 ppi Apple A7 Dual- Core 1.3 GHz ARMv8 64-bit Quad Core PowerVR 1 GB 1080p HD videos at 30fps iPhone 6 4.7” 1334x750, 326 ppi Dual-Core 1.3 GhZ ARMv8-a Quad Core PowerVR 1GB 1080p HD videos at 60fps iPhone 7 4.7” 1334x750, 326 ppi Quad-core 2.34GHz 6 core, PowerVR 2GB 1080p HD videos at 120fps iPhone 8 ? ? ? ? ? CameraRAMGPUCPUScreen (rear) 2009 2010 2011 2012 2013 2014 2016 TBA2007 2008 HAPPY 10th BIRTHDAY iPHONE
  • 36. 36 ANDROID FRAGMENTATION CONTINUES MORE DEVICES 2012 Source: Quartz Media LLC
  • 37. 37 MANY WAYS TO INTERACT – RIPE FOR DISRUPTIVE INNOVATION EXISTING WAYS TO PLAY EMERGING WAYS TO PLAY SmartDevicesHHMORE WAYS TO PLAY MOBILE GAMES CrossPlatformPlayAR/VR Photo Credit: VR Today
  • 38. 38 … AND WE CAN’T FORGET ABOUT AR/VR
  • 39. 39 AUDIENCE SEGMENTS MOVING CLOSERTOGETHER VR REVENUE TO HIT $38B BY 2020 Worldwide Virtual Reality Revenue by Segment
  • 40. 40 AR REVENUE TO HIT $120B BY 2020
  • 42. 42 AUDIENCE SEGMENTS MOVING CLOSERTOGETHER ONLY ¼ DEVELOPERS TRYING VR
  • 43. 43 MANY INDUSTRIES ARE ADOPTINGVR/AR MUCH QUICKERTHANTHE GAMES INDUSTRY VR BEING LEVERAGED ACROSS MANY INDUSTRIES AUTOMOTIVE BMW, Audi, Porsche, KIA, Peugeot, Volkswagen, Volvo, Lexus, Chevrolet, and Honda have all embraced VR and are using it as part of their marketing strategy in 2017. Toyota used VR to educate parents and teens about the dangers of distraction with their TeenDrive365 campaign HOSPITALITY Several of the larger hotel chains have recently commissioned VR tours of all public facilities, allowing customers unrestricted 24/7 access to all public areas - even if they are currently being used for meetings. TripAdvisor is looking at creating virtual walk- throughs of restaurants, museums, and tourist attractions. HEALTHCARE Hospitals and healthcare providers began not only utilizing VR technology to stay on top of cutting edge medical procedures — such as robotic surgery and remote telesurgery — they also began leveraging it as a tool for medical training. RETAIL The North Face invested in VR technology in select store locations to give customers a one-of-a- kind experience while browsing for outerwear. They can virtually jump off a cliff or climb a mountain, creating a way for shoppers to not only look at how North Face products perform in the outdoors REAL ESTATE Sotheby’s is letting high-end buyers virtually walk through available homes using headsets. Not only does this allow clients to see multiple homes quickly without ever leaving the office, it tracks their eye and head movements— offering a glimpse into the specific features clients are interested in. FOOD & BEVERAGE For Nescafe, VR is a way for the brand to promote transparency and sustainability to Millennial consumers. They recently partnered with Google Cardboard to create an app allowing mobile phone users to get a 360 degree view of the coffee fields in Brazil— giving them an experience when it comes to the origins of their beverage, rather than reading words of a box EDUCATION Google recently launched Google Expeditions, a program that allows students to take virtual trips around the globe, and even into space.
  • 44. 44Source: The Nielson Company 360 Report WHAT DOES THE FUTURE HOLD?
  • 45. 45 SUMMARY INCREASE DEMAND FOR PORTING, QA, DEVICE CERTIFICATION INCREASED DEMAND FOR AI DEVELOPMENT, COMPLEX SERVER SIDE ENGINEERING AND 3D HIGH FIDELITY ART STUDIOS SERVICE PROVIDERS GETTING AHEAD OF DEMAND COULD SPELL TROUBLE. PROCEDURAL ART COULD DECREASE NEED FOR EXTERNAL SUPPORT. INCREASE IN # DEVICES AND PLATFORMS WITH PLAYERS EXPECTING CROSS-PLATFORM EXPERIENCES DEMAND FOR DEEPER, RICHER, HIGHER QUALITY MOBILE EXPERIENCES NEW TECHNOLOGIES OPENING UP OPPORTUNITIES FOR OPEN WORLD GAMES. Trend Impact INCREASED DEMAND FOR 3D REALTIME ANIMATION PROVIDERS NON GAMES INDUSTRY ADOPTING VR/AR AT A MORE RAPID PACE THAN THE GAMING INDUSTRY
  • 46. 46 SUMMARY OF TRENDS AND IMPACT ON EXTERNAL DEVELOPMENT GEOGRAPHIC EXPANSION MORE WAYS TO PLAY GREATER ACCESSIBILITY AND DIVERSITY DEMAND FOR DEEPER & RICHER GAMES REGULAR LIVE SERVICES RELEASES MOBILE TECH ADVANCEMENTS DEEPER ENGAGEMENT NEED FOR MORE CONTENT

Hinweis der Redaktion

