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A study on online games….


     BY: GROUP 6 ‘JAAP’    J     A       A      P
                          ( AMMU- SHISH- JEET- IYUSH)
                               ASHISH DONERIA (09BM8013)
                                PIYUSH PADGIL (09BM8036)
                                 VIVEK SHARMA (09BM8062)
                           AJEET SINGH KHARRA (09BM8064)
Introduction
Overview
   If Web 2.0 is the social web, then Games 2.0 is social gaming

   The Internet is the fastest-growing marketplace in the history of the
    world, but there is an online sector that is growing four times faster than
    the Internet and that is “Online Games”

   In online games, players can compete against other players across all
    around the world and test their skill.

   Currently online games market is worth $164 USD a second, and is
    expected to grow to $412 USD a second – of every minute of every day,
    and growing.

   Despite of slowdown $1.38bn invested in online games market in 2009
Games1.0 vs. Games 2.0
               Games “1.0” Games “2.0”
Development    Massive development        In browser gaming
               projections                 Flash and other rich
               Fat clients                media improving
Marketing      Offline advertising        CPC and CPA online
               driving players to retail   advertising driving
                                           online play
Distribution   Controlled by retail       Social network
               and big game portals        platforms
                                           Viral growth

Content        Teams of level             Multi player is user
               designers                   generated content for
                                           games
Monetization   Selling games in jewel     Digital download
               cases                       Free to play supported
                                           by subscription and
                                           digital goods
                                           Advertising
Categories of online games


 Single player games                Massively Multiplayer
 Need new levels to keep player
                                    Online Games (MMOs)
 interest
                                    Hundreds, thousands players
  Artificial intelligence to
                                    simultaneously
 maintain challenge
                                     Players can interact with each
  Shooting, word games, strategy
                                    other anytime
 games etc.
                                     Gambling, real time strategy,
                                    mission games, social games etc.
Past & Present
History & Evolution
   Parallel to evolution of computers and networking.
   1960s: Time-sharing creating computer terminals, users need not be in same room.
   Modems: leased telephone lines to connect.
   1970s: packet based computer networking technology, creation of both LAN based on
    Ethernet, developed in 1973 - 1975 at Xerox PARC, and WAN, in particular the ARPANET,
    starting deployment in 1969, which led to the creation of the Internet (Jan 1, 1983).
   Network games: Game created and received network packets, systems located across
    LANs or the Internet could run games with each other on a peer to peer or ad hoc client-
    server basis


Early Games:
   1980s - Maze Wars by Xerox, Fantasy games like Dungeons and dragons, board Games like
    Chess and Scrabble.
   1990s – Shooter games for head to head combats, using TCP/IP multiple strategy games
    called RTS allowing people to interact.
   Cross platform integration of traditional console games like Playstation, Gamecube &
    Dreamcast – privates servers owned by users or open source community.
   1990s – Classic games like Pacman and Tetris were written in flash, java, javascript using
    web browsers.
   2000s – Virtual pet games like Neopets and Webkinz , use of Web technology called AJAX.
Business Model
   Like the online gaming industry, the business model too is evolving. Prime
    business models adopted by gaming players are:


     On-Demand, Subscription model – Players like Zapak/IndiaGames are
      coming up with subscription model for casual gamers. Most importantly,
      keep the prices so low that consumers don’t want to take the pains to
      pirate the game.
     Apparels/Merchandise: This is an unexplored segment and companies
      like DanceMela are giving away the game for free and then they sell
      merchandise thru’ their games. This model also entails partnerships with
      entertainment sector (Bollywood) and creating specific games based on
      bollywood/cricket etc.
     Advertisement: Web 2.0 games attract online advertisements, due to
      its attractiveness to mass online users.
Revenue Growth

                                         $11.7B
                                $10.6B
                        $8.8B

                $6.9B
        $5.2B
$3.8B




2006    2007    2008    2009    2010     2011
Current trends
   Huge popularity of Online gaming.
   Yahoo’s text twist and bookworm, puzzles like the Sudoku to Strategy games the likes
    of Generals, Warcraft, Battle Realms to first person shooter like Counter strike.
   MMORPG – Massive Multiplayer Online Role Playing Games.
    o Most popular, give users a different experience.
    o Ragnarok, KHAN, MU and Tantra.
    o Choose a warrior, archer, sorcerer , upgrade character to next level .
    o PVP mode.
    o Unique story , good structuring.
    o Get to meet and chat with other players
   Advancing technology permits development of more complex and powerful games.
   Social Networking games like Mafia Wars, Farmville using popular social sites like
    Facebook, Orkut, MySpace, Friendster – users get to form an online community and
    assume different roles.
   Educational Games – Games not limited for fun but engage users to learn while play.
Current trends Contd.

