A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
4. 17 September 2021 Let the Games Begin!!
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An intro to the world of Gaming
► Economic sector involved in the development, marketing, and monetization
of games
► Games are targeted for users of all age groups and genres
► Kids
► Teens
► Family Games
► Multi Player Games
► eSports
► Two Components
2.74 BN Global Gamers
$159.3 BN Global Revenue
$870 MN Indian Revenue
Hardware
• Consoles and Computing Devices
• Gaming Furniture
• Media and Entertainment Systems
Games
• Computer/Mobile/Console based
games
• Freemium Games
• Gambling Games
300 MN Indian Gamers
48 Exabytes Annual
Online Data Consumption
1 Exabyte equals 1 Million Terabytes
5. 17 September 2021 Let the Games Begin!!
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Gaming Timeline
2020
195Os 1970s 1980s 1990s 2000s
Launch of the first video
Game – Tennis for two
developed by Brookhaven
National Laboratory, New
York
Launch of other initial games
like Moon Landing, Tic Tac
Toe etc.
Birth of the Video Game
Industry
Introduction of the “Arcade
Games” culture
Introduction of the First
Generation home Game
Consoles
Golden Age of Gaming
Arcade Games and early
Home Computer Games
were at their prime
Galaga, Galaxian, Pac-Man,
Dave
Evolution of PC and Console
based Games
Markets set up for PC
Games, Consoles, Console
Games by Nintendo, Sony
and others
Introduction of Mobile based
games (Snake)
Gaming Industry Boom
Online and Multiplayer Gaming, Social Media Gaming,
and other Genre’s of Gaming, Virtual Reality,
Augmented Reality and Handheld gaming
Increase in Gaming Conventions, Competitions
Benchmarking Games and Equipment to enhance the
technology e.g. 4K, 8K Gaming
7. 17 September 2021 Let the Games Begin!!
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Home Consoles, Handheld and other Gaming Media
Atari 5200 - 1982 Nintendo Entertainment System
(NES) - 1985
Sony Playstation - 1994 XBOX - 2001 Nintendo Switch - 2013
PS5 - 2020 XBOX Series X - 2020
Gameboy - 1989 Nokia N-Gage QD - 2003 Play Station Portable - 2004
Google Stadia - 2019
Facebook Oculus - 2012
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Gaming Genres
► Action – First Person Shooter, Fighting, Mission/Story Oriented Games
► Counter Strike, FAU-G, Medal Of Honor, Mortal Kombat etc.
► Sports – Racing, International Sports and Simulation
► Forza, Need for Speed, FIFA, Moto GP, Mario Kart, Microsoft Flight Simulator etc.
► Action Adventure Based Games –
► Red Dead Redemption, Batman, God of War, Assassins Creed, Pokémon etc.
► Strategy Games –
► Command and Conquer, Age of Empires etc.
► Casual Games –
► Candy Crush, Mafia Wars, Farmville, Ludo, Scrabble, Pool, Penguin Diner etc.
11. 17 September 2021 Let the Games Begin!!
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Gaming Revenue Model for Companies
► Sale of Games by Gaming Companies, Digital Distribution Platforms
► Gaming Accessories and Merchandizing (Limited Edition Consoles,
Games, Clothing etc.,)
► In-Game Purchases of Currency, Items etc.
Licensing and
Royalty
► In-Game Advertising of Brands of Products, Automobiles, Banks etc.,
► Advertisements, Game Avatar/Profile selections such as Football Teams,
Cars, Bikes etc.
► Advertisement Banners, Impressions, referrals
Sponsorship and
Advertising
► Gaming as a Service – Google Stadia, Xbox Game Streaming
► Subscription of Game Programs and Platforms – EA Play, XBOX
Live/Game Pass, PlayStation Network + etc.
Subscription Based
Sale of Console,
Computers, Laptops,
Mobile Phones
Sale of Gaming
Accessories, Furniture
Revenue from Games Other Revenue
12. 17 September 2021 Let the Games Begin!!
