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Should I Pay or Should I Go? Consumer Attitudes on F2P and Alternative Payments Robert Crawford Vice President, Research, Frank N. Magid Associates Andre Machicao General Manager of PlaySpan, Visa Inc.

Gdc next2013 magid-play-span-session-final

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Page 1: Gdc next2013 magid-play-span-session-final

Should I Pay or Should I Go? Consumer Attitudes on F2P and Alternative Payments

Robert Crawford Vice President, Research, Frank N. Magid Associates

Andre Machicao General Manager of PlaySpan, Visa Inc.

Page 2: Gdc next2013 magid-play-span-session-final

The Research

• Research was performed in conjunction with Frank N. Magid Associates and PlaySpan Inc.

• Three separate gamer surveys focused on three distinct areas:

• Gaming and alternative payments

• Video game business models

• Freemium (aka F2P) and virtual goods on consoles

• Americans 13-54 surveyed and asked about gaming habits.

• Broad consumer data allowed us to learn more about our current and potential users.

Page 3: Gdc next2013 magid-play-span-session-final

● Using a highly qualified sample provider, Research Now, Magid surveyed a representative sample by gender, age (13-54 years old) and ethnic background. A screening question (Which platform do you own and use regularly for gaming?) was used to identify current gamers. Those who did not select at least one of the platforms screened out.

● The overall incidence (the chance of finding a gamer) of the most recent study was 81%, up from 75% in the previous research. The incidence of gamers is highest among 13-54 men (96%) and lowest among 45-54 women (67%)

● Among gamers, 52% are men and 48% are women.

Notes: Unless otherwise stated all data showed was sourced from this survey. Any references to specific game titles are used solely for representing the consumer provided information and does not imply product endorsement

Page 4: Gdc next2013 magid-play-span-session-final

Gamers exist in all demographic groups, but are slightly more likely to be young, 13-34 years old males.

Demos

U.S.

Population

Total

Contacts

(N=743)

Gamers (N=601)

Non-

Gamers (N=115)

% % % %

Ma

les

13-17 6 6 7 1

18-24 9 8 9 6

25-34 12 12 14 3

35-44 11 11 12 11

45-54 12 12 10 22

Fe

ma

les

13-17 6 6 6 3

18-24 8 8 8 7

25-34 12 12 12 9

35-44 11 11 11 15

45-54 13 14 11 24

Ra

ce

White 64 64 62 77

Hispanic 16 17 18 10

Black 12 11 12 4

Asian 5 5 5 3

Other 3 3 3 5

Page 5: Gdc next2013 magid-play-span-session-final

Where Do We Stand Now?

● The market is shifting away from pay-to-play (P2P) games and toward a F2P model.

● Data shows that 110 million Americans prefer playing F2P games over P2P or subscription games.

● $3 billion: U.S. virtual goods market this year.

● More than 8 in 10 consumers are gamers.

“Do you generally play more F2P games or more P2P games?”

77%

9% 14%

More F2P More P2P Both Equally

Page 6: Gdc next2013 magid-play-span-session-final

Gamer Sentiment Toward Alternative Payments

• What are alternative payments?

• Payment methods using options other than debit or credit card

• E.g. prepaid closed loop cards and vouchers, bank transfer, virtual currency, mobile

• Why alternative payments?

• For gamers: better control over spending, privacy, financial security

• For game developers: Country / Regional localized options, user choice / preference help increase conversions and ability to pay

Page 7: Gdc next2013 magid-play-span-session-final

Gamer Sentiment Toward Alternative Payments

28

32

33

34

35

36

43

30

16

26

36

26

31

33

23

45

29

23

30

18

17

7

5

2

2

7

4

5

8

1

1

2

4

2

7

6

4

6

4

2

0% 20% 40% 60% 80% 100%

Through a mobile phone SMS or smartphone

payment app (N=43)

Through a relative’s or friend’s credit, prepaid

or debit card that can be used on anything …

Through in-game credits, often called soft

currency (N=113)

Through a personal credit, prepaid or debit

card that can be used on anything (N=183)

Electronic transfer from your personal bank

account (N=54)

Through a service such as PayPal or similar(N=117)

Through a game specific card like a BlizzardWorld of Warcraft card you can buy at a…

5 Excellent 4 3 2 1 Poor DK/NS

“How do you rate your experience with purchasing virtual goods or other gaming options? (For the following payment methods).”

