Arthur Humphrey: Screenshotsslides (1 MB)
Delivered at Casual Connect Europe, Winter 2006

Transcript: A Brief History of the Casual Games Industry

Presented by Paul Jensen, President SkillJam Technologies

How old is the industry?
5 yr old industry

Who are Casual Gamers?
70m-100m Casual Gamers Worldwide
65% are female, 25yr – 54 yrs old (average age 40yrs old)
Females play 2.5 times longer than males (Jupiter)

Casual Games are Fun / Offer Entertainment / Provide users with a rewarding experience. Users have a choice to either ‘veg’ out in from of the TV or play games online.

Top Casual Games
Puzzle Games:                          Bejeweled / Jewel Quest
Arcade Games:                         Zuma / Luxor / Collapse (also diner dash)
Card Games:                             Solitaire / Mahjong Solitaire
Word Games:                            Bookworm

 

Casual Game Business Models

There are currently multiple revenue streams:

diagram 

There are less game hackers in the space (compared to the core video game industry).

On average 1.4 paid downloads per game per person.

Skill Based gamers are the most avid users

Users play games across all Four Casual Game Revenue Models.

 

Online Advertising is currently increasing

Downloadable Games;    the top 10-20 games represent 90% of the revenue generated
Price Inelastic
File Size is typically 8 to 10mbs

 

Subscription:                 Community Features are Key.

 

Cash Games:                Play Competitors for Real Cash and Prizes
Skill Based
Large Liquidity Levels
Prizes Range from $1 to $1m

 

$1m Skill Game World Championships
                                    Largest Prize Ever Offered
                                    People Play the Most Popular Games Ever Launched
                                    Qualifying Tournaments held online
                                    Big Finals in LA
Finals will be filmed and broadcast by Games Network to 58 million homes in the US

Where are we Heading
                                    Awareness will drive Growth
                                    Extension of Casual Games across new Markets will drive Growth
                                    Community Features will drive retention
                                    Refinement of Business Models
                                    Consolidation in the Industry

END

 

 

Delivered at Casual Connect Amsterdam, Winter 2006

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Paul JensenPaul Jensen (email)

Paul Jensen serves as President of MumboJumbo, a leading developer of games for online distribution and the preferred publisher of premium casual games for the retail channel.

He has extensive experience in the casual games industry, having previously served as President of Skilljam, where he brought the company from the early stages to its majority acquisition by Liberty Media of its parent company.

Prior to SkillJam, Jensen was Vice President of Online Games at Sony Pictures, and held various online games-related positions including Business Manager of Online Games for Microsoft.

He has also worked in sales, marketing, brand management and business development for leading consumer goods and e-commerce companies, managing businesses in the US, Europe, and Asia.

Jensen holds an MBA from Xavier University and a B.A. in Business from Baylor University.