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The Pulse of Gaming

Gaming Disruption
2 The Pulse of Gaming

Game companies need


capabilities that provide
captivating content,
intelligent game design,
and rapid engineering to
adapt to consumer insights.
Gaming Disruption 3

Executive Summary

As the game industry In this competitive and rapidly changing


market, game companies that want
continues to grow and to win will create an operating model
expand its target market that addresses demands for today, and
to nearly every person provides strategic agility to prepare for the
capabilities needed for tomorrow. Starting
with access to an Internet
from the top down, industry leaders must
connection, the capabilities define their relationship with content
needed to gain a competitive and nurture the appropriate relationships
advantage are changing too. with developers. They must create rich,
connected, and personalized experiences
Game companies need to create that enable gamers to be captivated and
compelling gaming experiences focused on immersed, and do so as part of a broader
the things gamers want, in the distribution franchise development and monetization
channels they consume, and ahead of what strategy that increases gamer lifetime
competitors may bring. value. Furthermore, to maintain their
relevance in this increasingly digitally
Leisure time is crowded with competitors;
driven industry they must determine
game companies, Internet companies,
the best channels to deliver content
product companies, retailers and others will
where gamers want it and support the
continue to compete for gamers time and
business with a strong set of foundational
share of wallet. To compete, games must
capabilities from engineering to pricing,
be tailored to individual gamer preferences,
and from promotion to customer support.
be seamlessly connected with the gamers
environment and technologies, and be In the battle for gamer mindshare, the old
immersive enough to pull the gamer into the mode of operation is no longer sufficient.
experience and away from other activities. If you cant beat the disruptors, you need
to be nimble enough to join them.
As game companies continue to be
pressured by increasing consumer demands,
the proliferation of gaming-capable devices
and lower barriers to entry for low-cost
alternatives, the need to innovate and join
the revolution of disruptors is more critical
than ever. Major studios are faced with
rising development budgets for established
franchises and new business models are
challenging the traditional outright
product purchase.
4 The Pulse of Gaming

Four Trends Driving Industry Change

The worldwide video game 1. An Evolving Customer Base However, big players are taking notice
of how low development costs and a
industry is expected to grow Video game consumers are increasingly cult-like following can draw large loyal
to nearly $87 billion by diverse and gaming behaviors are less communities. For example, Microsoft
homogenous than in the past.
2017, and with each year, recently purchased Minecraft for
The number of people playing games $2.5 billion in an effort to capture
digital customers and digital
is growing, with the US being one of the a larger audience for its smaller form
distribution create more largest markets for the gaming industry. factor devices.
diversity and complexity With mobile increasing the accessibility Beyond traditional screens and mobile
in the industry.1 of video games, the number and diversity devices, innovative form factors are
of gamers continues to expand. providing new options for creating
This growth is driven by a surge in the immersive experiences. Devices that
In this digital world, greater availability
number of users equipped with powerful enable virtual and augmented reality
of low-cost good enough alternatives
new devices capable of gaming and a rise gaming experiences, like Oculus Rift,
is driving consumer expectations for more
in the amount of time gamers are playing. are nearing broad commercial release,
value from games. Moreover, the digital
As the industry grows in an increasingly leaving the door wide open for new
age has empowered customers, allowing
digital world, four major shifts are driving game content specifically for these devices.
them to be more vocal than ever before,
tremendous industry disruption: Initiatives like Googles Project Tango are
and their peers are listeningwith social
media having an increased influence in encouraging virtual-like experiences by
purchasing decisions. These shifts present enhancing the real world surrounding the
many opportunities, but also challenges, gamer. Just as mobile helped consumers
for gaming companies. Delivering to the find new ways to squeeze in gaming, new
right screens with the right content will form factors and immersive experiences
ultimately lead to success. bring new opportunities to games, increase
share of overall leisure time, and steal
2. Evolving Definition share from time spent on the console.

of Games Additionally, as film and television


companies make their content more
Lower barriers to entry drive growth
interactive as AMC has with The Walking
in successful content from indie game
Dead and HBO has with Game of Thrones,
development, while innovative technologies
game companies can no longer look only
enable immersive gaming experiences.
at each other as the competition. Other
Accentures 2014 Digital Consumer non-traditional gaming companies
Survey found smartphone penetration at like Amazon are realizing the value in
72 percent of the global mobile subscriber original content and are further raising
market and 35 percent of adults over 18 the competitive stakes. The idea of multi-
owning tablets. Game companies must find channel story telling is just beginning;
a way to create immersive experiences on pioneers like Disney and Amazon are
all screens of consumption that can hold tying media assets across comics, movies,
the attention of the more than 966 million games and a range of physical items.
mobile gamers.2 Worldwide mobile
gaming is growing rapidly42 percent
in 2013 alonewhich brings an influx of
independent developers with lower costs
of development.3 Independent developers
now see an opportunity to express their
creativity to a more diverse audience,
leveraging the ease of development and
distribution on mobile.
Gaming Disruption 5

Figure 1: US Gaming Market Statistics

31%
of the gaming
population are
adult women.

