Market in Mobile Games?

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51 comments, last by Thygrrr 19 years, 3 months ago
Quote:Original post by serg3d
Quote:Original post by evelyn The market in mobile games is growing at a phenoemenal rate and there's no better time than now to get into it.


However the situation is suspisously similar to the high-tech bubble just before the burst...


How is that? During the tech bubble, there were valuations and IPO funding for companies based on no revenues. There are substantial revenues already being seen in the mobile gaming industry.

Will the projected revenues for '08 and '09 actually happen? That is a question that can be argued and may have some "bubble" assumptions included in it.

Note: The tech bubble was not all bad, many good and substantial companies (e.g. ebay, yahoo, amazon) had their start as a result of that bubble and many good technologies were created, but it did teach us (or should have taught us) to look at cash management and real revenues not just the "grand future".
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Mobile gaming is indeed on the rise. I myself have read a number of articles and it proves interesting reading.

For example, mobile gaming is a rising star in India’s fast-growing wireless business. Gaming is a key element in operators’ and content developers’ strategies to develop new, high-value wireless revenue streams, beyond basic voice services and simple text messaging.

Propelled by end-user demand, gaming is growing quickly as an increasing number of Indian consumers take advantage of wireless mobility to enjoy entertainment on the go.

The growth of this market sector has attracted publishers, developers, animators, musicians, and content providers, and is also stimulating the development of innovative business models. In-Stat/MDR expects that the Indian mobile gaming market will generate $26 million (US$) in revenue in 2004, and will increase to $336 million in annual revenue by 2009.


Quote:How is that? During the tech bubble, there were valuations and IPO funding for companies based on no revenues. There are substantial revenues already being seen in the mobile gaming industry.

Will the projected revenues for '08 and '09 actually happen? That is a question that can be argued and may have some "bubble" assumptions included in it.

Note: The tech bubble was not all bad, many good and substantial companies (e.g. ebay, yahoo, amazon) had their start as a result of that bubble and many good technologies were created, but it did teach us (or should have taught us) to look at cash management and real revenues not just the "grand future".


I think what he meant was that this may be another case of expectations being unable to match up to its hype.As with the dot.com boom,this could be another case where the market potential is being hyped up beyond the realm of rationality.With all these large figures being thrown about,i wonder how much is actually hype and how much is actually fact.Can't blame me for being cautious since the dot com boom took place less than a decade ago.
If you have a look at Gameloft's press release in July they show Gameloft posted consolidated revenues of 4.7 million euros in the second quarter of 2004, up 123% compared to the previous year. Revenues for the first half of the year totaled 8.7 million euros, up 168% compared to 2003. Wireless gaming generated 94% of revenues in the first half of 2004 and grew by 239% compared to the same period in 2003. Internet revenues increased by 50% and accounted for 6% of total revenues in the first half of the year. Third quarter revenues:-
Gameloft posted consolidated sales of €5.5 million for the third quarter of fiscal year 2004, up by 108% over the previous year. For the first nine months of 2004, sales amounted to €14.2 million, representing a 141% increase. The wireless gaming business generated 93% of the revenues for the first nine months of the year and increased by 176% compared to the same period in 2003. Gameloft notably increased its market share in the United States, in a particularly dynamic environment. Internet sales accounted for 7% of total turnover, up by 57%.

Admitedly the developer only gets a percentage of these revenues (probably 40% net revenue) but the numbers are very good all the same.

[Edited by - evelyn on November 8, 2004 6:50:34 AM]
The developer doesn't get a percentage of those revenues. In most cases, the developer is paid a flat fee for developing the game. If it's their own IP (which is becoming less and less likely as licenses are more and more in demand by carriers) then the license-holder will get a percentage.
--------------------------------------------Rockpool GamesMani Golf
Quote:Original post by Starboy
The developer doesn't get a percentage of those revenues. In most cases, the developer is paid a flat fee for developing the game. If it's their own IP (which is becoming less and less likely as licenses are more and more in demand by carriers) then the license-holder will get a percentage.


Mostly untrue…

In most cases, the developer receives a percentage of revenues, and as opposed to the fixed gaming industry, mobile developers often receive a percentage based off of service provider (e.g. the telco) gross revenue – not net revenue.

For very basic games like Snake, tetris-like, pac-man-like, solitaire, developers will receive only a flat fee. While those were the first games that were seen on the market several years ago, and to a lesser extent today, the real “money” being seen in the mobile gaming industry is coming from more involved games. In these games, the developer almost always receives a percentage of revenue, unless they are fail in their negotiations or are simply trying to get their name out there.

