The Open Gaming Alliance (OGA) is a non-profit trade association focused on the business, innovation and growth of the games industry.
• Be of service to developers and the industry• Respond to our members’ needs• Promote developers’ contribution to the economy and society• Analyze and report on the industry’s growth, strength and vitality• Support opportunities for entrepreneurs and innovators• Provide positive leadership and embrace diversity of thought, gender, religion, and ethnicity
OGA’s Mission
OGA’s Commitment to the Industry
© Copyright Open Gaming Alliance 2016 - Page 4
OGA Special Interest Groups (SIGs)
Research SIGVR/AR SIGeSports SIGSoftware SIGSecurity SIGCloud Gaming SIG
Indie SIGIncubator Partner SIGDiversity SIGSerious Games SIG Education SIGMonetization SIG
© Copyright Open Gaming Alliance 2016 - Page 5
Events in 2015
OGA Mixer at GDC
OGA Mixer at GDC
SXSW Future of Games Panel
© Copyright Open Gaming Alliance 2016 - Page 8
PLATFORMS
State of Game Development
Source: M2 Research
64%66%
64% 64%
31%
23%
37%
60%
23%
38%
14%
8%4%
8%
Platforms Developers are developing for
© Copyright Open Gaming Alliance 2016 - Page 9Source: M2 Research
State of Game Development
Individual: Part-time/Hobbyist
Individual: Freelancer
Individual: Full Time Indie
Studio: Small Independent with 2 - 24people
Studio: Midsize Independent with 25 - 100people
Studio: Large Independent with over 100people
Studio: Owned by Publisher
Publisher: Activision, EA
Other: Services, Academics, Support,Media
Company Description
62%
20%
18%
© Copyright Open Gaming Alliance 2016 - Page 10
Film• 1919- United Artists
• 1981 – Sundance Film Festival
• 2010 – 42% of US box office
revenue comes from Indie
titles
• Crowdfunding
State of Game Development
Music• 1950s – Start of indie music
• 1970s – National Association of Independent Record Distributors
• 2013 – 510% increase in indie musicians making their living
• Apple – over 16 billion songs sold through iTunes
Games• 1995 – first Amiga games
• 2004 – Unity founded
• 2005 - IndieCade
• 2008 – Microsoft launches Xbox Live Indie Games
• 2009 – Minecraft launches
• 2014 – Minecraft sold 54 million units and reaches 100 million registered users
• Crowdfunding
Source: M2 Research
© Copyright Open Gaming Alliance 2016 - Page 11
OGA Indie Program
OGA Regional Incubator Partners
The OGA Indie Collective provides benefits and discounts that help support:
• Marketing and Press• Business Support• Networking to OGA corporate members
© Copyright Open Gaming Alliance 2016 - Page 12
Gaming DemographicsPC Gaming Install Base: Estimates 711 Million ‘Active Users’ from an estimated ~1.2+ Billion PC Gaming TAM
CY 2014 Open Gaming Alliance Confidential - For OGA members only
Enthusiast
Mainstream
Entry (Casual – Web)
36m
250m
425m
3+
Years
5+
Years
7+
Years
PC Refresh &
Upgrade Cycle
Sources: Open Gaming Alliance Pinnacle Report, DFC, JPR, IDC, ISV Discussions, Public Domain PR Releases, and Intel Est.
Recognize that there’s no perfect system. Gamer habits, spending, time spent highly variable.
© Copyright Open Gaming Alliance 2016 - Page 13
Developer Focus - Game Genre
State of Game Development
51%
42%
31%29%
26% 25%23% 22%
20%16%
13% 12% 12%9% 8% 8% 7% 7% 7% 7% 6% 5% 5% 4% 4% 3%
Source: M2 Research
© Copyright Open Gaming Alliance 2016 - Page 14
DISTRIBUTION
9%
20%
11%
17%
10%
2%
7%
5% 5%
9%
7%
10%
14%
9%
16%
19%
2%4%
8% 8%
5% 5%
Currently In 12 Months
State of Game Development
Source: M2 Research
Distribution Platforms Developers are Supporting
© Copyright Open Gaming Alliance 2016 - Page 15
What We Know About VR
Key Players:• Oculus Rift (VR - Facebook) – Q1 2016 $599
• Samsung Gear VR, Sony Morpheus – Q1 2016
• Razer OSVR, Google Cardboard, Magic Leap, Envelop VR (Uber Games spin off startup), Microsoft HoloLens,
Valve & HTC VR (aka Steam VR), Starbreeze, GearVR, Vuzix (Intel invests $25m), Immersion, Fove.
Considerations: • Expect slow volume ramp time
- Comparison: Consoles in full swing typically sell between ~9-15m annually on average when fully ramped
• Estimated *entry* Price Points of HMD: ~$350-$650
• Risk Factors:
- Cost of produce the content
- High barrier to entry for what is roughly mainstream to high end.
- Oculus Recommended Specs for the full Rift experience: ($800 - $1000 not including monitor)
- NVIDIA GTX 970 / AMD 290 equivalent or greater (starts at $350)
- Intel i5-4590 equivalent or greater- 8GB+ RAM
- Compatible HDMI 1.3 video output- 2x USB 3.0 ports
- Windows 7 SP1 or newer
4/5/2016 Open Gaming Alliance Confidential - For OGA members only
© Copyright Open Gaming Alliance 2016 - Page 16
2015-2016 Projections
• 2016: 38 million VR headsets will be sold –This is very high for year 1 sales
• 2016: VR/AR market $5 billion –Again, high for year 1 of sales
• Q4 2014 & 2015: $1B in M&A (2015 = $250M)
This is actual
Market Size of VR and AR – Who Knows?Analyst are aggressive on projections, a little too optimistic:
Other Analysts: Total VR & AR Market 2020 = $150 Billion** There is no industry that has reached $150B in 4 years!
© Copyright Open Gaming Alliance 2016 - Page 17
VR Development has Changed
1980s-2000s
• Tools expensive or custom built
• Specialized high-end systems
• Cost millions of dollars to build
• Applications: Training, Experimental
Nicole Stenger, 1992
2016
• Indies developers are leading the charge on VR/AR
• Unity and Unreal democratizing development
• Developers using VR in 2014 - 8%
• Developers using VR in 2015 - 16%
• Less than 3% of Unity and Epic developers are women
Playful Corp. – Lucky’s Tale
Source: M2 Research
© Copyright Open Gaming Alliance 2016 - Page 18
We Will Need DiversityDiversity of: Development, Content, Applications, Consumers
© Copyright Open Gaming Alliance 2016 - Page 19
Wanda Meloni
Executive Director, OGA
Open Gaming Alliance – Thank You