19%
of the gaming population are boys
age 17 or younger.

At 11%
gaming is still a small slice of overall
consumer media consumption.

165 billion
hours Americans spent gaming in
2012 represents a 9% increase YoY.

28%
of consumers strongly agree that
comments posted on social media sites
contribute to their buying decisions.

Source: Entertainment Software Association, USC


Marshall School of Business Report, 2013.
6 The Pulse of Gaming

3. Digital Delivery 4. Proliferating


Digital distribution is becoming the Business Models
norm across technology platforms While mega brands continue to deliver
and personalized gaming experiences. financial gains, new business models
Digital delivery is disrupting the industry are shifting how revenue is devised.
in known ways, such as physical
distribution, as well as unconventional The spread of connected devices is truly
ways, like ongoing customer engagement, changing the economics of gaming. For
and development operations. PC games, the revenue mix is shifting from
revenue earned through outright purchase
The wide availability of high-speed to revenue amassed through in-game
Internet has changed much of our daily goods over time. The NPD Group reported
lives, and that includes how we play games. a nearly 34 percent growth in digital games
Globally, the physical distribution of video and downloadable content, from 2012
games decreased at an annual rate of to 2013, and in 2012 less than half of US
13.1 percent from 2009 to 2012, while game revenue came from retail purchases.5
digital distribution grew at 12.6 percent
annually over the same time period New delivery methods play a significant
worldwide.4 Digital distribution is not role in challenging the traditional single
limited to phones; downloadable content price point business model. Flexible
is the new norm and will continue to models that provide numerous ways to
evolve as endpoints (i.e. screens and digital pay for a game experience will allow game
marketplaces) proliferate. With the rise companies to capture more consumer
of digital distribution, consumers have value. Concepts like freemium, micro-
come to expect a dynamic and responsive transactions, and advertising are shifting
entertainment experience. Whether the industry to a high volume, low margin
this means personalized interactions business, but one that can boost the top
or immersive experiences, entertainment line because these smaller transactions
is no longer a notion with a fixed ship allow companies to get closer to the
and release date. individual consumers willingness to pay.
The critical question is how to create an
innovation and operating model that
aligns to evolving revenue models?
Gaming Disruption 7

Figure 2: PC Game Revenue Streams Worldwide (Millions USD 2011-2017E)

2011 $2 $4 $4 $1

2012 $2 $4 $6 $1

2013 $2 $4 $10 $2

2014 $2 $4 $12 $2

2015 $2 $3 $13 $3

2016 $2 $3 $15 $3

2017 $2 $3 $16 $4

$0 $5 $10 $15 $20 $25

PC Gaming Software Online Subscription In-Game Virtual Goods In-Game Ads

Source: Created by Accenture based on Gartner report, Forecast: Video Game Ecosystem, Worldwide, 4Q13, October 14, 2013, G00246826, Brian Blau et al.
8 The Pulse of Gaming

Winning Amidst Disruption:


Forcing Change from Within
Together, the evolving and Re-Thinking Content Content Provider
Content providers bring together
diversifying customer base, and Developer Relationships
content creators within a single distribution
richer and more diverse Content is only as good as the talent that channel that work together to achieve
content, the rise of digital develops it; game companies must define economies of scale, but maintain individual
their relationships with developers as well control of branding and creative license.
delivery and proliferating
as the content itself. The IP is owned by the content creator,
business models are driving and the content provider makes margin
significant industry disruption, Relationships with Content on the consumer transaction. Distributors
particularly for well established The traditional video game value can leverage their strong capabilities in
chain has evolved into more of a value delivering content to the gamer, such
gaming companies. as vendor relationship management,
web, with numerous connections and
pathways to get content to gamers. digital marketplace management,
Yet studios can benefit from disruption and
Developers, publishers and distributors and customer service.
create sustainable, profitable revenue growth
if they seize the opportunity. Adapting in are taking on different roles and Consumer Product Company
an industry ripe with change requires an collaborating in new ways. Success Consumer product companies own the
evolution in the way major studios currently within the gaming industry requires deep value chain from conception to distribution.
think and operate. It requires re-thinking consideration of the core capabilities The focus of these companies is to maintain
content and developer relationships, that the company wants to deliver, and complete ownership of the brand and its
creating captivating gamer experiences, determining where those capabilities are extensions into new product categories.
delivering content where gamers want it, needed in the new value web.
and innovating both business model and Portfolio Management Company
franchise intellectual property (IP). Companies like Activision are starting
to look more like portfolio management
companies, as they continue to regularly
acquire new IP and manage a broad
assortment of brands that target various
gamer groups. This type of relationship
requires deep capabilities in brand
management, a significant amount of
available cash, strengths in investment
and risk management, and strict ownership
of future creative decisions and branding.
Gaming Disruption 9