Page 8: Gdc next2013 magid-play-span-session-final

Trends as we move Toward F2P

Strong gender differences in

favorite genres, and favorite platforms

Youth and male gamers driving F2P spending

F2P growing on consoles, and factoring in purchasing decisions

Page 9: Gdc next2013 magid-play-span-session-final

Know Your Audience: Gender Differences

● Consoles strongly preferred among men, women lean toward mobile.

4%

4%

15%

18%

45%

3%

9%

7%

49%

25%

0% 50% 100%

Handheld

Computer

Tablet

Console

Smartphone

Men

Women

“What platform do you play most often?”

Page 10: Gdc next2013 magid-play-span-session-final

Gender Differences Across Genres

Most-played genres by gender

Both: Strategy

Women: Arcade-style games, web-based casual, social games

Men: Shooters, RPGs, Action/Fighting, Sports, Adventure

“Which of the following genres do you play?”

41%

32%

16%

9%

47%

35%

37%

35%

33%

42%

43%

27%

31%

13%

23%

15%

15%

13%

0% 50%

Strategy

Arcade

Web-Based Casual

Social

Shooters

Adventure

RPGs

Action/Fighting

Sports Women

Men

Page 11: Gdc next2013 magid-play-span-session-final

F2P Spending Trends

• Gamers 24 and under are the biggest spenders

• Men lead on F2P spending

“How much did you spend on F2P games last month?”

$12.85

$17.43

$6.91 $6.89 $6.26

$0.00

$5.00

$10.00

$15.00

$20.00

13-17 18-24 25-34 35-44 45-54

Page 12: Gdc next2013 magid-play-span-session-final

Men and Women 18-24: “How much did you spend on F2P games last month?”

$30.54

$3.95

$0

$5

$10

$15

$20

$25

$30

$35

$40

Men Women

Page 13: Gdc next2013 magid-play-span-session-final

Trends in Virtual Goods Purchases

• 35% of gamers have purchased a virtual good

• Most Popular Virtual Goods Purchases:

• New content (levels, maps)

• Virtual currency

• Usable in-game items

• Virtual gifting a big opportunity

Page 14: Gdc next2013 magid-play-span-session-final

Even Consoles Going F2P

• Consoles are joining the F2P revolution

• Data shows a strong desire among console gamers for more F2P options

• F2P titles that have come to consoles this year or will soon:

PlayStation 4: DC Universe Online, Blacklight: Retribution, PlanetSide 2, Warframe, War Thunder

Xbox 360: Ascend: Hand of Kul, World of Tanks

Xbox One: Killer Instinct, Project Spark

Page 15: Gdc next2013 magid-play-span-session-final

● Currently, relatively low monthly ARPU • $9.15 for F2P vs. $28.86 for P2P

● 46% of F2P players pay nothing.

● Quality perception among P2P players.

● “Pay-to-Win” perception among competitive players of hardcore games (Call of Duty, StarCraft)

Challenges & Opportunities for F2P

16

24

35

35

35

33

11

4

2

5

Strongly agree Agree Neutral Disagree Strongly disagree

P2P Players: The gaming experience is better on P2P games

F2P Players: F2P games are as good as P2P games

Page 16: Gdc next2013 magid-play-span-session-final

Where are we Headed?

● F2P will overtake P2P in annual revenue when average spend on F2P games increases from $9 to $17.

● Gamers, and games, less dependent on a single platform (strong consumer desire for connected platforms and devices).

● 46% of console gamers said they’d be more likely to play a game with friends if they could across platforms and devices.

● F2P is a massive opportunity that extends beyond games.

• F2P casts the widest net and lowers the barrier to entry, luring gamers interested in other types of digital content (video, music, etc.)

Page 17: Gdc next2013 magid-play-span-session-final

Thank You! Contacts:

Robert M. Crawford, Ph.D. Vice President, Research [email protected]

Robb Lewis Vice President of Marketing [email protected] @robblewis

http://www.playspan.com/white-papers Download at: