social games - Lotteriinspektionen
Transcription
social games - Lotteriinspektionen
Jimi Hendrix and the Social Gaming Conundrum November 2012 Christina Thakor-Rankin Operations Director – Virgin Games Agenda ‘Social gaming’ – what is it, how does it work, who plays/spends and why? How big is the market – is it a sustainable model? Why are we interested in ‘social gaming’? Does it need regulating and who is responsible? New stuff Jimi Hendrix Types of social games COMMUNITY & COLLABORATION Crops, cows, communities built upon social interaction – community and nurture based – cash for cows and corn CHALLENGE & (M)MPOG Consoles + classmates to computers and community based gaming – exchange cash for goods and advantages – geeks go mainstream CASUAL & SKILL Old school skills games leveraging the data base of a wider network – win peer to peer challenges – Scrabble for social butterflies CASINO & CARDS Slots, poker, table and bingo - cash goes in nothing comes out – gambling or not? Free to Play + Pay to Play FREE PLAY FREEMIUM CASH PLAY Free to play games with a premium required to unlock advance features, gain access to hidden areas, and/or take part in some aspects or elements. The premium is a real cash payment: Pay to Play The payment enables further participation, an enhancement of the experience or accelerate progress and: • The player uses real cash to purchase virtual credits • The player can never play with, win or withdraw real cash • In this model free play is essentially an acquisition tool ‘Social’ network gaming ‘Social Gaming’: Initially the description of games specially designed and utilising the dynamics of the social network; Angry Birds, Farmville, Mafia Wars. These games could only be accessed and played via the social network. Games which use the social networks and users social graphs to propagate Games which use the social network as a primary acquisition tool Games played using the infrastructure of the social network platform BUT… ‘Social’ (semi-network) gaming http://www.superdataresearch.com/wp-content/uploads/2011/10/SuperDataViximo_BeyondFacebook_100711.pdf ‘Social’ (non-network) gaming http://www.yazino.com/welcome http://www.doubledowncasino.com Not reliant on a social network ‘Social’ gaming Conclusion – The Name of the Game There is no universal definition of ‘social gaming’: Not all social games are reliant on social networks Not all games are reliant upon community engagement All however involve virtual assets and the FREEMIUM model So when we say social game do we mean a game which involves the use of virtual assets and/or a FREEMIUM model? ‘Social’ gamers who are they? Average social gamer 2010 = 43 yr old woman Average social gamer 2010 = 43 yr old woman ‘Social’ gamers who are they? ‘Social’ gamers who are they? Why do they stop spending? http://www.arkadium.com/promocontent/monetizationresearch/index.html Conclusion – Knowing Me Knowing You We do not have any consistency of measure and therefore no scientific profile of a social gamer For the data to be valuable: • The research needs to be independent • The research needs to be game type specific • The research needs to ask specific risk based questions How big is the market? 2010 - forecast •As of 2010, there were almost 600 million social gamers •The global social gaming market was worth just under $1.5 billion in 2010, and is forecast to reach almost $4 billion in 2015 2012 - forecast •Valued globally at $8.2bn today, is set to almost double to $14.6bn by 2015(1) •750 million users are playing social games online and mobile platforms http://www.gamesindustry.biz/articles/2012- How big is the market? How easy is it to grab a slice of the pie? Double Down now has 1.415 million daily users spending an average of 28 cents per day on the social, nongambling site, the company said. The user count is up 4 percent, while average daily spending increased 3 cents from the third fiscal quarter. IGT executives said today they expect Double Down to add to earnings by 2014 Nov 2012 Is it a sustainable business model – Going… •≤1% of users are "Whales" who will buy every virtual item no matter how expensive to show off to their in-game friends •5-9% of users are will buy one or more virtual items to speed up their achievement of specific game objectives •90-95% of users will never buy anything, but add value for other users and advertisers Going…? 85% of social gamers quit after their first day Almost 95% of all US players acquired in the first part of Q3 were inactive by the end of Q3 Gone…? ‘…players spend more time on smartphones than on social gaming and paying gamers now comprise less than 5% of Zynga’s user base.’ Conclusion – Take A Chance The market is huge and has massive potential based upon the forecasts from analysts, with gambling style games highlighted as a growth area The forecasts and analysis are based on experiences to date Bingo and sports are not mentioned but should be included (as we shall see) We do not know yet if the model is sustainable long-term Market is very crowded and cost of entry is increasing In view of the evolving landscape is it too early to give a defined long term view? Why are we interested in social gaming? Why are we interested in social gaming? Gambling moves into social Social moves into gambling? What they are saying at the top.. The advantage over gambling games was ‘less regulation, no age gating and no disaster recovery.’ But "because you can’t rely on the excitement of real cash, you have to put in a lot more bells and whistles to get that extra hit", he said. Bingo Friendzy was "looking very positive at the moment" and "seeing good lifetime values". …did not know how or when Facebook might open up to other for-cash social games, but he said he believes that it will. "Facebook’s kind of 'refer a friend’ on steroids,’" he said. "'Refer a friend' is trusted; advertising is not — that’s the power of the platform." Under age, vulnerable..? Nearly 9,000 adolescents aged between 12 and 15 - survey found that: •21% had gambled in the past week. •2% were estimated to have a gambling problem, which equates to around 60,000 people aged between 12 and 15. 53% of the respondents say they play social games, and -- a little more surprising -- 19% admit that they're 'addicted' to social games. 2010 Technology favours the young Are we right to be concerned? Spot the difference Pay to lose OR pay to win..?? Why are we interested in social gaming? According to Betable's own research, "freemium" social games - which are offered as free downloads but promote paid-for additional content - generate on average $1 (65p) per month per user, while real-money casino-style gambling generates $300. Betable provides the license, support and infrastructure that allow developers to legally integrate real-money gaming into their mobile and social games and applications "We know the issue of problem gambling is linked to accessibility," said Prof Mark Griffiths, director of the International Gaming Research Unit at Nottingham Trent University. "What you are doing here is increasing the opportunities to gamble on the move, and people may not think about the negative effects it may have when they download one of the apps. T & Cs Conclusion – The Winner Takes It All? Whilst there is no ‘hard evidence’ everything suggests that there is a strong link between social and real casino type games. We have evidence of concerns which is why real cash gaming is regulated. And perhaps one of the strongest indication of whether social casino games need to be treated with the same principles is the fact that the social gaming industry has gone so far as to set up a voluntary body where player responsibility is one of the key areas of focus: Jez San at last week’s Social Gambling Conference in London, - while there is not necessarily a need to regulate the social games industry as with the real-money gambling industry, “providers of social gaming products should take more responsible attitudes.” Who’s responsibility? Social gaming is too big for the gambling regulators to take on by themselves. Is taking on a type of social game more feasible? Can 1 regulator acting unilaterally make any impact or does it have to be agreed by all regulators e.g. if the US does not regulate will there be any impact? Is social gaming bigger than this and will others do the job for the gaming regulator instead? Consumer Law – virtual assets/currency • Wikipedia: "Virtual goods are non-physical objects purchased for use in online communities or online games…Virtual goods have no intrinsic value and are intangible by definition“ • Virtual currency is an online, intangible currency typically used to purchase virtual goods. Virtual currency is partly a subset of virtual goods itself, but presents its own particular issues too Consumer Law – legal status What the providers think: • Deny virtual goods have any property existence. • To the extent they do, they are licensed, not sold. Example #1: Facebook payment terms (Aug 2012) – “When you purchase or receive Credits, you do not own those Credits. What you have is a limited right to use the Credits in connection with certain features on Facebook, such as the purchase of a virtual good…” What consumers think: • We spent money on buying them • We are strongly attached by investment by time and motion on them • We own the virtual goods/currency Consumer Law – virtual assets The man from Paignton, England transferred 400 billion virtual play chips to his account and decided to sell them on the black market at a rate of £430 per billion. Selling all the play money would earn him £184,000 profit at a rate like that. He even managed to make £53,000 until he was arrested Zynga has not been deprived of goods like it would if it was real chips or money stolen in case of a normal fraud, since everything was virtual, Zynga can always issue more - commented prosecutor Gareth Evans. Mitchell faced 5 charges, which are contrary to the Computer Misuse Act. Financial Regulation Financial Regulation Up to 100,000 people in China and Vietnam are playing online games to gather gold and other items for sale to Western players, a report suggests. They gave the example of a 100 dollar payment made via Paypal for game gold. After processing fees, the cash would be split between a large retailer ($30), a smaller farmer ($45) and the individual ($23) who had gathered the gold. The global market for such virtual game goods is worth at least $3bn (£1.8bn) the World Bank study estimates. About 75% of that comes from socalled "gold farmers" who stockpile game currencies to sell on later. Regulation made easy Proposals are underway at UK and EU level to classify software (and implicitly virtual goods therefore) as definitively either goods, service or a new sui generis right/asset. If consumer law determines that a virtual asset or currency is ‘owned’ by the purchaser then that gives it a tangible cash value. In terms of social gaming the FREEMIUM model becomes gambling as it involves cash – withdraw or not! Technology Conclusion ‘Knowledge speaks, but wisdom listens’ Thank you