Figure 3: The Evolution of the Video Game Value Chain

Traditional Video Game Value Chain

Developer Publisher Distributor

Portfolio Management Company New Capabilities Needed


Developer - Brand Management
Publisher Distributor - Investment Management
Developer - Risk Management
Content Provider

Developer - Marketplace Management


Publisher Distributor
Developer - Customer Relationship Management

Consumer Product Company


Distributor - Brand Management
Developer Publisher - Customer Analytics
Distributor - Product Development

Roles in the value chain played by the company Roles in the value chain not played by the company

Source: Accenture analysis. Copyright 2014 Accenture. All rights reserved.

Relationships with Developers Hiring models where engineers are brought


in at entry level and are expected to share Case Study: Ubisoft Montreal
As value chain ownership continues
to blur, game companies must also ownership of their code quality can bring Ubisoft has embraced the idea of
re-evaluate their approach to building an influx of talented resources and improve indie-sized projects in a world
relationships with developers to attract, overall development efficiency. dominated by triple-A titles, specifically
retain and manage the best talent. With Reward Developers with Creative License in its Montreal office. The idea that
an increasing number of studios, and Historically, gaming companies have developers and creative teams can take
single developer enterprises enabled struggled to develop and retain their ownership of smaller projects without
by mobile, finding and retaining the best talent for lack of a clear progression having to split off into a different indie
best talent is more difficult than ever. toward innovation and independence. studio is unique. Strong talent can
Studios need to make two major shifts be rewarded with indie work, and
Retaining talent requires a new mindset establish a long-term career path.
with regard to talent:
that enables the best developers to define
De-Stigmatize Quality Assurance (QA) their own career paths, work on new and I think its a winwin if you can
Discovering and attracting the right creative ideas, and separate themselves figure out a way to have the
talent requires a shift in the culture that from successful, but antiquated, IP. more indie-style development
stigmatizes QA as being the only entry- Talent that has more ownership over
level department for development. In
work within a bigger structure.
their content, greater flexibility to innovate,
the traditional hiring process, entry-level and independence from traditional success
I think thats an advantage we
talent is initially acquired by the QA metrics will choose to stay engaged with have in Toronto too, because
department, where employees must prove the company rather than find a studio theres a really great indie scene
themselves in QA before moving up to where they feel their skills are more valued. so it would be dumb of us not
the role of developer. The QA-to-developer [to leverage that].6
career progression can lead to in-fighting
between groups and decreased efficiencies. Jade Raymond, Ubisoft Montreal
10 The Pulse of Gaming

