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The Markets of Tomorrow New Patterns of Play Chris Houtzer, Real Arcade New Opportunities The Markets of Tomorrow New Patterns of Play Chris Houtzer, Real Arcade New Opportunities for Monetization Daniel James, Three Rings New Funding Models Margaret Wallace, Rebel Monkey MODERATOR Kenny Shea Dinkin Play. First February, 19 th 2008 GDC: Casual Games Summit

FRAGMENTATION? Casual MMOs, Social Networking and Facebook Apps, Oldsters and the Wii, Youngsters and FRAGMENTATION? Casual MMOs, Social Networking and Facebook Apps, Oldsters and the Wii, Youngsters and online worlds. . . as an entertainment category grows out from a niche it’s natural to see fragmentation along audience lines and business strategy lines – but as casual game makers begin to shift focus onto new demographics and new monetization options, is the beginning of a new vibrancy, or the beginning of the end for casual games? What aspects of fragmentation are you seeing that are most healthy for the business? What aspects are most dangerous and misguided? Why? February, 6 th 2008

SEPARATION: ADVERTISING-FUNDED, TRY/BUY, UGC, MICROTRANSACTIONS, PAY-PER-PLAY, PLAY-PER-MINUTE, SUBSCRIPTIONS, SOCIAL NETWORKING, CASUAL MMOs: MULTIPLAYER Can SEPARATION: ADVERTISING-FUNDED, TRY/BUY, UGC, MICROTRANSACTIONS, PAY-PER-PLAY, PLAY-PER-MINUTE, SUBSCRIPTIONS, SOCIAL NETWORKING, CASUAL MMOs: MULTIPLAYER Can we do it all? Bigger? Smaller? Lighter? Webbier? – which way will our consumers turn and why? Where the biggest growth area? What new markets will represent the highest growth th 2008 February, 6 potential vs the lowest? Why?

SOCIAL NETWORKING: What impact does social networking have on the casual game maker? Why SOCIAL NETWORKING: What impact does social networking have on the casual game maker? Why didn’t we invent Facebook? Why aren’t we leading here? What’s the hold up? Lack of imagination? Are we stuck? If so, why? February, 6 th 2008

CALLING BULLSHIT. ADVERTISING-FUNDED, TRY/BUY, UGC, MICROTRANSACTIONS, PAY-PER-PLAY, PLAY-PER-MINUTE, SUBSCRIPTIONS, SOCIAL NETWORKING, CASUAL MMOs: MULTIPLAYER CALLING BULLSHIT. ADVERTISING-FUNDED, TRY/BUY, UGC, MICROTRANSACTIONS, PAY-PER-PLAY, PLAY-PER-MINUTE, SUBSCRIPTIONS, SOCIAL NETWORKING, CASUAL MMOs: MULTIPLAYER If you had to dump three of the above, what would you drop like a hot potato? Why? What’s hot air and what’s legit? What’s systemically broken (and why) and what has the best chance of catching fire. February, 6 th 2008 Why do you think so?

MONEY Is all the money coming into Casual games good? Why or why not? MONEY Is all the money coming into Casual games good? Why or why not? How does it impact a casual game makers approach? February, 6 th 2008

OUTSIDE IN How do other game sectors view casual games? Casual games means what OUTSIDE IN How do other game sectors view casual games? Casual games means what to them? How will that change over the next two years? February, 6 th 2008

Q&A February, 6 th 2008 Q&A February, 6 th 2008

The Markets of Tomorrow New Patterns of Play Chris Houtzer, Real Arcade New Opportunities The Markets of Tomorrow New Patterns of Play Chris Houtzer, Real Arcade New Opportunities for Monetization Daniel James, Three Rings New Funding Models Margaret Wallace, Rebel Monkey MODERATOR Kenny Shea Dinkin Play. First February, 19 th 2008 GDC: Casual Games Summit