ComputerGamesForFunAndProfit.ppt 3299KB Jun 23 2011 12:34:04 PM
Computer games for fun and profit
Andrew Reynolds
IBM Hursley
© 2004 IBM Corporation
All images copyright of their respective owners
Fun
© 2004 IBM Corporation
The market
Subscriptions
Hardcore
Pay per play
Casual gamers
Advertising
Mass market
© 2004 IBM Corporation
The state of play
World Wide Games Market
Rev
$B
39
40
37
34
39
56
61
Games Industry business models evolving…
•
from unit sales to online revenue streams
•
from packaged product to episodic content
•
from PC to non-PC platforms
Source: CITL, 2002
• mobile phones, consoles, …
•
Global online revenue estimated $30B in 2008
Source: Datamonitor, 2001
© 2004 IBM Corporation
New revenue streams
In-game
advertising
In game tax
(revenue
splitting)
Pay
per play
Units on
shelves
Monthly
subscription
© 2004 IBM Corporation
Ultima Online (Electronic Arts)
All images copyright of their respective owners
© 2004 IBM Corporation
Atlantic Gardener's Association Plant
Mall
The AGA Plant Mall consists of about 14
vendors … that are maintained and
stocked by Atlantic Gardener's
Association members. As a group, AGA
members have all the different kinds of
plant types and colors. We conform to
AGA pricing guidelines, so you'll always
get the best price. Drop on by and take a
look around!
http://uo.com
All images copyright of their respective owners
© 2004 IBM Corporation
Online trading
Some statistics
EverQuest (Sony)
stats from 2001
• Norranth, population 430,000
• Annual online trading = $5M
• $139M GNP
≈ Bulgaria
• 79th richest nation on earth
• eBay trading now banned
…for EQ. Trades from other
games still going strong
ebay.com
All images copyright of their respective owners
© 2004 IBM Corporation
gamingopenmarket.com
© 2004 IBM Corporation
Name
Julian Dibbell
Age
41
Goal
To make the
sale of
imaginary
good his
primary source
of income
Profit (March April, 2004)
$3,917
= $47,000 p/a
juliandibbell.com
All images copyright of their respective owners
© 2004 IBM Corporation
Business Integration for Games
Business logic and game logic
require different expertise and have
a different lifecycle
Maintaining a clear separation of
concerns gives flexibility for both
Game logic needs to exploit
business logic in a seamless,
efficient way
Lightweight client
© 2004 IBM Corporation
Architecture
Clients
Embedded API layer
layer of
of
simplicity for secure;
Payment
Payment
Shopping
Shopping
Trading
Messaging
Processes
POP
POP
Location
Location
Service
Service
POP
Store
Store
Shop
Shop
Shop
Catalogue
Catalogue
Catalogue
Catalogue
Catalogue
Services
UDDI
POP
Notification
Notification
Service
Service
Service
Service
Payment
Payment
Service
Service
Service
(could
be mobile
Digital
Digital
Rights
Rights
Manager
Manager
(could be mobile
(couldowner)
be mobile
network
network
owner)
network owner)
POP
POP
= Process Broker with
extensible business logic
POP
= Point of Presence on
the network for the device
© 2004 IBM Corporation
Quake Shop
© 2004 IBM Corporation
Infrastructure brings new possibilities…
Pay-per-play models
charge users for content, time, or access to
function within the game
In-Game Trading
players can buy/sell/auction items within the game
environment
financial and asset transactions really bound to
game function
e-Commerce
integration of purchase and e-distribution of
content from online store within game
Digital Rights Management function controlled
from game, but provided by third-parties
Revenue Sharing
Allow metered usage and dynamic splitting of
revenue between partners and investors
All images copyright of their respective owners
© 2004 IBM Corporation
…possibilities limited only by imagination!
