DIGITAL GAMES Looking for Business Models

Similar documents
Middleware and European Standardisation

Joint Research Centre. The European Commission s in-house science service

HORIZON Presentation at Manufuture Perspectives on Industrial Technologies in Horizon 2020 and Beyond

Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta

CM Plenary session conclusion (M. Le Louarn, INFSO D5/DE sector)

The Business of Video Games Report. About DFC Intelligence s The Business of Video Games Report

Marie Skłodowska- Curie Actions under Horizon2020

Industrial Investment in Research and Development: Trends and Prospects

Directorate H: COSME Programme Going for growth with Small and Medium Sized Enterprises

VDMA Response to the Public Consultation Towards a 7 th EU Environmental Action Programme

Enabling a Smarter World. Dr. Joao Schwarz da Silva DG INFSO European Commission

Decentralisation, i.e. Internet for Social Good

Introduction. digitalsupercluster.ca

AI powering Corporate Communications

EIP Water European Innovation Partnership on Water

Media Literacy Expert Group Draft 2006

TECHsummit & GadgetExpo Bratislava

ARTEMIS ADVANCED RESEARCH & TECHNOLOGY FOR EMBEDDED INTELLIGENT SYSTEMS INDUSTRY ASSOCIATION. Industry Association

Fostering SME innovation through cross-border cooperation

Fintech in Italy: opportunities and challenges for the digital transformation

Global MMORPG Gaming Market: Size, Trends & Forecasts ( ) November 2017

CRe-AM contribution to Creative Industry roadmap: State-of the-art, visions, desired future scenarios and recommendations

Presentation of the SME Performance Review 2015/2016

Emerging technology. Presentation by Dr Sudheer Singh Parwana 17th January 2019

CAPITAL MARKETS DAY. March 2019

THE STATE OF PLAY IN EUROPE S CREATIVE INDUSTRIES JAN RUNGE VALENCIA, 19 APRIL 2010

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE

GROWTH THROUGH DIGITAL TURNING TECHNOLOGY INTO BUSINESS TRANSFORMATION

RICHES Renewal, Innovation and Change: Heritage and European Society

Tolga Artan

STOA Workshop State of the art Machine Translation - Current challenges and future opportunities 3 December Report

LETTER FROM THE EXECUTIVE DIRECTOR FOREWORD BY JEFFREY KRAUSE

Telecoms and Tech Week

Peter Moore, President

NEM ETP New European Media initiative

REINVENT YOUR PRODUCT

17 & 18 OCT DIGITALFIRST.BE

Thematic Forum III: Promoting Learning towards Employment & Entrepreneurship

Technology Trends for Government

AARHUS UNIVERSITY 14. NOVEMBER 2013 EXCHANGE YOUR KNOWLEDGE KURT NIELSEN - VICE DEAN INNOVATION COLLABORATION AT AU WHY AND HOW? knowledge.

Digital Government and Digital Public Services

FP7 ICT Work Programme

March, Global Video Games Industry Strategies, Trends & Opportunities. digital.vector. Animation, VFX & Games Market Research

Research DG. European Commission. Sharing Visions. Towards a European Area for Foresight

Seoul Initiative on the 4 th Industrial Revolution

Denmark as a digital frontrunner

Written response to the public consultation on the European Commission Green Paper: From

EU Cohesion Policy (CP): Funding opportunities for digital cinema

The Role of the EU Regions in Supporting Robotics

Creative Industries: The Next Phase

MSMEs' Competitiveness and Innovation in the Digital Age

Economic and Social Value of Patents in the EU

Wamba.com Proposal of White Label Solution for Dating Service

National and Regional policies for Globalisation and Open Innovation: Synthesis of national correspondents questionnaire replies

MEASURES TO SUPPORT SMEs IN THE EUROPEAN UNION

DIGITAL DISRUPTION. QTIC External - Project Scoping Document

MENA-ECA-APAC NETWORK MEETINGS, 2017

Big Tech & Global Finance

An Introdcution to Horizon 2020

Industrial Innovation Information Days Brussels 3-4 October 2017

Cherry AB. Investing in a broad gaming portfolio. CEO Anders Holmgren GP Bullhound 6 December 2017

HOW EARTO CAN SUPPORT THE DEVELOPMENT OF INNOVATION ECOSYSTEMS IN EUROPE

SUMMARY OF THE IMPACT ASSESSMENT

Promoting strategic management in Government

the EU framework programme for research and innovation

DIGITIZATION IN MECHANICAL ENGINEERING

User Research in Fractal Spaces:

CeBIT 2017 Information for Visitors

Technology Trends with Digital Transformation

Financing Entrepreneurship: Is Gender an Issue?

Atholl Reid KTP Adviser Tayside & East of Scotland

Global Partner Summit 2017: Competing to Win

EU businesses go digital: Opportunities, outcomes and uptake

Produsys. Project outline. Machinery and Production Systems. Advanced research based european products for the global market

The Impact of Digitalisation on Social Services

ACTIVITY REPORT OF THE NATIONAL INDUSTRIAL COMPETITIVENESS COMMISSION PRAMONĖ 4.0 OF 2017

Disrupting our way to a Very Human City

Global Social Casino Market: Size, Trends & Forecasts ( ) March 2018

Gerrit Meixner Head of the Center for Human-Machine-Interaction (ZMMI)

COST FP9 Position Paper

Rick Clemmer Media briefing in China. Rick Clemmer, President & CEO NXP Semiconductors March 19, 2012 Shanghai

More than just fun and games online gaming as a high-revenue popular sport

Success Stories within Factories of the Future

Participative knowledge society - what does it mean for creative industries? Bror Salmelin Advisor, DG INFSO Valencia April 2010

