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November 2012
An audience of billions –
just how big can the mobile games market get?

Simon Podd, Director of Sales, EMEA
Flurry Track Record



Number 1 Mobile Reach
Monthly Unique Users     720M



Number 1 Analytics
Application Developers    85K
Applications             240K

Monthly Unique            60B
Sessions


Number 2 Ad Network
Monthly Clips            120M
The Fastest Adopted Technology. Ever.

iOS & Android devices vs. top technologies, 5 years after introduction




10XFASTER than the
                                  2X
                               FASTER than the
                                                                                      3X
                                                                           FASTER than current
1980s PC REVOLUTION         1990s INTERNET BOOM                         2000s SOCIAL NETWORKING




                       Sources: United States Census Bureau, International Telecommunication Union, Facebook, Flurry
Competition for Consumers Continues to Increase

Over 1 million available apps on iOS and Android
                                                                                           600
     GOOGLE PLAY          iTUNES APP STORE

                                                                             500
                                                                                     460
                                                               425
                                                   400
                                                                      350

                                    250                  250
                                             200
                    160

                              80
       28     20
 2
March 2009   December 2009    August 2010     May 2011    July 2011   October 2011   April 2012
Addressable Market to Surpass 1 Billion Next Year

Active smartphone & tablet devices
 Total Addressable Market
 Aggressive: 5B WW Mobile Device Owners
 Conservative: 2B WW Adults, Middle Class or higher
                                                                      1.1 B
 Upside:
 Smartphones – dropping prices, especially Android
 Tablets – little replacement, mainly new; sub for PCs
 Connected TVs – to be shipped
 Reference:
                                                          660 M
 2.3 Billion Internet Subscribers today



                                                331 M

                            76 M
       23 M
     Aug 2009             Aug 2010             Aug 2011   Aug 2012   Aug 2013E

                                                                       Source: Flurry Analytics
Apps Are Disrupting the World

Top Countries by Active iOS & Android Devices (millions)




                                         Source: Flurry Analytics active devices July 2012
Apps Are Disrupting Emerging Markets

Fastest Growing iOS & Android Markets by Active Devices

401%



         279%

                 220% 217%
                                          196% 193% 193% 189% 185%
                                                                   171%




 China   Chile   Brazil     Argentina        Iran        Vietnam        Mexico         Russia        Turkey         India

                    Source: Flurry Analytics, July 2011 – July 2012, countries with at least 500k active devices as of July 2011
Microsoft Blows by a Beleaguered Research in Motion

Flurry New Project Starts, RIM vs. Microsoft
                                                                                                                    6%
6%
             WINDOWS PHONE                  BLACKBERRY

5%


                                                                                                        4%
4%
                                                                                                 3%

3%                                                                    3%       2%       3%
                                                             2%
                                                   2%
2%
              1%                           1%
      1%               1%       1%
                                                    1%                                                 1%
                                                                      1%       1%                1%                 1%
1%                                        2%                 1%                         1%
      1%       1%                1%
                       1%
0%
     Jun 2011 Jul 2011 Aug 2011 Sep 2011 Oct 2011 Nov 2011 Dec 2011 Jan 2012 Feb 2012 Mar 2012 Apr 2012 May 2012 Jun 2012


                                                                                                        Source: Flurry Analytics
Microsoft Sets Its Sights on Android

Flurry New Project Starts Q2 2011 vs. Q2 2012

                  1%   1%                   3% 1%



          27%
                                     28%




                            71%                         68%




                  Q2 2011                    Q2 2012

            iOS         Android   Windows Phone     BlackBerry

                                                              Source: Flurry Analytics
Mobile App Usage Overtook Online in 2011

U.S. mobile apps vs. web consumption, minutes per day

   WEB BROWSING       MOBILE APPS
                                                                                               94
                                                                 81                           MINUTES


                       70 66                        74          MINUTES           72
  64                  MINUTES
                                  MINUTES
                                                   MINUTES                       MINUTES
  MINUTES


            43
            MINUTES




                       Sources: comScore, Alexa, Flurry Analytics; data includes Smartphones & Tablets, U.S. only
Mobile Apps Dominate Time Spent on Smartphones

Share of time spent on smartphones



                                        More than
        18.5%
        Browser
                                      80%
                                     of mobile minutes
                  81.5%              are spent in apps
                   Apps



                                               Source: comScore, March 2012
Smartphones, Tablets and TV’s
Tablet Usage Is More Concentrated during Primetime

         Usage by Hour, Smartphones versus Tablets
           9%
% of Audience
        Using




                       Smartphones
           8%
                       Tablets
           7%


           6%


           5%


           4%


           3%


           2%


           1%


           0%
             5am 6am 7am 8am 9am     1pm 2pm 3pm 4pm 5pm 6pm 7pm 8pm 9pm              1am 2am 3am 4am