 In the US, the amount of online play is growing 10 times as fast as
   the overall US Internet population, with nearly one of every two
   users getting in the game.
 In the UK games industry, there is a definite and rapid shift towards
   moving more and more of the games industry online, distribution
   included.
 In France, Online Gaming accounted for nearly 3% of total time
   spent online by French Internet users.
Indian online games industry
   Indian gaming industry size is estimated at $100 million in 2006-07.
   Industry expected to reach $300 million by 2009, a growth of 78% year-on-year.
   Mobile gaming contributes 58% of the total revenue.
   85% of online video consumption in India happens from offices.
     Zapak.- corporate gaming tournaments.
   Work place continues to be the single largest place for accessing Internet – 78%
    access.
   2.8 million gamers in the country
   72% gamers are from higher strata (i.e. sec A and B cities); 80% of gamers are
    from top 8 metros.
   99% of gamers are from metros while small towns account for only 1%.
Major Players
 Blizzard Entertainment® is a premier developer
  and publisher of entertainment software.
 One of the most popular and well-respected
  makers of computer games.
 Blizzard Entertainment’s track record of back-to-
  back #1-selling games spans more than a
  decade, and with blockbuster hits such as World
  of Warcraft®, Warcraft® III: Reign of Chaos®,
  Diablo® II, and StarCraft®, the company has
  earned several consecutive Game of the Year
  awards.
Blizzard Entertainment
Diablo
User communities and forums
Forum community
Zapak.com
 India’s top most gaming portal.
 Over 6.5 million registered users.
 Over 120 million page views a month.
 Zapak features among the top 10 for India’s Fast - Rising
  Search Queries in 2007 according to Google Zeitgeist
  Report 2007 along with players like Gmail, Orkut, etc
 Zapak received the Brand Leadership Award for the
  Internet Business at the Asia Brand Congress 2007 &
  2008
 Awarded ‘Website of the Year 2008’ in Fun & Games
  category by MetrixLab and Neilsen Online
 Zapak has been rated as the ‘most stickiest site’ ahead of
  yahoo and google – by Comscore
Girls.zapak.com
YOYO Games
Stock market simulation games
moneybhai.moneycontrol.com
Zynga.com
Zynga.com

 Zynga was founded in July 2007 with the
  vision of connecting the world through
  games.
 Largest developer of social games on the web
  in the process.
 Zynga games provide a platform for players
  to express themselves and form deep social
  connections with their friends.
Games available for Facebook
Games on i-phone
IMVU.com


 IMVU is a social network and
  3D virtual world where
  millions of people meet, chat
  and have fun in animated 3D
  scenes.
 You can shop and dress up
  your avatar with your own
  personalized look, design and
  decorate your own 3D space,
  and connect with new people
  from around the world.
Meet New people in 3D
Shop and dress up in style
Create your own fantasy
Erepublik.com
Online games
Future of games
Future growth
 In 2010, the market will recover and grow at an average annual rate of
   +7% to USD 1600 billion.
 Until 2013, the industry will grow at a compound annual growth rate
   (CAGR) of +3% to USD 1.6 billion.
 Until 2013, the market for online games will grow by 11% and the market
   for wireless games by 14%.
 Asia-Pacific is the area with the highest growth within the media and
   entertainment industry: 5% annually until a total market volume of USD
   413 billion is reached.
Major factors driving this growth-
1. Increasing consumer awareness