The Tech Megatrends: 2018

TR Associates Ltd. Tunde Kallai

ARTEMIS The Embedded Systems European Technology Platform

Digital Transformation Monitor - national initiatives on digitisation of industry

The ESA SME Initiative

By Raghav Narsalay, Dr. Sabine Brunswicker, Mehdi Bagherzadeh and Gregory C. Roberts

ConstantinaMakri. Research Promotion Foundation

NEM Strategic Research and Innovation Agenda 2018 NEM General Assembly, 30 May 2017

Production research at European level supports regions and SMEs

To be or not to be. Telecommunications 2030: A perspective. September, 2017

TECHNOLOGICAL COOPERATION MISSION COMPANY PARTNER SEARCH

Online Game Market: Table of Contents

COUNCIL OF THE EUROPEAN UNION. Brussels, 9 December 2008 (16.12) (OR. fr) 16767/08 RECH 410 COMPET 550

Bridging law and technology

GOOD GAME PLATFORM GAMING IS ALWAYS BETTER WITH FRIENDS

2000 Edition. SMEs & EU RTD Small and medium-sized enterprises and European Union programmes for research and technological development

Transcription:

DIGITAL GAMES Looking for Business Models IPTS Conference Brussels Oct.2012, EGDF

THROUGH EGDF YOU CAN REACH more than 600 game studios in 12 European countries that employ over 17000 game industry professionals UK, AT, DE, FR, DK, FI, NO, BE, NL, LU, ES, IT EGDF IS A TRADE- ASSOCIATION (SME) THAT FOCUSES ON Policy development participates processes developing policy recommendations that support game developers Dissemination disseminates the best practices, new standards, r&d, new tools etc. Elaboration elaborates game developers mutual positions (technology, content) Secretary General www.egdf.eu / Malte.Behrmann@egdf.eu

Games are the lead-medium now What stays is the fact that fix costs are high and reproduction costs are low: Support for games as for film as production supports are more imortant than ever (Creative Europe, H2020) Cultural acceptance allows better support The game industry is not one big rich black box look at the value chain No detours: Don t overestimate serious games/ applied games

European consumer spending on games ( m) Source: IHS Screen Digest, 2011 Digital games are the key for Internet of the future Game industry recently experienced digital shift => media distribution went online New Opportunity for Europe => game markets are not any more controlled by non- European players Paradigms of digital growth are significantly different than in the market space of nonvirtual goods => Games link networks and users concept of leverage is a myth => Small, content driven tech companies can provide relevant solutions and can grow very quickly But still game development is risky, only 5% of the games are profitable and highly supported in other world regions

Its possible: Size of leading online games studios in Europe Bigpoint (DE) Gameforge (DE) Ankama (FR) Jagex (GB) Sulake (FI) Founded 2001 2003 2001 2001 2000 Employees about 700 about 450 about 460 about 375 about 270 Turnover 140 million (2010) Over 100 million (2009) 40 million (2010) 40 million (2010) 56,2 million (2010) Registered users 194 million 200 million 30 million 170 million 210 million Source: ICO Partners 2011

Business Models Online: F2P Subscription Box & subscription Advertisement Mobile Paid App F2P Advertisement PLACEMENT New trend: Clear integreation of game design and buisenss models: Make the fan to play and pay

Poor Developers... Before I Phone

Fair Deals now

Content Users Business model Technology A business model is A way to create content Content has to support the business model => E.g. in a free-to-play model you have to have content to buy by microtransactions A roadmap for technology development Technology has to enable the business model => E.g. in advert based business model you need to support a large number of Android handsets A guide to reach consumers You have to know how to reach your users => E.g. in MMORPG s you have to support all the payment solutions people want to use => Games are build around a business model

Cultural driver Economic driver Digital games Innovation driver Digital games are an economic driver The video games market is the most dynamic entertainment market with a huge growth potential and a natural ability to overcome cultural and linguistic barriers a cultural driver Video games are played by young and old, male and female alike, and are now recognized as cultural an innovation driver Video games engender new business models, create innovative content and germinate unique services that are driving groundbreaking technological discoveries leading the way for many other sectors

Content Innovation Business innovation Digital games Tecnological innovation Digital games are drivers of technological innovation Computer hardware (e.g. microchips), network technology, artificial intelligence, augmented reality etc. content and service innovation New story telling methods, new cocreation methods, machine translation, etc. business innovation Virtual currencies, micro-transactions, digital payment methods, crowd funding and crowd investment. => Games have a strong spill-over effect on hardware, networks, the business-models and interface of digital services (gamificatition)

viral innovation model

Consumer spending on entertainment media ( m) Source: IHS Screen Digest, 2011 So we need to support Content creation / viral innovation by tools for user and/or procedural created content as well as for userdeveloper communication (e.g. CNG project) Middleware standards Automated tools for creating content (Procedural content creation) Access to digital markets by Internet technologies for game promotion like data mining, reference and web publicity technologies Content driven approaches to network technology Compilers for making multiplatform games Multiplatform delivery

Political support is essential Regulation needs to be flexible Europe must not unintentionally give advantage to competing digital economies by over- or under-regulating its own markets Net-neutrality is essential for digital service markets No forced standards, the field must be kept open for innovation New business models lead to higher diversity but its also riskier and demand more skills Support systems need to updated for the digital era real innovations have to be identified behind the formal quality of applications, funding structures have to be simplified; Games as a specific model category; Support for many small projects instead of few big ones; a threshold, for example, by placing the maximum EU contribution per project to about five million Euro; a SME-quota, at least 50% of the funding has to go to SMEs Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu

THANK YOU For any further questions please do not hesitate to sent an email to Malte.Behrmann@egdf.eu For State of Art in mobile games industry visit: www.mobilegamearch.eu