                                                                                               Hour of Day

                                                                           Source: Flurry Analytics, Sep 2012
Tablet Usage is Longer but Less Often

App Engagement, Smartphones versus Tablets


          12,9

                        9,5
                                                           8,2

                                             4,1

         Weekly Frequency of Use             Minutes per Session


                              Smartphones    Tablets
Tablet Users Trend Older

Age Distribution, Smartphones versus Tablets

  Average Age
  Smartphones:   30                      33%
  Tablets:       34
                                                26%
                                                            24%
                      21%                             21%
  18% 19%                                                                           17%
                            14%

                                                                            7%



     13 - 17           18 - 24             25 - 34     35 - 54                   55+


                                  Smartphones         Tablets

                                                                  Source: Flurry Analytics, Sep 2012
Tablet Usage is More Gender Balanced

Gender Comparison, Smartphones versus Tablets




         44%         56%                 49%              51%



           Smartphones                          Tablets


                                                          Source: Flurry Analytics, Sep 2012
Tablet Usage More Media & Entertainment Oriented

Time Spent per Category, Smartphones versus Tablets
                                                      Productivity
     Entertainment                               News     1%
          3%                                      2%
                        Other                                        Other
Lifestyle                                    Utilities
                        11%                                           7%
   3%                                          4%
Health &
Fitness
                                     Games           Entertainment
  3%
                                      39%                 9%
                                                      Social
           Utilities                                Networking
            17%                                        10%
                                                                                 Games
                                                                                  67%
                          Social
                        Networking
                           24%



                       Smartphones                                     Tablets
Top 6 Successful Game Types




 ENDLESS PASS TIME   NURTURING & COLLECTING   BUILDING & SIMULATION




    SOCIAL RPG           GAMER’S GAME            POKER / CASINO
Endless Pass Time
                    Examples                                      Age Distribution
                                                  30%
                                                  25%
                                                  20%
                                                  15%
                                                  10%
                                                   5%

      Angry Birds            Fruit Ninja           0%
                                                         13-17    18-24   25-34   35-54     55+



            Key Genre Attributes
•   Intuitive, simple puzzle/arcade mechanics
                                                                 58%                   42%
•   Leverages h/w (touch, accelerometer)
                                                DAU                               1,000,000
•   Cute, often original IP; mass-mkt appeal
                                                Monthly Revenue                      $500,000
•   Infinite replay value; lots of power-ups
                                                Investment (minor)                   $100,000
•   May have social leaderboards
                                                Investment (major)                   $400,000
Social RPG
                   Examples                                    Age Distribution
                                               40%
                                               35%
                                               30%
                                               25%
                                               20%
                                               15%
                                               10%
                                                5%
      Crime City         Original Gangstaz      0%
                                                      13-17    18-24   25-34   35-54        55+



           Key Genre Attributes
•   Text-based RPG mechanic
                                                              79%                   21%
•   Player-vs-player gameplay
                                             DAU                                  150,000
•   Energy / HP depletion
                                             Monthly Revenue                      $600,000
•   Clan / team dimension + message / chat
                                             Investment (minor)                   $100,000
•   Mission-based & level progression
                                             Investment (major)                   $400,000
Gamer’s Game
                   Examples                                       Age Distribution
                                                  50%

                                                  40%

                                                  30%

                                                  20%

                                                  10%

    Infinity Blade II        Real Racing 2         0%
                                                         13-17    18-24   25-34   35-54        55+



            Key Genre Attributes
•   Platform-leading graphics
                                                                 91%                    9%
•   Strong physics engine / middle-ware
                                                DAU                                   50,000
•   Sports / battle / racing style sub-genres
                                                Monthly Revenue                      $400,000
•   Defined win-lose outcomes
                                                Investment (minor)                   $100,000
•   Premium pricing model, often $4.99+
                                                Investment (major)                   $400,000
Flurry Services

    Analytics: Increase Your App Engagement and Retention
1   •   Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5)
    •   Understand and segment app audiences to maximize engagement and revenue

    AppCircle: Build & Grow Your App Audience
2   • Acquire users with high-quality app recommendations and videos (iOS, Android)
    • Win-back your best users to build the most loyal and best monetizing audience

    AppSpot: Maximize Your App Audience Revenue
3   •2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads
    •Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set
    •Max eCPMs selling direct, segmented parts of your audience to top advertisers

    Ad Analytics: Measure the value of your mobile campaigns
4   •   Track your mobile marketing across across all platforms and sources or traffic
    •   Go deep & truly measure the value of your acquired audiences
    •   Understand key metrics such as frequency, session length, retention and ROI
Thanks
simon@flurry.com

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Mobile games market growth potential