2. New technologies coming allow for greater content
   and variety of games.

3. Growing household Internet penetration

4. Increased content development for online-specific
   games

5. Wider access mediums to accelerate demand

6. The unique experience that online gaming offers.
SOCIAL PREDICTIONS
  1.   There Will Be More Social Gaming Acquisitions
  2.   Facebook will be even more important
  3.   But as the platform matures, market conditions will
       change.
  4.   EA Will Find New Ways to Monetize Social Gaming:
  5.   Virtual Goods Will Become Even Bigger Business:
  6.   You Will See a Wave of Social Gaming on the Console:
  7.   EA and Others Will Make Even Stronger Moves on
       Mobile:
ACTIVE GAMES
Motion-sensing “active”
games, which translate
physical gestures into on
screen movement
 Nintendo’s Wii
 Guitar Hero: Van Halen
 The Beatles: Rock Band
 Tony Hawk: Ride
 Sony’s new motion-sensing
   wand
 Microsoft’s Project Natal
Everyone will look like a Greek
god or goddess. You get to pick
what you look like and what your
talents are.

•World of Warcraft
•Second Life
•Active Worlds
•Amazing Worlds
•Blue Mars
•Empire of Sports
You'll meet someone who plays
an MMORPG for a living.
 In World of Warcraft online game
   you can earn gold with which you
   can buy these in-game objects
 At Ebay this game currency is
   traded for real currency also
Mobile games
   Android game market will grow,
    is unlikely to challenge iphone
    just yet
   Massive Multiplayer
    Mobile(MMO) Game
    Development
   Advertising/Promoting Through
    Mobile Games
   Promoting Cinemas/Movies
    Through Mobile Games
   Advertising New Products
    Through Mobile Games
   3d Real World Scenario Mobile
    Games
SOME OTHER PREDICTIONS
 •Hardware changes : mobility

 •Hardware changes : consoles decline and transformation

 •MMORPGs : free, browser-based, and more diversity in
 genres

 •User Acquisition becomes a big issue again in the new
 gaming universe

 •Deeper service integration and developer resources
 changes
Special Mention
ICICI Learning Matrix
• Cash Detectives
   - player takes on the
role of        an
intelligence agent.
   - track down a terrorist
outfit that uses
counterfeit currency.
 - learn 14 security
features of a genuine
note,
  - gain knowledge about
tools to be used to
ascertain their
‘genuineness’
  - gain the experience to
detect the absence of
one or more of the
security features
instantly.
ICICI Learning Matrix
• Rad Alert
 - A game on Cash Payment
against cheque in a branch
-The main nuclear reactor in
India’s space city – ‘Robocity’ is
damaged. Deadly radiation is
pouring out.
- mission to save Robocity.
- build a bridge across the
chasm
- review the key fields in the
cheque, and decide whether to
pay, reject or refer it.
- Accurate assessment of the
key fields gives you an
Indimium coated pillar.
- Inaccurate decisions and
taking more than the
stipulated time for a cheque
costs you a life (robot) and you
have only 5 of them!
Thank You

