Niko Partners released their Southeast Asia Gamer Segmentation Study today. Niko is the premier market research agency for video game research and insights for China and Southeast Asia and we have long relied upon Lisa Cosmas Hanson and her team for excellent data. I recommend them highly to anyone looking for deeper knowledge in the region. Here’s some of the key findings:
Southeast Asian gamers prefer games that foster community, teamwork, and competition.
60% of GSEA gamers are strongly drawn to esports.
42% of GSEA gamers fall into the segment of competitive arena gamers, who love esports and who spend the most of all the segments ($15.8/month on PC games, and $10.1/month on mobile games).
GDC is coming up and one session that should be relevant to anyone making a large game that needs the ability scale is on Friday, March 22nd at 1:30 PM in room 2000. Here’s a link to the announcement. Game development veterans from Boss Fight Entertainment, Certain Affinity, and Intel will be answering questions collected online for anyone interested in client/server architecture.
I finally got caught up on reading 8K filings and saw that Zynga‘s acquisition of 80% of Super Giant GamesOy was in exchange for $363.5 Million in cash and 63,794,746 shares of Class A common stock. At today’s $4.40/share (if the Super Giant team and investors could sell that much on the open market at that price), that would be $280.7 Million. That’s Approximately $644.2 Million so far with an almost $50M profit from the Zynga share value increase. The remaining 20% of the company will be acquired over the next three years based on profit goals. Empires & Puzzles is amazingly well designed and it’s going to prove to be a bargain even if the total with the earn out reaches $1 Billion.
According to the 8K, Super Giant received $333,549,846 in cash (not including cash and liabilities) and $230,936,975 in Stock (@$3.62/share on December 20, 2018). So we can derive that Super Giant still had about $32 Million in cash when they were acquired. They were
Here’s a quote from the original Tech Cruncharticle on the acquisition, “The company reported $33 million of revenue for Empires & Puzzles, its most popular game, 10 months after its launch in 2017.”
I think this is a fantastic acquisition by Zynga that really adds to their balance sheet and their internal capabilities.
NewZoo has put out some great infographics over the past several months forecasting 2018 game revenue, and it felt like time to do something with the data they have given out for free. They listed 2018 projected revenue by country and the gamer population for each of the top 13 countries in terms of market size, China, USA, Japan, South Korea, Germany, UK, France, Canada, Spain, Italy, Russia, Mexico, and Brazil.
Since we’re never content to just know the size of the market, we played with the data a little more to get the annual projected revenue per player in each of the countries. We even broke it down to a daily average per player. Of course we don’t have the numbers on what percentage is paying in each country, but these numbers should help define the ballpark size.
Warface, Mail.ru’s free-to-play FPS game that launched on September 18th on the PlayStation 4, has already picked up 1.3 million PlayStation 4 players worldwide (source: Gamasutra) in its first seven days.
When looking at translating a game, you need to look at the cost of the translation related to the potential return on investment for adding an additional language.
You also need to take into account the general purchasing habits of consumers in different countries that might predominantly speak a certain language. But, don’t assume someone wants to conduct transactions in French just because they reside in France for example. There is diversity in your target markets and loading up on languages can be very valuable in growing revenues.
Most people are more comfortable buying games, or purchasing In-App Purchases if their primary language is supported. Having conducted a transaction in French on Steam recently, I could get through it, and make the purchase because the flow was the same as when I purchased in English before, but there were more opportunities to abandon the purchase because it took longer to comprehend the steps.
So I pulled the Steam Hardware survey info and Added a column for what percentage of the Steam player audience you get by adding each new language up to the 12th most popular language.