Earlier this week, I gave a talk at the Mobile Gaming Conference at ICE, the premier i-gaming (that’s gambling to you and I) event in London. Below, you will find the slides to the talk.

Let me outline briefly though why I think that social elements to gaming is something that I find the gaming (as in gambling, real-money gaming, etc) sector should be excited about (and it was hard to tell if many people were; ’nuff said):

“Social” games work if they address or are based upon a community of sorts. This needs to be supported by the game design and its mechanic as well as through tools that actually allow those communal juices to flow (and, yes, that’s what we at Scoreloop are doing and that’s why I am preaching about the subject so regularly). Now, the gaming folks have a lot of this sitting on a big silver plate right under their noses: “proper” gamers, i.e. those who spend money on their pastime, are tied together by that particular passion (this of course equally applies to all those passionate about lost puppies, cows and golden eggs…). For the real-money folks, there is also the billing side to consider: their clientele is used and quite willing to pay, and a billing relationship is often already in place.

The addition of social elements to such “real” games can essentially do two things then:

Cement existing customer base and avoid promiscuity of users

I have been hearing this a lot: users on, say, real-money poker sites often play on multiple sites. This is painful to the gaming operators as they spend considerable amounts recruiting their folks. It is a race to the bottom (of sustainable margins) and the adjustment mechanisms are scarce and largely reduced to bounties and clever marketing. Adding social elements adds that glue that increases the likelihood that players will stay with you. Why? Because they receive value over and above the core proposition: they feel better nestled into their community, which is – albeit a little intangible – real and not only perceived value. Incidentally though, it is also value that is not that expensive to create (cf. above under “margins, low).

Attract new users

Outside the hard core of gamers, there is a whole lot of people who are quite content to play for fun (Zynga Poker still has more active users than most “real” poker sites combined). Funnily enough, Zynga also makes more money with its soft version than a lot of gaming operators do with its real one. This is because a) they tie it into the social graph and b) a lot of users just like to play for fun – but they still spend money, only in more manageable increments.

I suggest that this is a major entry gate for gaming operators to attract new users (though I do not suggest that “hooking” people is something good!). A softer approach that introduces many shades of grey rather than only offering black and white will make it so much more compelling to play, properly or only trying it out and the very folks that are in the prime spot to capture these users (because they have all the experience, background and know-how) leave a lot of money on the table there (pun indeed intended).

But now, without any further ado, here are the slides:

For those of you who like that better, I have also uploaded it to Sribd here.

Social Gaming Summit (Slides)

On 12/11/2010, in Events, Slides, by Volker

Yesterday, I had the pleasure of delivering a talk at the Social Gaming Summit in London (which was fun even though it was at Chelsea FC…). Given that the audience was fairly clued up on all things social, I was focusing a little more on the mobile side of things – highlighting market sizes, roll-out speeds and platform risks (and opportunities!).

Here’s the deck, I hope you enjoy it:

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Sometimes, the good things come quickly and without much fanfare. Tomorrow (that’s 11 November), the Social Gaming Summit will open its doors at the Stamford Bridge home of Chelsea Football Club in London. And  I will talk about how to bring the social element into the mobile sphere (and, yes, regular readers of this blog will be rather familiar with my stance on this).

So if you fancy a trip to Fulham to hear from the social games gurus from Playfish, Facebook, Playdom, RockYou, PopCap, etc, etc, please come along (a full speaker list is here). It is a tremendous line-up and should be tons of fun!

The conference programme is here and you can sign up here.

Movie Licenses on iPhone a Failure?

On 03/11/2010, in Apple, OEM, by Volker

I have been dealing with movie and TV licenses for longer than I care to remember, and the pattern (with few exceptions) always was the same: the licensor comes to you saying that, because they are offering you (the publisher) a well-known movie/TV/entertainment property that everyone and their dog are fans of, you should pay them a healthy amount of money (either up-front or as a minimum guarantee against revenues) for them to grant you that license. This means that the publisher starts at a point of significant loss: a six-figure guarantee (and I’ve seen larger ones, too), six-figure production costs and little mitigating the risk that the title might totally tank.

However, in the “old” world (scil. pre-app stores “as made famous by the iPhone”), people considered themselves to be lucky to get their hands on a well-known property as it would at least guarantee one thing, and that was “deck placement”, namely a good coverage across those coveted feature slots on carrier decks around the world. If you had the distribution network and delivered the package, you had a decent chance of making your money back (this even worked with a rotten game that was based on a movie license for a hilariously successful movie).