More Related Content

Online games

  • 1. A study on online games…. BY: GROUP 6 ‘JAAP’ J A A P ( AMMU- SHISH- JEET- IYUSH) ASHISH DONERIA (09BM8013) PIYUSH PADGIL (09BM8036) VIVEK SHARMA (09BM8062) AJEET SINGH KHARRA (09BM8064)
  • 3. Overview  If Web 2.0 is the social web, then Games 2.0 is social gaming  The Internet is the fastest-growing marketplace in the history of the world, but there is an online sector that is growing four times faster than the Internet and that is “Online Games”  In online games, players can compete against other players across all around the world and test their skill.  Currently online games market is worth $164 USD a second, and is expected to grow to $412 USD a second – of every minute of every day, and growing.  Despite of slowdown $1.38bn invested in online games market in 2009
  • 4. Games1.0 vs. Games 2.0 Games “1.0” Games “2.0” Development Massive development In browser gaming projections Flash and other rich Fat clients media improving Marketing Offline advertising CPC and CPA online driving players to retail advertising driving online play Distribution Controlled by retail Social network and big game portals platforms Viral growth Content Teams of level Multi player is user designers generated content for games Monetization Selling games in jewel Digital download cases Free to play supported by subscription and digital goods Advertising
  • 5. Categories of online games Single player games Massively Multiplayer Need new levels to keep player Online Games (MMOs) interest Hundreds, thousands players  Artificial intelligence to simultaneously maintain challenge  Players can interact with each  Shooting, word games, strategy other anytime games etc.  Gambling, real time strategy, mission games, social games etc.
  • 7. History & Evolution  Parallel to evolution of computers and networking.  1960s: Time-sharing creating computer terminals, users need not be in same room.  Modems: leased telephone lines to connect.  1970s: packet based computer networking technology, creation of both LAN based on Ethernet, developed in 1973 - 1975 at Xerox PARC, and WAN, in particular the ARPANET, starting deployment in 1969, which led to the creation of the Internet (Jan 1, 1983).  Network games: Game created and received network packets, systems located across LANs or the Internet could run games with each other on a peer to peer or ad hoc client- server basis Early Games:  1980s - Maze Wars by Xerox, Fantasy games like Dungeons and dragons, board Games like Chess and Scrabble.  1990s – Shooter games for head to head combats, using TCP/IP multiple strategy games called RTS allowing people to interact.  Cross platform integration of traditional console games like Playstation, Gamecube & Dreamcast – privates servers owned by users or open source community.  1990s – Classic games like Pacman and Tetris were written in flash, java, javascript using web browsers.  2000s – Virtual pet games like Neopets and Webkinz , use of Web technology called AJAX.
  • 8. Business Model  Like the online gaming industry, the business model too is evolving. Prime business models adopted by gaming players are:  On-Demand, Subscription model – Players like Zapak/IndiaGames are coming up with subscription model for casual gamers. Most importantly, keep the prices so low that consumers don’t want to take the pains to pirate the game.  Apparels/Merchandise: This is an unexplored segment and companies like DanceMela are giving away the game for free and then they sell merchandise thru’ their games. This model also entails partnerships with entertainment sector (Bollywood) and creating specific games based on bollywood/cricket etc.  Advertisement: Web 2.0 games attract online advertisements, due to its attractiveness to mass online users.
  • 9. Revenue Growth $11.7B $10.6B $8.8B $6.9B $5.2B $3.8B 2006 2007 2008 2009 2010 2011
  • 10. Current trends  Huge popularity of Online gaming.  Yahoo’s text twist and bookworm, puzzles like the Sudoku to Strategy games the likes of Generals, Warcraft, Battle Realms to first person shooter like Counter strike.  MMORPG – Massive Multiplayer Online Role Playing Games. o Most popular, give users a different experience. o Ragnarok, KHAN, MU and Tantra. o Choose a warrior, archer, sorcerer , upgrade character to next level . o PVP mode. o Unique story , good structuring. o Get to meet and chat with other players  Advancing technology permits development of more complex and powerful games.  Social Networking games like Mafia Wars, Farmville using popular social sites like Facebook, Orkut, MySpace, Friendster – users get to form an online community and assume different roles.  Educational Games – Games not limited for fun but engage users to learn while play.
  • 11. Current trends Contd.  In the US, the amount of online play is growing 10 times as fast as the overall US Internet population, with nearly one of every two users getting in the game.  In the UK games industry, there is a definite and rapid shift towards moving more and more of the games industry online, distribution included.  In France, Online Gaming accounted for nearly 3% of total time spent online by French Internet users.
  • 12. Indian online games industry  Indian gaming industry size is estimated at $100 million in 2006-07.  Industry expected to reach $300 million by 2009, a growth of 78% year-on-year.  Mobile gaming contributes 58% of the total revenue.  85% of online video consumption in India happens from offices.  Zapak.- corporate gaming tournaments.  Work place continues to be the single largest place for accessing Internet – 78% access.  2.8 million gamers in the country  72% gamers are from higher strata (i.e. sec A and B cities); 80% of gamers are from top 8 metros.  99% of gamers are from metros while small towns account for only 1%.
