Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Aleksey Rumyantsev, Wargaming

Sponsored · Your Podcast. Everywhere. Effortlessly. Share. Educate. Inspire. Entertain. You do you. We'll handle the rest.
Avatar for wnconf wnconf
August 01, 2018

Aleksey Rumyantsev, Wargaming

The Role of Competitive Intelligence Department in Wargaming

(White Nights Conference St.Petersburg 2018)
The official conference website — http://wnconf.com

Avatar for wnconf

wnconf

August 01, 2018
Tweet

More Decks by wnconf

Other Decks in Business

Transcript

  1. 2 2

  2. 4 Why do we need CI in a gaming industry?

    95% of all mobile games are not profitable The average game on Steam makes $25K in sales 39% of all games on Steam were released in 2017 (7 696 games) Mobile gaming will generate 60% of all global revenue in 2021 (43% in 2018) Datasource: Steamspy, Newzoo
  3. 5 Failed case – Liferace (PC f2p Racing project) •

    ~ 20 people (team) • 2 years for development • Cost - ~$1 Mn • No official auto licensing • Focus: CIS & EU
  4. 6 Failed case – Liferace (PC f2p Racing project) In

    2017 Mobile Console PC f2p PC premium Avr. MAU 230 Mn 19,5 Mn 21 Mn 2,8 Mn $ Revenue 880 Mn 745 Mn 380 Mn 110 Mn ARPMAU 0,3 $ 3,1 $ 1,5 $ 3,3 $ $ Rev growth 73% 61% - 7% 4% PC f2p Racing Revenue share by regions: • Mobile • Console • PC f2p • PC premium Datasource: Racing genre level, Superdata
  5. 7 Failed case – Liferace (PC f2p Racing project) In

    2017 Mobile Console PC f2p PC premium Avr. MAU 230 Mn 19,5 Mn 21 Mn 2,8 Mn $ Revenue 880 Mn 745 Mn 380 Mn 110 Mn ARPMAU 0,3 $ 3,1 $ 1,5 $ 3,3 $ $ Rev growth 73% 61% - 7% 4% Revenue share by regions: • Mobile – China 60%, Japan 12%, NA 9% • Console – NA 40%, EU 40%, UK 12% • PC f2p – Asia 89%, EU 4% • PC premium – EU 56%, NA 23% Datasource: Racing genre level, Superdata
  6. 8 Failed case – Liferace (PC f2p Racing project) In

    2017 Mobile Console PC f2p PC premium Avr. MAU 230 Mn 19,5 Mn 21 Mn 2,8 Mn $ Revenue 880 Mn 745 Mn 380 Mn 110 Mn ARPMAU 0,3 $ 3,1 $ 1,5 $ 3,3 $ $ Rev growth 73% 61% - 7% 4% Revenue share by regions: • Mobile – China 60%, Japan 12%, NA 9% • Console – NA 40%, EU 40%, UK 12% • PC f2p – Asia 89%, EU 4% • PC premium – EU 56%, NA 23% Top titles: • Mobile – QQ Speed (Asia), CSR Racing 2 • Console – Mario Cart, Forza Motorsport 7, Forza Horizon 3 & Gran Turismo sport • PC f2p – KartRider • PC premium – Rocket League (it isn’t racing but in all data this genre is specified), NFS: Payback, Project Cars. Datasource: Racing genre level, Superdata
  7. 10 Your “BIG DATA” knowledge Industry trends and forecasts Consumer

    behaviors, profiling, addressable markets Competitors, “best practices” There is a whole world outside of your own.
  8. 11 11 About Competitive Intelligence team: • 5 people; •

    An independent department; • CI is a “window” into the world of external data for the whole company; • A broad range of market expertise and rigorous peer review process; • CI supports all our games.
  9. 12 12 Time focus Proactive Reactive Data-Driven Summarizes, Reports Generalizes,

    Finds Patterns + Trends Identifies Cause + Effect Forecast Who? What? When? Where? How? WHY? What Does It Mean? What Happens Next? Evaluates + Judges THOUGHT PROCESS Concept-Driven Descriptive Analysis Explanatory Analysis Evaluative Analysis Estimate Analysis The analytic spectrum 1 2 4 3 START
  10. 16 Competitive Intelligence tasks: Supporting new games/products  Market feasibility

     Genre/Mechanics/Audience positioning  New product business case forecasting
  11. 17 Competitive Intelligence tasks: Supporting new games/products  Market feasibility

     Genre/Mechanics/Audience positioning  New product business case forecasting  Competitor influences
  12. 18 Competitive Intelligence tasks: Supporting new games/products  Market feasibility

     Genre/Mechanics/Audience positioning  New product business case forecasting  Competitor influences  Identification of consumer and industry drivers
  13. 22 Competitive Intelligence scoring  Overall potential  Revenue 

    Audience  Competitiveness/saturation of the market  Strength of main competing titles  Competitive Advantage  Uniqueness of the game  eSports Potential  Watchability  Playability  Other questions*  Overall monetization System  Overall Platform Feel  Overall Gameplay  Overall Art Direction
  14. 24 Vendor/Service Platform Description Price Steamcharts, Steamdb.info, Steam Hmsurvey https://store.steampowered.com/stats/

    Steam A small windows for PC games 0 Facebook audience insights - Audience insights 0 Google trends, similarweb, Baidu Index (China) - Tracking trends 0 Steamspy Steam A big window for PC games 30$-50$ Appannie Mobile A big window for mobile games $$$ Sensortower, appfigures, apptapia, MetricsCat, Priori Data, appcodes, mixpanel, flurry, AppsFlyer - Other mobile data service $$$ AppsFlyer, Playliner mobile Industry Analysis, marketing analytics, SuperData All Industry Analysis, market dashboards, development support $$$ Newzoo All + e-Sport + Twitch Industry Analysis, market dashboards, development support $$$ IDG all Great consulting service $$$ NIKO partners all Intelligence, strategy and guidance for Asia's games market. $$$ Statista, GlobalWebindex, IDC All Audience insights, hardware $$$