All new in the App Store World

Enter the “new” world of OS-driven app stores. The formidable Jeremy Laws published estimates of how movie & TV-license-based games were faring on the Apple App Store, and the results are – though not horrendous – humbling indeed. Only a good half dozen titles broke into the top 20 (by sales) in all of 2010. Not a single one ranked in the top 150 (!) of the top-grossing category. The average revenue was estimated by him to hit $1.3m. Now, don’t let yourself be blinded by this 7-figure amount: top-tier movie titles don’t often come cheap and the games behind them need to be reasonably faithful to the blueprint the movie gives you. Otherwise, the IP owner will not approve the game and the revenues will be, well, non-existent. Add to that a revenue share that the IP owner will earn even if the aforementioned guarantees are being settled, it slims down the margins fairly dangerously.

IP Doesn’t Pull as It Used to, or Does It?

The big news is however that the old formula big license + some sort of game = exposure does obviously no longer work (at least not in the same semi-automated way as was the case). With decent relationships into Apple, a good game for a good movie might still get a feature slot somewhere. However, the fact that none of the titles sampled in the above blog post were anywhere close to the top-grossing list shows that the pulling power has greatly diminished. How’s that?

Movie studios and TV production houses (and not only them: sports clubs are good at that, too) traditionally view a license as secondary exploitation of their intellectual property. The rule of thumb for a movie was that the box office should recoup the production costs and the secondary exploitation (DVD, TV rights, merchandise and, well, licenses) would provide for the profits. It is very much an analogue approach in which a scarce good is and will remain scarce unless its producer will (can?) change that scarcity. It does not translate well to the fluidity of a digital environment (with, normally, many more alternatives to access and consume media). It worked in old-world mobile because that ecosystem functioned very similar to a vertical supply chain. No more.

Game publishers suffer (or at least some of them) suffer from a similar perception issue: we have always done it that way… Well then…

A License is a Brand Extension

However, the huge differentiator is the ability to use (and exploit) the interactivity digital media offer and use it as a marketing and promotional channel. Now, a simple adaptation of the movie’s theme into a (traditional) game will not cut this. But more innovative approaches that utilise the ability to communicate with fans opens so many more doors to a) maximise the core proposition (selling cinema tickets, DVDs, digital downloads and such like) and bind people to the brand for longer (which is a potentially huge win for the cyclical movie business).

So, Jeremy’s charts “only” show us that only a few (if any) of the IP owners (and, arguably, publishers) “got” that so far. The opportunities for such an approach are huge.

What anyone who speaks to rights owners over licensing movie and TV properties should do though is take a copy of that chart for your negotiations. And then tell them how they should really treat it: it is a brand extension that leverages the core IP rather than a meagre spin-off license! Seen this way, there is significant opportunity for studios to secure their primary revenue streams and build a new rapport to their audiences. In particular the latter surely is of a value that exceeds six-figure guarantees anyhow.

So I guess we have to thank the iPhone again for breaking open yet another paradigm. And it was time for that, too!

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This week, I was fortunate enough to be given the opportunity to speak to the Android developer community at the fabulous Droidcon London.

The following are the slides to my talk on “Making Money on Android” in which I focus on the necessity to tackle the challenge to engage users at a time and in a place that a developer can actually control, namely in the game or app itself. Scoreloop provides cool tools for this, and its virtual currency and virtual goods solutions allow developers then to capitalise on that.

Conference: Droidcon, London

On 24/10/2010, in Events, by Volker

On 28 and 29 October 2010, Droidcon London will open its doors again, exploring in multiple tracks the Android ecosystem. Business, Developer, Design or SDK/API – there will be something for everyone involved or interested in the fastest growing mobile OS (and associated ecosystems) at the moment.

For the main conference on Friday, the speaker line-up promises a lot of learnings and insights.

I will be there telling people on how to make money on Android (hint: yes, it will involve Scoreloop‘s tools… ;-) ). But you should also come and see great speakers from:

  • Google
  • Admob (yes, I know they’re Google now, too)
  • T-Mobile
  • InMobi
  • comScore
  • Sony Ericsson
  • Motorola
  • Orange
  • Reuters
  • Qualcomm
  • INQ Mobile
  • Ericsson
  • Accumulate
  • Alcatel-Lucent
  • Device Anywhere
  • and many more (check here for a full list of speakers).

The conference will be preceded by a barcamp on Thursday (28th), which will feature, amongst other things, a Google Android boot camp and dotOpen’s formidable AppCircus.

I am hoping to see you there. Go here to register (or check here for the full programme on Thursday and Friday).