Creating Captivating Gamer Emphasize the Art Exploit Technical Advancements


Media-rich game creation starts before Game companies can enrich the
Experiences: Media Rich,
any code is written. Applying focus to story gaming experience and reach gamers
Connected, Personalized development and artistic level design (and on new platforms, as advanced
At the core, a game is any form of investing in talent with these skills) helps technologies are becoming affordable
interactive entertainment with a set of incorporate creative direction into original for the average gamer. Game applications
parameters that advance the user to a IP from inception. for non-gaming technologies are paving
desired goal. By this definition, the best the way for innovation.
Enhance the Tools
games are experiences, and developing By constantly looking to the future and For example, with two way IP-based
rich, connected, and personalized investing in new or enhanced development communications on connected TVs, could
experiences enables gamers to be capabilities, game companies can bring the we see gaming embedded with linear TV
captivated and immersed. art to life. Realism with facial expression content? Imagine watching a Formula
rendering, sophisticated storytelling 1 race and being able to compete with
Media-Rich Experiences branches, and advanced artificial intelligence the live action. Technology makes such
Games face pressure as they must compete are all possible with the advancement of scenarios closer than we think.
with all forms of digital entertainment development tools. For example:
across multiple customer circumstances.
U
 sing dozens of cameras that Case Study:
In order to increase share of leisure time,
simultaneously capture three- Googles Ingress Game
game companies need to steal share from
dimensional videos enabled Rockstar
other forms of digital entertainment, such Google is leveraging its extensive
Games to enhance facial expression
as television and film, and help to continue location services capabilities to
rendering that was essential to detecting
to expand the overall market with new launch an augmented reality mobile
when characters lie or tell the truth in
ways to play. game called Ingress. The game uses
the detective game, L.A. Noire.
Some game companies have already GPS settings on smartphones to
E mpowering the player to make choices create a massively multiplayer online
taken the first steps toward blurring
that impact the storyline of the game augmented reality game; allowing two
the lines between television and games
is exactly how Telltale captivated its factions to collide in a virtual world
with dramatic content and rich storylines.
audience with its episodic zombie game, that interacts with the gamers actual
The Uncharted series, developed by Naughty
Walking Dead: The Game. This requires real-life surroundings.7
Dog, seamlessly connects theatrical cut
a careful balance between complex
scenes with action, giving the gamer an
story branching that is interesting to
experience that aligns more similarly to
the gamer, and not adding too many
an interactive movie rather than a game.
additional development requirements.
So how can a game company bring rich
Irrational Games Bioshock Infinite,
media into their game design? There are
the third installment of the trilogy,
three ways to apply focus to enriching
pushed the boundaries of artificial
content: emphasizing the art, enhancing
intelligence by creating a sidekick
the tools, and exploiting advancements
that interacts with the player and her
in the technology.
environment, and reacts appropriately
to game stimuli. This required increased
developmental focus, and room-by-
room builds of the artificial intelligences
potential interactions.
Gaming Disruption 11

Connected Ecosystem map while continuing to play on the


Even if a particular experience is media console. Ubisoft recently released a free
rich, the newer generation of gamers is mobile companion app that connects
used to being bombarded at every angle. live with console/PC users in the form
At any given moment, a gamer could be of a mini-game in its latest game, Watch
managing in-game tasks using multiple Dogs. At any given moment, a console or
screens or multi-tasking during load times, PC player can be spotted by the mobile
leading to a distracted gaming experience player, and incite a police chase. The mobile
that could easily be replaced. In order to player is able to play with the PC/console
combat the noise and multi-tasking, games player in a way that is optimized for
need to be able to transcend the individual their form factor.
device and connect across an ecosystem of A connected experience is more than
connected devices. A seamlessly connected porting a game to a new form factor
ecosystem has the ability to captivate users it is an understanding of how the gamer
on every screen, blocking out competing uses that screen that enables a tailored
leisure activities. experience. Being able to deliver a
Some leading companies are already connected experience requires a strong
waging the war against multi-tasking by understanding of consumer behavior
tying up multiple screens with companion to inform the design of companion
mobile apps and connecting players across experiences, as well as thoughtful
form factors. Capcoms Dead Rising 3 engineering and cloud hosting capabilities
experience enables gamers to use their to enable crossplatform integration,
secondary screen (a tablet or smartphone) all of which are relatively new to the
to receive in-game communications from traditional studio.
non-playable characters and utilize the
12 The Pulse of Gaming

