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In the Past Three Years… (Historical Perspective for “Revenue Stream For Games In the Era of Big Data” Panel)

Scientific Revenue for SVIEF 2015

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Page 1: Scientific Revenue for SVIEF 2015

In the Past Three Years…

(Historical Perspective for “Revenue Stream For Games In the Era of Big Data” Panel)

Page 2: Scientific Revenue for SVIEF 2015

November 2012 April 2013

Page 3: Scientific Revenue for SVIEF 2015

October 2013 October 2013

Page 4: Scientific Revenue for SVIEF 2015

January 2014 May 2014

Page 5: Scientific Revenue for SVIEF 2015

October 2014 October 2014

Page 6: Scientific Revenue for SVIEF 2015

November 2014 December 2014

Page 7: Scientific Revenue for SVIEF 2015

January 2015 May 2015

Page 8: Scientific Revenue for SVIEF 2015

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

Page 9: Scientific Revenue for SVIEF 2015

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