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Gaming Revenue Model for Gamers
► Competing in eSports and winning prize money. Some games played
competitively are Tetris, Fortnite, League of Legends, FIFA, World of
Worldcraft (DOTA), PUBG etc.,
► Sponsorship of Gaming Teams for Regional, National and International
Games
eSports and
Competitions
► Revenue earned by Advertisements placed within Online content created
for
► Live Streams
► Gaming Walkthroughs
► Donations paid in platforms such as Patreon etc.,
Content Creation
Average Revenue Per user is expected to hit $19.53 by 2020
13. 17 September 2021 Let the Games Begin!!
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Sample Budget for a Gaming Room
Item Approx. Amounts in $
Gaming Table 112
Gaming Chair 100
4K Monitor 299
4K TV with HDR10 500
Gaming Keyboard and Mouse 65
Gaming Headset 50
Home Theater Receiver 230
5.1 Channel Speaker 250
Console 399
Internet Connection 40
Total 2045
Per Game Average Cost $35 – $70/game
14. 17 September 2021 Let the Games Begin!!
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Understanding the Gaming Eco-System
Gaming Studio Game
Gaming
Platform
Gaming
Distribution
Multi-Player
Platforms
Consumer
Content
Management
Platforms
Develops
Ported
Sales
Purchased
Purchased
Monetize
Utilize
• Computers, Mobiles
• Consoles
• Social Media
• Virtual Reality
Rating Agency
16. 17 September 2021 Let the Games Begin!!
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Cyber Attacks on the Gaming Industry
17. 17 September 2021 Let the Games Begin!!
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Cyber Attacks on the Gaming Industry
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Risks in the Gaming Business – Gaming Companies
CyberSecurity
Licensing
Integrity
Theft
Privacy
► Networks – DDoS, Injection,
► Servers Hosting the Games
► IOT Devices – Kinect, Controllers, VR
► Console Cracking
► Emulators
► Game Cracking/Piracy/Key-Gens
► Cheats and Hacking mechanisms via
► Hardware
► Code Modification
► Virtual Currency
► Game Inventory and Goods
► Privacy of Gamers –
► Minors
► Geographic and other PII information
19. 17 September 2021 Let the Games Begin!!
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Risks in the Gaming Business – Gamers
Theft
Privacy
► Virtual Currency
► Game Inventory and Goods
► Privacy of Gamers –
► Minors
► Geographic and other PII information
Cyber Bullying
► Cyber Bullying by other gamers
► Online Shaming
► Extortion
Psychological
and Physical
► Addiction
► Lack of Physical Activities – Obesity
► Introvert and Fantasy Living
Positive Impact ► Distraction during Depression and other mental
ailments
► Increased Attention Span
► Boosts Memory
20. 17 September 2021 Let the Games Begin!!
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Takeaways
Business Perspective
Technology and Safety
Perspective
Psychology Perspective
Expected a growth in Gaming industry
specific to Mobile, VR and AR Gaming
Increase in Game Monetization Methods
beneficial to the Gaming Company and the
Gamers
Overall Gaming industry is expected to
generate $200 BN Global revenue by 2023
India Gaming Revenue is expected to
generate $2.7 BN Revenue by 2023
“Games as a service” is expected to
Penetrate in a strong manner globally
Cybersecurity Initiatives and Practices are
being scaled up by Gaming Companies,
Distribution and other platforms with specific
focus on Availability, Security and Privacy
Efforts for DRM and License Management is
expected to reduce as platform based gaming
is going to take over
More efforts are required to be exercised to
protect Minors from Cyber Bullying, Addiction
and other hazards.
A balance is necessary to have a healthy
physical and mental wellbeing.
Minors are required to be educated to identify
and segregate bad games, cyber bullying,
cyber stalking, protecting their PII.
The doors are open for more people to monetize the enthusiasm surrounding this $160 billion industry.
21. Thank You
Bharath Rao, Manager, Business Consulting, EY
mailme@bharathraob.com | 8892229220
/bharathraob
Disclaimer: The presentation, information and images contained therein are intended for educational purposes only. Statements, views, thoughts and
opinions expressed in the presentation belong solely to the presenter. The information contained in this presentation is of a general nature and is not
intended to address the circumstances of any particular individual or entity. The presenter disclaims any liability to any person or entity in respect of
anything as the technical contents.