Unique Personalized Experiences Personalized Content Game companies that are able to leverage
Personalization can drive customer value Provides gamers with the ability to the wealth of gamer data to drive actionable
as a differentiating characteristic of the individualize in-game content, such as outcomes will be able to increase their
game, and using the data derived from customizing avatars, building and sharing probability of success. The challenge,
personalization can help extract additional level components and creating in-game however, is an over-reliance on data,
value. Game companies that can enhance items. This allows a game company to create while ignoring other core aspects of game
their data analytics capabilities will be able new revenue streams for their existing IP. design. Leading edge game companies will
to glean new insights to inform future Team Fortress 2, developed by Valve, enables strike a balance between the science of
content and distribution decisions, and users to customize weapons or in-game data-driven decision making, and the
drive additional revenues. items, and monetize their creations in the art of game development.
Steam Community Market.
Two challenges emerge when it comes
to personalization: acquiring access to Personalized Experiences Cautionary Tale:
meaningful and accurate gamer data, Bolsters the games ecosystem Data-Dependent Zynga
and centralizing that data to be analyzed through companion apps, tailored device
experiences and integration of social Zynga, for example, showed quick
in different ways within the game property, success in its ability to mine user
across game properties and across the networks. Gamers can customize the way
in which they interact with the content, data and use its analytic capabilities
organization. While methods of data to attract users to its games. Shortly
collection and storage can vary widely unlocking bonuses and exclusives
based on attaching to the ecosystem. after its IPO in 2011, the stock price
based on the intended objectives and skyrocketed to $13.39, with Facebook
potential impacts to game design, the most This approach allows a game company
to dominate leisure time by leveraging revealing that 12 percent of its
important component of personalization revenue came from Zynga.
is getting buy-in from the gamer. the broader ecosystem and creating
second screen experiences. Many industry insiders believe
The right value proposition is needed that Zyngas downfall came from
to get users to willingly provide data. Realizing the benefits from gamer data
requires not only the presence of data, but an over-emphasis on hard metrics
Customers are more willing to share and sacrificing the creativity in
their information if they can see the also the ability to centralize it, continuously
update it, and drive insights at the user and their content. Zynga became data-
value and potential benefits of doing so. dependent; its success was too closely
segment level. Master data management
According to the Accenture Digital and smart data design are core capabilities tied to the monetization of just
Consumer Tech Survey 2014, 70 percent that enable game companies to turn 2 percent of users, regardless of the
of surveyed consumers would share their data into insights, and use the insights to duration of the gamer lifecycle. As
personal data in exchange for a reward achieve outcomes. When data is managed content became stale and new game
if it was used only by their providers, and properly, it improves the analysis to drive releases were duplications of the same
65 percent would share if the provider business outcomes and also can improve model, daily active users continued to
complies with data protection laws. It is customer experience. For example, when decline from 72 million at its peak in
also worth noting that early adopters in-game data is captured in the same place 2012 to just 29 million in June 2014,
which many gamers can be consideredare as billing, account and user profile data, and the stock recently hit a 52 week
much more confident in online security of it can be presented to a customer support low at just $2.27. In a free to play
their personal data (64 percent) than late representative to improve a customer world, developing engaging content to
adopters (24 percent).8 interaction. When a gamer can see all his keep gamers interested over a longer
information in one place, it can increase period allows the organization to focus
By collecting user-level data, game
self-service for simple customer support on conversion rather than attrition to
companies can facilitate hyper-
tasks, and free up support teams to drive a longer tail of revenues.9
personalization, providing end users with
customized and individualized content handle more challenging tasks.
or experiences. Deciding whether to
personalize content, experiences, or both
depends on the type of game and overall
end goal of the personalization.
Gaming Disruption 13

Figure 4: The Benefits From Hyper-Personalization

Capabilities Description Benefits Challenges

Break down entire user base - Inform future game design - Data ownership
Gamer along various criteria such as: and development - Privacy
Segmentation - User demographics - Refine features and content - Centralized access of
- Gameplay patterns to tailor to segments gamer records and analysis

- Perceived price
- Develop pricing strategies - Quickly adjust prices to discrimination
Pricing and based on user segments maintain competitiveness
- Requires pricing control
Targeted Offers - Implement dynamic pricing and - Increase propensity to buy
offers for specific user/segments based on offer/promotions - Recommendation engine
costs and maintenance

- Achieve better insights into - Anticipate customer needs - Requires long lead time
Next-Best Action the lifecycle of a customer to provide timely offers to achieve enough data
Marketing - Understand progression
- Improve recommendations to track trends
of purchases for users

- Identify pre-cursor behaviors - Anticipate user churn


to attrition of users before it occurs
Churn Analytics - Time-to-insight can be lengthy
- Track success of win-back - Improve success of
strategies win-back strategies

Source: Accenture analysis. Copyright 2014 Accenture. All rights reserved.

The game developer enhances user experiences


through personalization to incent users

Enhance user experience


Figure 5: Personalization and Data Sharing Cycle via personalization

Game companies can reinforce this


cycle by using customer data to further
enhance user experiences
Game Company End User

Provide customer data


through participation

User data provided by the gamer can be used


to measure and improve engagement metrics
Source: Accenture analysis. Copyright 2014 Accenture. All rights reserved.
14 The Pulse of Gaming