  1. How many of you are familiar with EA?
  2. How many of you are familiar with EA?
  3. How many of you are familiar with EA?
  4. As part of XDI’s strategic role at EA, we need to take that information and then figure out why.
  5. The question becomes why…?
  6. 86.5 Billion
  7. Huge growth in emerging market. China is now higher than the U.S. Previously, if you wanted to play game you needed to go to the shop, purchase a disk/tape and load them Text-based games NFS, J2ME device APAC territories will generate $51.2 billion (47% of the global total) in 2017, Newzoo said, and China will be responsible for one quarter of all global game revenues, reaching $27.5 billion this year. That's notable because it outpaces the US games industry, which is expected to reach $25.1 billion. Mobile revenues in China, expected to be led mostly by Tencent and NetEase, should come in at $11.2 billion for 2016, Newzoo said, and that's expected to rise to $14.6 billion this year. Even without China, Japan and Korea, the rest of Asia is expected to be the fastest-growing region in the world in the coming years, with total game revenues growing to $10.5 billion in 2020, up from $4.5 billion last year. North America remains a massive market as the second largest region with estimated revenues of $27.0 billion in 2017 (up 4% year-on-year). That growth, although less impressive, will also be driven by mobile, which is not yet saturated. "Growth is fueled by a combination of a higher share of spenders as well as average spend per paying gamer. We see the same trend in EMEA which we expect to reach $26.2 billion in 2017. Latin America will grow to $4.4. billion in game revenues this year,"
  8. 86.5 Billion
  9. Huge growth in emerging market. China is now higher than the U.S. Previously, if you wanted to play game you needed to go to the shop, purchase a disk/tape and load them Text-based games NFS, J2ME device
  10. Originally companies only focused on the core gamer. Many who would not say they are a gamer have at least one game on their phone Now everyone is playing through them mobile devices Gen Z – now reaching 18 years of age – they have grown up with tech since birth. 2.8 billion representing 2/3 of the world’s population…
  11. Industry has transformed to be both an interactive and passive form of entertainment Avatar largest grossing film in history. The studio was so successful that it actually ran a minute-long ad during the Super Bowl 2015 for Clash of Clans to attract new players. That commercial likely cost the company around $9 million just for the airtime, and it starred international movie star Liam Neeson.
  12. In terms of passive form of entertainment…. Netflix has Watching games Increased from 45 million in 2014 16 billion minutes watched per month Big Bang Theory = 14.9 million average Season 8 Sunday Night Football 2015 = 22.5 million  high female representation (46%) and high average income ($58K in the US).
  13. In terms of passive form of entertainment…. Netflix has Watching games Increased from 45 million in 2014 16 billion minutes watched per month Big Bang Theory = 14.9 million average Season 8 Sunday Night Football 2015 = 22.5 million  high female representation (46%) and high average income ($58K in the US).
  14. The importance of designing for LTV is becoming paramount of CPIs are skyrocketing. CPIs are increasing as more big brands enter the mobile gaming space and organic discover becomes next to impossible.
  15. Gordon Moore, co-founder Intel predicted 1965 Electronics Magazine that # of transistors in an integrated circuit would double every two years.
  16. 1985 Cray 2 supercomputer vs. 2012 iPhone 5 2x the processing power (27 years)
  17. More powerful devices: Support AAA bigger games – missing 5C, iPhone SE, 6splus… rumors suggest a radical redesign for iPhone 8. A11 chip, 3GB plus of memory, Maybe edge to edge display, Touch ID built in? No home button?
  18. 1 S6 is to 5 PS2’s (based on GFLOPs. CPU Speed, RAM)
  19. Support AAA bigger games – these titles require more features, and more partners being leveraged for 3D art production, a lot of games moving toward photo realistic art – leveraging partners to build the titles
  20. Proliferation of devices more fragementation: testing across devices for QA , device cert, and external partners for porting
  21. Proliferation of devices
  22. This means in the games industry we aren’t looking at using partners quite yet as it’s difficult to build an experience that is sticky and makes money but many other industries are looking at VR.
  23. Not going to cover in detail but as you can see many industries are embracing VR Automotive, Hospitality, real estate, etc. Unreal is opening a commercial division – the big question is will the resources be available when the gaming industry decides to leverage them?
  24. Metaverse, Machine learning, neural networks…
  25. In an hour you are going to hear from a panel of experts on external development. One of the questions posed will be on how they have seen a growth in the need for new content so they will cover that during the panel.