  • 14.  Blizzard Entertainment® is a premier developer and publisher of entertainment software.  One of the most popular and well-respected makers of computer games.  Blizzard Entertainment’s track record of back-to- back #1-selling games spans more than a decade, and with blockbuster hits such as World of Warcraft®, Warcraft® III: Reign of Chaos®, Diablo® II, and StarCraft®, the company has earned several consecutive Game of the Year awards.
  • 20.  India’s top most gaming portal.  Over 6.5 million registered users.  Over 120 million page views a month.  Zapak features among the top 10 for India’s Fast - Rising Search Queries in 2007 according to Google Zeitgeist Report 2007 along with players like Gmail, Orkut, etc  Zapak received the Brand Leadership Award for the Internet Business at the Asia Brand Congress 2007 & 2008  Awarded ‘Website of the Year 2008’ in Fun & Games category by MetrixLab and Neilsen Online  Zapak has been rated as the ‘most stickiest site’ ahead of yahoo and google – by Comscore
  • 23. Stock market simulation games moneybhai.moneycontrol.com
  • 25. Zynga.com  Zynga was founded in July 2007 with the vision of connecting the world through games.  Largest developer of social games on the web in the process.  Zynga games provide a platform for players to express themselves and form deep social connections with their friends.
  • 28. IMVU.com  IMVU is a social network and 3D virtual world where millions of people meet, chat and have fun in animated 3D scenes.  You can shop and dress up your avatar with your own personalized look, design and decorate your own 3D space, and connect with new people from around the world.
  • 30. Shop and dress up in style
  • 31. Create your own fantasy
  • 35. Future growth  In 2010, the market will recover and grow at an average annual rate of +7% to USD 1600 billion.  Until 2013, the industry will grow at a compound annual growth rate (CAGR) of +3% to USD 1.6 billion.  Until 2013, the market for online games will grow by 11% and the market for wireless games by 14%.  Asia-Pacific is the area with the highest growth within the media and entertainment industry: 5% annually until a total market volume of USD 413 billion is reached.
  • 36. Major factors driving this growth- 1. Increasing consumer awareness 2. New technologies coming allow for greater content and variety of games. 3. Growing household Internet penetration 4. Increased content development for online-specific games 5. Wider access mediums to accelerate demand 6. The unique experience that online gaming offers.
  • 37. SOCIAL PREDICTIONS 1. There Will Be More Social Gaming Acquisitions 2. Facebook will be even more important 3. But as the platform matures, market conditions will change. 4. EA Will Find New Ways to Monetize Social Gaming: 5. Virtual Goods Will Become Even Bigger Business: 6. You Will See a Wave of Social Gaming on the Console: 7. EA and Others Will Make Even Stronger Moves on Mobile:
  • 38. ACTIVE GAMES Motion-sensing “active” games, which translate physical gestures into on screen movement  Nintendo’s Wii  Guitar Hero: Van Halen  The Beatles: Rock Band  Tony Hawk: Ride  Sony’s new motion-sensing wand  Microsoft’s Project Natal
  • 39. Everyone will look like a Greek god or goddess. You get to pick what you look like and what your talents are. •World of Warcraft •Second Life •Active Worlds •Amazing Worlds •Blue Mars •Empire of Sports
  • 40. You'll meet someone who plays an MMORPG for a living.  In World of Warcraft online game you can earn gold with which you can buy these in-game objects  At Ebay this game currency is traded for real currency also
  • 41. Mobile games  Android game market will grow, is unlikely to challenge iphone just yet  Massive Multiplayer Mobile(MMO) Game Development  Advertising/Promoting Through Mobile Games  Promoting Cinemas/Movies Through Mobile Games  Advertising New Products Through Mobile Games  3d Real World Scenario Mobile Games
  • 42. SOME OTHER PREDICTIONS •Hardware changes : mobility •Hardware changes : consoles decline and transformation •MMORPGs : free, browser-based, and more diversity in genres •User Acquisition becomes a big issue again in the new gaming universe •Deeper service integration and developer resources changes
  • 44. ICICI Learning Matrix • Cash Detectives - player takes on the role of an intelligence agent. - track down a terrorist outfit that uses counterfeit currency. - learn 14 security features of a genuine note, - gain knowledge about tools to be used to ascertain their ‘genuineness’ - gain the experience to detect the absence of one or more of the security features instantly.
  • 45. ICICI Learning Matrix • Rad Alert - A game on Cash Payment against cheque in a branch -The main nuclear reactor in India’s space city – ‘Robocity’ is damaged. Deadly radiation is pouring out. - mission to save Robocity. - build a bridge across the chasm - review the key fields in the cheque, and decide whether to pay, reject or refer it. - Accurate assessment of the key fields gives you an Indimium coated pillar. - Inaccurate decisions and taking more than the stipulated time for a cheque costs you a life (robot) and you have only 5 of them!