Introduction To Video Games Creation Module 14: The Games Industry and Data Analytics, 1 ECTS (Beta)
Introduction To Video Games Creation Module 14: The Games Industry and Data Analytics, 1 ECTS (Beta)
The Video Games Industry has grown since 90s to an industry worth more than 150 billion $ (2019). It is bigger
industry than movies, films and music altogether. As learned from Module 11, 12 and 13, it is thanks to lot of
innovations in the industry as well excellent, creative people developing great games along the history of approx.
50 years.
This module is about games industry and data analytics. It is very seldom that any university degree in games
teaches the business side of the industry. Most often courses are about technology and arts. We try to give you
an easy introduction about the terminology used in the games industry and also introduce you to a number
important game analytics topics (data science) that you should know before deciding what type of games you
want to develop. At first you probably want to like to develop games you like personally, but when it comes to a
successful game you need to know the facts about the games industry and where is the best potential, and still
like the game genre you work with.
This Module is the last ‘easy’ module we publish. As always it is important that you get to know at least the
basics of games industry even you would prefer games programming or games arts.
You will self-study this document I prepared for you and then answer to 30 quiz questions to show your
learnings about the different aspects the games business and data analytics.
Enjoy!
Jan
Course Leader
Learning outcomes:
The module will improve your general knowledge about video games industry and data analytics in a simple way.
You can study this module by using a smart phone.
Learn about terminology used in video games industry and data analytics.
Learning resources:
Your main learning resource is this presentation. There is NO need to search for internet for more information
but there are references you might be interested in looking for further reading.
Assessment:
You need to pass quiz with over 80% correct answers (28/35).
You can do the quiz as many times you like until you pass.
Important! All answers to all the quiz questions are in this presentation.
Content (BETA)
- Historic facts and examples about the development of the
games industry
- Statistics about games business and industry, the market
- Games studios and publishers, the ecosystem
- Games brands and most valuable games francises
- Data analytics
- Monetisation
- Virtual goods
- Websites to follow for games industry news
Fun vs. Usefulness Parachute is a Game & Watch game released as a part
Intrinsic vs. Extrinsic of the Wide Screen series on June 19, 1981. It was the
first game in the Wide Screen series. It is a single-screen
Nintendo thought that adding a clock single-player Game & Watch.
and an alarm to the game platform
would give parents a reason to buy the Designed by “godfather of Nintendo” Gunpei Yokoi
game to their children.
Entrepreneur
Sir Clive Marles Sinclair
Source: https://en.wikipedia.org/wiki/Clive
h
_Sinclair
Oftentimes it takes decades to
an idea to become commercially
viable.
Technological change
1995 was the year when
Nintendo decided to publish first
1960’s 1995 2016
Virtual Reality platform/game
console, or ‘Stereorescopic 3D”
experience.
https://gamegavel.com/mobile-gaming-statistics/
Indexed, 300 means 3 times more than 100
Which platform is growing fastest?
Different cultures and countries tend to
spend differently money on mobile games.
Due to the reason publishers take high stake of the sales, many
of the game studios have decided to start self-publishing. Still,
unfortunately, the sales channel takes high stake of all sales
revenue.
TOTAL
RANK COMPANY CHANGE
REVENUE
Top 25 Public Companies by 1 Tencent $19,733M 9%
2 Sony* $14,218M 41 %
Game Revenues (based on 3 Microsoft* $9,754M 32 %
4 Apple* $9,453M +18 %
Newzoo research) 5 Activision Blizzard $6,892M +6 %
*=based on estimates 6
7
Google*
NetEase
$6,497M
$6,177M
+22 %
+11 %
8 EA $5,294M +4 %
This is a recent list of the companies that ‘dominate’ the 9 Nintendo $4,288M +36 %
games industry. As you might see it there, it is actually not 10 Bandai Namco $2,741M +13 %
the game studios that are the biggest in games revenues but 11 TakeTwo Interactive $2,580M +35 %
companies that either own a publishing platform, 12 Nexon $2,252M +8 %
technology platform or are well known on the internet. 13 Ubisoft $2,221M -3 %
14 Netmarble $1,893M -17 %
I would say that the first ‘real’ game studios on the list is 15 Warner Bros* $1,835M -5 %
Activision Blizzard (e.g. World of Warcraft) and then EA 16 Square Enix $1,583M -9 %
17 NCSoft $1,343M -8 %
(Electronic Arts)
18 Cyber Agent $1,324M +7 %
19 Mixi $1,222M -17 %
20 Konami $1,210M +12 %
21 Aristocrat Leisure $1,146M +187 %
22 37 Interactive* $1,091M +27 %
23 Perfect World* $897M +3 %
24 Sega $832M -3 %
25 Capcom $809M +4 %
Throughout the history of video games business, games
studios have been established and sold.
Data analytics is closely connected to Key Performance Indicators (calculations about user behaviours) and Monetisation
strategies (making money from the game product and selling virtual goods)
Further reading
https://medium.com/activewizards-machine-learning-company/top-8-data-science-use-cases-in-gaming-de1f429ae651
Monetisation and data
Video game monetization is the process that a video game
publisher/developer can use to generate revenue from a video
game product/service.
It is commonly accepted (can be debated, but depends on the context) that the most important KPIs for games are
ARPU – Average Revenue Per User. This describes how much money the player is spending on average in the game.
LTV – Lifetime Value. This describes how much money in total each player spends in the game.
CAC – Customer Acquisition Cost. This is the money that you need to spend to acquire a new paying user.
Retention Rate – The number of users that come back to play the game, in calendar time.
There are many more statistics game studios/publishers follow of course, including the most important one which is the
actual sales.
Further reading and formulas can be found e.g. from this source
Adopted from https://gameanalytics.com/blog/50-kpi-measure-mobile-game-app.html
70b$ in Virtual Goods worldwide
Virtual goods are non-physical objects and money purchased for use in online communities or online
games. It is the most common way nowadays to monetise a game.
Their strategy was very simple but extraordinary at the time of creation in year
2000. They gave a free access to anyone to get a ‘hotel room’ for room. However, the hotel
room was empty without any furniture. The magnificent idea was that users
must pay real money for credits to spent on virtual furniture to decorate their hotel room.
They also had other types of virtual currencies like Diamonds and seasonal currencies.
For instance, Habbo Hotel made revenue over 74 million $ in 2009 by selling virtual furniture.
The service is still open, even it went through some serious trouble about
Moderation of the discussions. Changes were made and it is a ‘safe environment’ for
teenagers to play.
https://techcrunch.com/2009/03/30/habbo-pulled-in-74-million-in-real-
revenues-last-year-from-virtual-goods-and-advertising/
Paying for what? Examples of where game players
spend real money
References:
https://en.wikipedia.org/wiki/Game_of_War:_Fire_A
ge
Why games studios that successfully sell virtual goods are so profitable?
There is NO a simple answer as the games industry is brutally competitive. From economics
point of view it is all about MARGINAL COST and MONOPOLISTIC competition in the game.
Loose definition is that Marginal Cost is the cost added by producing one additional unit of a
product or service which in software business like games approaches to zero cost (no cost at all
to add a unit in the market place).
So producing or publishing a new game is almost zero cost to the game publisher. However, this
is not completely true because high expenditure spent on marketing nowadays.
When the game player is in the game, and if the experience is good, the game owns the user
and there is NO competition in the game for the demand and supply of in game virtual goods.
Therefore game publisher can manage the internal economy alone and price the goods according
whatever the users are willing to pay.
1.5m$/day!!!
Here you see some latest statistics which games are at the moment most grossing. The moral of the story on the top right
statistics (from 2017) that the number 151 game makes ‘only’ 18.124$/day. There are approximately 1000 mobile games
published EVERY DAY so you can imagine how brutally competitive the market is and only a few makes significant revenues.
10% players pay for
Unfortunately, even people are getting
used to spend money on in-app
purchases there is a lot room for growth.
90% revenues
Most of the game players do NOT spend
money to in-app purchases.
Analytics
Data science Audio
Broadcasting
eSports
Where is games business heading to?
This kind of historic moment will mean As an example, the most popular
sports to play or follow among
1) Sponsorship money is going to support eSports professionals
2) More and better eSports games are published young people (<30) in Finland is
3) Competitive games sector will grow eSports.
(instead of single player campaings)
4) eSports is actually a sport, not just playing a game.
https://www.surveymonkey.co.uk/r/DJCX592
Introduction to Video Games Creation