You are correct though that license-holders of IP/brands/franchises/content suppliers also receive a percentage of revenue.
starboy - if the developer is in a position to develop a game prior to selling thru a prospective publisher then they will get a split of the revenues. This can and does happen. Our company has developed its first mobile game which is due for launch this month; we will get 40% net revenue from the publisher. The developer doesn't neccessarily have to take a flat-fee to develop a licensed game - it will depend on the relationship held by the two parties and what they both want to achieve with the game. Our next game will be a licensed game which means, for us, some money up-front and the rest as a revenue split. When we have a 2nd team set-up, one will be developing licensed games while the other team will be developing our own games, therefore, 2 income streams coming from %net revenues in 2nd Q 2005. It perhaps is not the way some/most mobile developers take to grow their company but it is the route we are taking to grow ours. There is still room in the market to create original games although they must be of high-quality once the market becomes saturated.
there are a number of articles which provide forecasts,
showing the projections for the growth of mobile gaming.
Here is the growth for the US and India

here are the links.

www.instat.com/press.asp?ID=1077&sku=IN0401659MCD

www.instat.com/r/nrep/2004/IN0402439AW.htm
Just to clarify some things for those of you thinking of getting into this business, a net revenue deal with a publisher (e.g. 40% net revenue) usually means that the developer gets 40% of what the publisher gets for game sales after distributors and retailer take their big cut. Also some deals might have publishers giving 40% after expenses (e.g. marketing costs) but try to avoid these deals.

What the publisher gets depends on how the publisher distributes the game. The publisher usually sells the games to retailers such as ringtones companies (who advertise in magazines), operators, or other distributors using web portals. In most cases the publisher is then lucky to get from 5% to 25% of the selling price of the game. For instance a game could sell for 4.50 (GBP), the publisher could get 0.60 (GBP), leaving the developer with 0.24 (GBP). The publisher could also sell to other publishers leaving a diminishing amount left to the developer as more and more middlemen take their cut. This example is for UK prices where game prices are quite high, if the game is sold in other parts of the world where prices are lower (rest of europe, US) or much lower (far east) then the return to the developer is even less.

Whilst 40% sounds like a good percentage, it isn't so great in terms of percentage of the money that the public pay for the game. There's a lot of middlemen taking their chunks of the money, perhaps some taking more than they really deserve. It might provide a viable income but your exclusive publisher is really got to put a lot of effort into exploiting your game on a worldwide basis. Other options are to seek publishers and distributors yourself on non-exclusive deals.

And then there's the marketing and branding issues. Unfortunately it looks like the way the market is going is for branded content, that's mainly what the operators are interested in putting in front of their customers and that's what the ringtone companies are more confident in investing in advertising for. Branded games usually put the publisher in a stronger position to negotiate a slightly better deal (share) with operators/retailers too. So unbranded games developed by developers have got their competition cut out, which is why some developers take the wise option and work with publishers on branded games (upfront money is better, but less revenue share if any, no IP - intellectual property - and no branding gained).

So why don't developers make a deal direct with a film company and create a branded game for the next blockbuster film? Because its too expensive. It can cost from 75000 to 150000 (USD) and upwards in an upfront payment to the licensor and you still have to revenue share with the licensor. Gameloft are in the fortunate position of having brands already available to them from their parent company UBISoft in the form of console titles (e.g. Splinter Cell), plus they have the money to invest in IP licensing, which is one reason why they're doing so well, and one reason why more and more big publishers are getting into mobile to exploit their licenses.

Then there's market saturation to think about, how often is a potential buyer going to see your game if they're looking at games from a retailer who has 100 or more games for their phone (especially if they have to browser from one web page to another, no search, using web or WAP browser).

Sorry to put a downer on this hype but the market isn't as great as its made out to be by some people - that's certainly my experience. If it is a lucrative market then as usual it is the big players (e.g. operators, brand owners, etc) that will get the best share of that money, not the small players. Also consider that some companies that announce that the next new market is worth so many billion in such and such a year are usually either trying to sell you a report (which people/companies looking for get rich quick reports will buy), or trying to get you to attend/exhibit at an expensive conference, or trying to get you to support their new market.

Bottom line IMHO, is that it is possible to make some money in this market but if you want to make your own games, then unless you're very clever you'll just be making pocket money. My company obviously hasn't been very clever since we're only making pocket out of our games so far! If you plan for making pocket money with your own mobile games, and supplement this income with better income from other work (e.g. working on branded games for your publisher) then your company has a better chance of surviving and perhaps working on your own more lucrative games in the future.

Here's a link which provides another non-rosy view of the market:
wireless game review article
Quote:Original post by bulldog232
Mostly untrue…

In most cases, the developer receives a percentage of revenues, and as opposed to the fixed gaming industry, mobile developers often receive a percentage based off of service provider (e.g. the telco) gross revenue – not net revenue.



Nope. In most cases the developer receives a flat fee, not a royalty.

Quote:
For very basic games like Snake, tetris-like, pac-man-like, solitaire, developers will receive only a flat fee. While those were the first games that were seen on the market several years ago, and to a lesser extent today, the real “money” being seen in the mobile gaming industry is coming from more involved games. In these games, the developer almost always receives a percentage of revenue, unless they are fail in their negotiations or are simply trying to get their name out there.


No, they don't almost always receive royalties. Only the licensor of the property will receive the royalty - the developer will almost always receive a flat dev fee.

Quote:
You are correct though that license-holders of IP/brands/franchises/content suppliers also receive a percentage of revenue.
--------------------------------------------Rockpool GamesMani Golf

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