Delivering Content Where or to leverage already established channels of multiple business models to extend
with proven reach. Owning a direct-to- their revenues. To create sustainable
Gamers Want It: Digital
consumer channel means having complete revenue and growth, companies must
Distribution control over the data analytics, pricing, identify the pricing and monetization
In the digital world, distribution involves promotions, marketing and management strategies that best fit each game and
more than just how the game gets to the of customer relationships. However, in order branch out of existing franchises with
customer. Distribution has become more to be successful, the purchasing process innovative new intellectual property.
of a portfolio management function than needs to be frictionless and simplewhich
a single decision. Pricing control, level of requires strong capabilities in managing Demonstrate the Value
customer interaction, and ownership of a cloud-based commerce platform and of Premium Content
gamer-related data are important variables efficient customer relationship management Pricing and monetization across various
in determining channel strategy. and support functions. business models varies significantly, with
A note on being exclusive: Even after the traditional model requiring the most
The first decision to make is determining
the where and how of distribution are upfront risk for the gamer and other
how many channels to pursue, which is
decided, a game company must determine models shifting the risk to the publisher
largely constrained by budget availability.
the extent to which the game will be or supplier. In all models, as avoiding
Where will the company place its bets and
exclusive to specific platforms or channels. gamer downtime is an important factor
in what sequence? How will marketing
Platform exclusivity can drive console sales, in mitigating publisher risk, the need
dollars be invested? The inclination is to
and offering special editions or exclusive for core cloud capabilities that enable
decide to be everywhere to dominate
content packages can help promote the gamer to access content anytime,
gamer mindshare across platforms. This
specific channels. Just the act of exclusivity anywhere and on any platform become
decision comes with significant costs;
can be a marketing tool to pique additional critical to the games success.
preparing a game to be distributed on
multiple platforms and in different formats interest and increase awareness.
increases development costs, requires When it comes to distribution,
maintenance of relationships with various understanding the tradeoffs between
channel partners, and tracking each channels and the combined benefits of
channels success requires a large amount being on multiple channels is critical to
of overhead. Digital distribution is not ensuring that the game is not just placed
about doing it right once and replicating where the customers want it, but that
each digital channel has its own those channels are also playing to the
success factors. companys core capabilities and goals.
Once the company decides in which
channels it wants to invest, the next step Innovating Both Business
is determining how it will manage the Model and Franchise IP
gamer relationship. Should the company
create its own direct-to-consumer The traditional game purchase
channel? Does it want to work with an model is now just one of many
online or console-based marketplace? It is options available to gamers looking
critical to determine what capabilities are to make their next purchase decision.
needed to support a direct-to-consumer Such a model requires a strong value
relationship, and whether it is better to proposition for the purchase price and
invest the effort to build a new channel many companies are leveraging aspects
Gaming Disruption 15

If a game company decides to stick to the models to extend their revenues. However, when Steam Sales were
traditional model, it is imperative to justify These forms of revenue can extend introducedincreased promotion and
the higher price point with more than the life of existing games and extract temporary discounts in priceValves
just the cost to provide the experience. additional revenues from high value leading competitive first-person shooter,
Game companies can demonstrate value gamers who are open to paying for Counter-Strike, had an increase in sales by
with differentiated game mechanics additional content above the initial sticker a factor of 40, as compared to silent price
or an increased number of gameplay price. For example, World of Warcraft modification. Upon further investigation,
hours. Upping the replay factor with leverages subscriptions, micro-transactions, Valve noticed that sales increased both
new gameplay modes (such as online and expansion packs to supplement the for the retail and digital channel, and
multiplayer) and multi-branched storylines outright purchase of the game. the increase persisted after the sale.11
can help justify a premium sticker price.
Experimentation with pricing models This example demonstrates that price
If the experience is unique, highly valued
and dynamic pricing changes allows and promotion decisions are inextricably
by gamers, and worth the price it can
game companies to better understand linked and, importantly, in an industry
still be successful in the traditional model.
the elasticity of their product, and adjust where customers are always online and
Titanfall, which was released exclusively on
quickly to changes in demand. Valve always watching, the transparency
Xbox One, had more than 900,000 copies
Corporation, a major content provider of a companys price and promotion
sold within a week of its release on March
for PC games, even hired an economist strategy is critical.
11, 2014.10 The traditional model may not
to research the elasticity of game pricing.
be growing, but the model is still viable
Through rigorous (and transparent)
for the mega studios that can support it.
price testing on its customer base, Valve
At the same time, large studios that use
determined that no matter the price,
the traditional outright purchase model
overall revenue appeared to remain flat.
are adopting elements of other business

Figure 6: Game Industry Monetization Models

Distribution Physical Digital Subscription-based Free-to-play (F2P)


method distribution distribution services + Micropayments

Upfront cost $20-$60 $0.99-$4.99 Varies Free


not including depending on depending on not including
of the game downloadable content marketplace platform game service micro-transactions

Marketplace crash/ Server crash/Downtime/


Primary challenge Insufficient stock Conversion
Downtime Attrition

Responsible party Retailer/Supply chain Marketplace host Cloud service provider Cloud service provider

Inability to generate
Deferred revenue/ Deferred revenue/ Refunds/credits to win
Financial impact Lost sales
revenueloss is
Lost sales back customers
permanent

Publisher/Developer
Gamer Developer Publisher/Developer
Conversion rate of
Owner of risk High upfront cost Revenue share with Attrition of customers
customers from free
without a trial marketplace over time
to paid

Source: Accenture analysis. Copyright 2014 Accenture. All rights reserved.