Identity/Player Reputation
Acquire externally managed reputation
information to assist in tournaments,
player matching, cheat monitoring
Message/Event Distribution
Propagate game events to outside world
• push tournament game stats out to
websites for aggregation
• use “presence service" to push
game event messages to players
current contact point
Propagate real-world events to game
environment
• sports event telemetry data/statistics
pulled into game e.g. F1 racing data
live into game
• Real environmental data to affect
game
All images copyright of their respective owners
© 2004 IBM Corporation
References
IBM’s Business Integration for Games
http://alphaworks.ibm.com/tech/big
http://ibm.com/developerworks/webservices/library/ws-intgame
Articles
“Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier”
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828
“The Unreal Estate Boom”
http://wired.com/wired/archive/11.01/gaming.html
“Interreality Buiness Machine”
http://wired.com/news/games/0,2101,62351,00.html
Other interesting sites
http://games.slashdot.org
http://gamespy.com
http://gamingopenmarket.com
http://havok.com
http://juliandibell.com/playmoney
http://opende.sourceforge.net
© 2004 IBM Corporation
Andrew Reynolds
IBM Hursley
© 2004 IBM Corporation
All images copyright of their respective owners
Fun
© 2004 IBM Corporation
The market
Subscriptions
Hardcore
Pay per play
Casual gamers
Advertising
Mass market
© 2004 IBM Corporation
The state of play
World Wide Games Market
Rev
$B
39
40
37
34
39
56
61
Games Industry business models evolving…
•
from unit sales to online revenue streams
•
from packaged product to episodic content
•
from PC to non-PC platforms
Source: CITL, 2002
• mobile phones, consoles, …
•
Global online revenue estimated $30B in 2008
Source: Datamonitor, 2001
© 2004 IBM Corporation
New revenue streams
In-game
advertising
In game tax
(revenue
splitting)
Pay
per play
Units on
shelves
Monthly
subscription
© 2004 IBM Corporation
Ultima Online (Electronic Arts)
All images copyright of their respective owners
© 2004 IBM Corporation
Atlantic Gardener's Association Plant
Mall
The AGA Plant Mall consists of about 14
vendors … that are maintained and
stocked by Atlantic Gardener's
Association members. As a group, AGA
members have all the different kinds of
plant types and colors. We conform to
AGA pricing guidelines, so you'll always
get the best price. Drop on by and take a
look around!
http://uo.com
All images copyright of their respective owners
© 2004 IBM Corporation
Online trading
Some statistics
EverQuest (Sony)
stats from 2001
• Norranth, population 430,000
• Annual online trading = $5M
• $139M GNP
≈ Bulgaria
• 79th richest nation on earth
• eBay trading now banned
…for EQ. Trades from other
games still going strong
ebay.com
All images copyright of their respective owners
© 2004 IBM Corporation
gamingopenmarket.com
© 2004 IBM Corporation
Name
Julian Dibbell
Age
41
Goal
To make the
sale of
imaginary
good his
primary source
of income
Profit (March April, 2004)
$3,917
= $47,000 p/a
juliandibbell.com
All images copyright of their respective owners
© 2004 IBM Corporation
Business Integration for Games
Business logic and game logic
require different expertise and have
a different lifecycle
Maintaining a clear separation of
concerns gives flexibility for both
Game logic needs to exploit
business logic in a seamless,
efficient way
Lightweight client
© 2004 IBM Corporation
Architecture
Clients
Embedded API layer
layer of
of
simplicity for secure;
Payment
Payment
Shopping
Shopping
Trading
Messaging
Processes
POP
POP
Location
Location
Service
Service
POP
Store
Store
Shop
Shop
Shop
Catalogue
Catalogue
Catalogue
Catalogue
Catalogue
Services
UDDI
POP
Notification
Notification
Service
Service
Service
Service
Payment
Payment
Service
Service
Service
(could
be mobile
Digital
Digital
Rights
Rights
Manager
Manager
(could be mobile
(couldowner)
be mobile
network
network
owner)
network owner)
POP
POP
= Process Broker with
extensible business logic
POP
= Point of Presence on
the network for the device
© 2004 IBM Corporation
Quake Shop
© 2004 IBM Corporation
Infrastructure brings new possibilities…
Pay-per-play models
charge users for content, time, or access to
function within the game
In-Game Trading
players can buy/sell/auction items within the game
environment
financial and asset transactions really bound to
game function
e-Commerce
integration of purchase and e-distribution of
content from online store within game
Digital Rights Management function controlled
from game, but provided by third-parties
Revenue Sharing
Allow metered usage and dynamic splitting of
revenue between partners and investors
All images copyright of their respective owners
© 2004 IBM Corporation
…possibilities limited only by imagination!
Identity/Player Reputation
Acquire externally managed reputation
information to assist in tournaments,
player matching, cheat monitoring
Message/Event Distribution
Propagate game events to outside world
• push tournament game stats out to
websites for aggregation
• use “presence service" to push
game event messages to players
current contact point
Propagate real-world events to game
environment
• sports event telemetry data/statistics
pulled into game e.g. F1 racing data
live into game
• Real environmental data to affect
game
All images copyright of their respective owners
© 2004 IBM Corporation
References
IBM’s Business Integration for Games
http://alphaworks.ibm.com/tech/big
http://ibm.com/developerworks/webservices/library/ws-intgame
Articles
“Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier”
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828
“The Unreal Estate Boom”
http://wired.com/wired/archive/11.01/gaming.html
“Interreality Buiness Machine”
http://wired.com/news/games/0,2101,62351,00.html
Other interesting sites
http://games.slashdot.org
http://gamespy.com
http://gamingopenmarket.com
http://havok.com
http://juliandibell.com/playmoney
http://opende.sourceforge.net
© 2004 IBM Corporation