16 The Pulse of Gaming

Branch Out of Existing Franchises completely new story or in the form of Enable Discovery with Test Drives
with Innovative New IP new gamer mechanics. In either case, Selecting where and how to promote a
the testing ground for pure innovation game plays a critical role in determining
The commercial success of a game heavily
should be new IP. Once new IP is its success. Machinima and Twitch, which
relies on the collective opinion of the
developed, enabling game discovery was recently acquired by Amazon for
customers. A game can have a big budget,
becomes an important success factor. $970 million,13 demonstrate the importance
a successful franchise history, and even a
of discovery platforms. Machinima has 21
cult following, but it is still not guaranteed Innovate with New Stories
channels14 in YouTubes top 100 channels
to be a success. For example, Duke Nukem Developing a new story with new characters
and Twitch accounted for 1.8 percent
Forever, the long-awaited addition to the can invigorate a game companys existing
of US peak Internet traffic in Feb 2014.15
Duke Nukem franchise, was a commercial core base, gain new fans and reacquire
Machinima and Twitch are game focused
failure after its launch in 2011, primarily those that might have fallen off an existing
user generated video sites that allow
due to release delays and a lack of franchise. For example, Titanfall is built
gamers to watch and learn how to play
advancement in graphics and storytelling on a combination of traditional first
games, and also get buyer advice from
to reflect gamer expectations of the time. person shooter and of MechWarrior-like
gamers who have had hands-on experience
Conversely, games with no budget, no mechanics, but takes on a whole new story,
with the game. With new games, content
proven following and limited graphics and with various classes of Pilots and Titans.
creators must leverage platforms like
level design can be huge hits. Flappy Bird,
Revolutionize with New Game Mechanics Twitch to highlight the new stories and
a mobile game developed by Dong Nguyen,
Leveraging new technologies or rethinking demonstrate new game mechanics to
amassed $50,000 in ad revenue per day
the mechanics of how a game can be enable game discovery and start the fly-
at its peak, with no formal promotion and
played are risky, but if done well can prove wheel of gamers generating their own clips
a one man development team.12 Given
to be huge successes. Destiny, a title from to share with others. With an increasing
that there is no foolproof formula for a
Bungie and Activision, is described as a number of game titles available
commercial win, game companies need
shared world shooter. Players can fully every day it becomes even more critical
to create game portfolios that reduce
experience the game solo, but the game to demonstrate a games value before
overall risk and improve success rates
is designed to be shared and seamlessly the gamer makes the purchase decision.
for games in development.
connects to other players. The always-on
In order to create sustainable growth
Portfolio risk can be reduced by enhancing requirement does require gamers to be fully
and profit, game companies must
art with a little bit of science, and by connected to the shared world to play, but
be able to continue to innovate with
conducting careful innovation planning. the lack of a subscription fee differentiates
new ideas and for new platforms, while
Gamer analytics and live experimentation it from other massively multiplayer online
creating compelling franchise extensions
can improve a games probability of success experiences. The open-world view allows
that meet customer expectations.
by providing a deeper understanding of the player to be immersed in an expansive
consumers, and how they relate to content. environment, and experience different
Especially for games that rely on sustained aspects of the game each time he or she
gamer interest (such as installments, logs in. These innovations are challenging
franchise expansions or subscription-based the way gamers think about traditional
games), incremental improvements and first-person shooter games, and will prove
increased responsiveness to data-driven to be commercially successful if a large
insights can lengthen the lifecycle of enough network of gamers are willing
a successful game or franchise. to commit to the $60 price tag.
Even with rich data analytics and rapid
experimentation, a franchise is still at the
whim of gamer interests and their ability
to assess games before buying them.
In order to hedge bets on new games
within a major franchise, new IP should
continue to be developed. Innovation
can come through development of a
Gaming Disruption 17

There is an intrinsic value in


allowing people to experiment a lot.
In the short term it is probably not so
efficient, but if you have this open and
creative environment it is easier to attract
talented people who value that. They can
try out new tools and experiment, and
that is a big part of our success.16
Mats-Olov Eriksson, Director of data warehousing, King.com
18 The Pulse of Gaming

Conclusion

As game companies continue Gamer Analytics & Data Management Cloud


Developing the mechanisms to acquire, Bringing the best gaming experience
to be pressured by increasing aggregate, analyze and act on data to any platform, at any time, from
consumer demands, the rise received from gamers from within anywhere requires expertise in cloud
of digital endpoints and the game and outside of it. hosting and online streaming capabilities.
Gamers will come to expect that their
lower barriers to entry for Channel Management
experience is seamlessly integrated
low-cost alternatives, the Knowing where to place the game and
across ubiquitous platforms.
how much to charge the gamer for it, and
need to innovate and join building the right relationships or in-house Revenue Model Design
the revolution of disruptors technologies to support the transactions. Incorporating monetization into the game
is more critical than ever. Game Portfolio Management design and development process from the
beginning to create a seamless experience
Building the right game portfolio,
Major studios are faced with rising that optimizes gamer lifetime value.
knowing when to invest in new IP, when
development budgets for established Customer Support
to gracefully retire maturing IP, and how
franchises and increased risks with new
to increase the returns on investment Determining the best approach
business models challenging the traditional
with successful brands. for managing direct-to-consumer
outright purchase.
relationships, troubleshooting gamer
Development Efficiency
In a competitive and rapidly changing market, issues and complaints, reducing
As the pendulum swings away from
game companies that want to win will create gamer churn and preventing loss of
pure artisan development to engineering
an operating model that meets demands for gamer engagement.
diligence, there is an increased importance
today, and is flexible enough to prepare for
placed on being able to drive efficiencies
the capabilities needed for tomorrow. In order
that enable developers to be lean, and
to get a seat at the table, games must have
rapidly deliver quality results at scale.
compelling content and thoughtful design
built on a sound game engine with stringent
engineering principles. However, competitive
advantages will be borne out of applied
focus to emerging capabilities in the new
world of games. A few examples include:

In the battle for gamer mindshare,


digital entertainment share of leisure
time, and overall game revenues if
you cant beat the disruptors, be nimble
enough to join them.
Gaming Disruption 19

Sources:
1. PWC Global entertainment and media outlook 2014-2018, 10. http://www.fool.com/investing/general/2014/03/27/xbox-ones-
http://www.pwcmediaoutlook.com/segment/VIDGAM titanfall-and-ps4s-infamous-second-son-t.aspx
2. The Global Mobile Games Landscape 11. http://www.geekwire.com/2011/experiments-video-game-
http://www.applift.com/blog/mobile-games-market.html economics-valves-gabe-newell/
3. Gartner Forecast: Video Game Ecosystem, Worldwide, 4Q13 12. http://mashable.com/2014/02/10/flappy-bird-story/
4. The Entertainment Software Association Essential Facts 13. http://www.businessinsider.com/heres-why-amazon-paid-
http://www.theesa.com/facts/pdfs/esa_ef_2013.pdf almost-1-billion-for-twitch-2014-8
5. http://www.gamesindustry.biz/articles/2013-07-02-npd- 14. http://www.tubefilter.com/2014/08/29/top-100-most-viewed-
preparing-to-track-digital-sales-this-year youtube-gaming-channels-worldwide-july-2014/
6. www.gamesindustry.biz 15. http://blog.twitch.tv/2014/02/twitch-community-4th-in-peak-
us-internet-traffic/
7. Wired UK, Gamasutra, NY Times Dealbook
16. http://www.computerweekly.com/news/2240175747/Kingcom-
8. Accenture Digital Consumer Tech Survey 2014
gaming-site-unlocks-big-data-with-Hadoop
http://www.accenture.com/us-en/Pages/insight-digital-
consumer-tech-survey-2014.aspx
9. http://www.statista.com/statistics/193422/daily-active-users-of-
zynga-since-2009/
http://www.fool.com/investing/general/2014/02/10/how-many-
zynga-players-pay-to-play.aspx
http://www.jbgnews.com/2014/10/zyngas-financial-woes-
continue-as-stock-price-falls-to-52-week-low/013610.html
About Accenture
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outsourcing company, with more than 305,000 people serving clients in
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ended Aug. 31, 2014. Its home page is www.accenture.com.

Authors
Christian Kelly
Managing Director
Accenture Electronics & High Tech
christian.j.kelly@accenture.com

Bikash Mishra
Senior Manager
Accenture Strategy, Communications, Media & Technology
bikash.mishra@accenture.com

Justine Jequinto
Accenture Strategy, Communications, Media & Technology
justine.jequinto@accenture.com

Acknowledgement
Wed like to acknowledge the significant contributions of Eddie Gonzales,
a manager in our CMT Strategy practice, and Sarah Freeman, a consultant
in our CMT Strategy practice.

This document is produced by consultants at Accenture as general guidance. It is not


intended to provide specific advice on your circumstances. If you require advice or
further details on any matters referred to, please contact your Accenture representative.

This report makes descriptive reference to trademarks that may be owned by others.
The use of such trademarks herein is not an assertion of ownership of such trademarks
by Accenture and is not intended to represent or imply the existence of an association
between Accenture and the lawful owners of such trademarks.

Copyright 2014 Accenture


All rights reserved.

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High Performance Delivered
are trademarks of Accenture.

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