  • 1. November 2012 An audience of billions – just how big can the mobile games market get? Simon Podd, Director of Sales, EMEA
  • 2. Flurry Track Record Number 1 Mobile Reach Monthly Unique Users 720M Number 1 Analytics Application Developers 85K Applications 240K Monthly Unique 60B Sessions Number 2 Ad Network Monthly Clips 120M
  • 3. The Fastest Adopted Technology. Ever. iOS & Android devices vs. top technologies, 5 years after introduction 10XFASTER than the 2X FASTER than the 3X FASTER than current 1980s PC REVOLUTION 1990s INTERNET BOOM 2000s SOCIAL NETWORKING Sources: United States Census Bureau, International Telecommunication Union, Facebook, Flurry
  • 4. Competition for Consumers Continues to Increase Over 1 million available apps on iOS and Android 600 GOOGLE PLAY iTUNES APP STORE 500 460 425 400 350 250 250 200 160 80 28 20 2 March 2009 December 2009 August 2010 May 2011 July 2011 October 2011 April 2012
  • 5. Addressable Market to Surpass 1 Billion Next Year Active smartphone & tablet devices Total Addressable Market Aggressive: 5B WW Mobile Device Owners Conservative: 2B WW Adults, Middle Class or higher 1.1 B Upside: Smartphones – dropping prices, especially Android Tablets – little replacement, mainly new; sub for PCs Connected TVs – to be shipped Reference: 660 M 2.3 Billion Internet Subscribers today 331 M 76 M 23 M Aug 2009 Aug 2010 Aug 2011 Aug 2012 Aug 2013E Source: Flurry Analytics
  • 6. Apps Are Disrupting the World Top Countries by Active iOS & Android Devices (millions) Source: Flurry Analytics active devices July 2012
  • 7. Apps Are Disrupting Emerging Markets Fastest Growing iOS & Android Markets by Active Devices 401% 279% 220% 217% 196% 193% 193% 189% 185% 171% China Chile Brazil Argentina Iran Vietnam Mexico Russia Turkey India Source: Flurry Analytics, July 2011 – July 2012, countries with at least 500k active devices as of July 2011
  • 8. Microsoft Blows by a Beleaguered Research in Motion Flurry New Project Starts, RIM vs. Microsoft 6% 6% WINDOWS PHONE BLACKBERRY 5% 4% 4% 3% 3% 3% 2% 3% 2% 2% 2% 1% 1% 1% 1% 1% 1% 1% 1% 1% 1% 1% 1% 2% 1% 1% 1% 1% 1% 1% 0% Jun 2011 Jul 2011 Aug 2011 Sep 2011 Oct 2011 Nov 2011 Dec 2011 Jan 2012 Feb 2012 Mar 2012 Apr 2012 May 2012 Jun 2012 Source: Flurry Analytics
  • 9. Microsoft Sets Its Sights on Android Flurry New Project Starts Q2 2011 vs. Q2 2012 1% 1% 3% 1% 27% 28% 71% 68% Q2 2011 Q2 2012 iOS Android Windows Phone BlackBerry Source: Flurry Analytics
  • 10. Mobile App Usage Overtook Online in 2011 U.S. mobile apps vs. web consumption, minutes per day WEB BROWSING MOBILE APPS 94 81 MINUTES 70 66 74 MINUTES 72 64 MINUTES MINUTES MINUTES MINUTES MINUTES 43 MINUTES Sources: comScore, Alexa, Flurry Analytics; data includes Smartphones & Tablets, U.S. only
  • 11. Mobile Apps Dominate Time Spent on Smartphones Share of time spent on smartphones More than 18.5% Browser 80% of mobile minutes 81.5% are spent in apps Apps Source: comScore, March 2012
  • 13. Tablet Usage Is More Concentrated during Primetime Usage by Hour, Smartphones versus Tablets 9% % of Audience Using Smartphones 8% Tablets 7% 6% 5% 4% 3% 2% 1% 0% 5am 6am 7am 8am 9am 1pm 2pm 3pm 4pm 5pm 6pm 7pm 8pm 9pm 1am 2am 3am 4am Hour of Day Source: Flurry Analytics, Sep 2012
  • 14. Tablet Usage is Longer but Less Often App Engagement, Smartphones versus Tablets 12,9 9,5 8,2 4,1 Weekly Frequency of Use Minutes per Session Smartphones Tablets
  • 15. Tablet Users Trend Older Age Distribution, Smartphones versus Tablets Average Age Smartphones: 30 33% Tablets: 34 26% 24% 21% 21% 18% 19% 17% 14% 7% 13 - 17 18 - 24 25 - 34 35 - 54 55+ Smartphones Tablets Source: Flurry Analytics, Sep 2012
  • 16. Tablet Usage is More Gender Balanced Gender Comparison, Smartphones versus Tablets 44% 56% 49% 51% Smartphones Tablets Source: Flurry Analytics, Sep 2012
  • 17. Tablet Usage More Media & Entertainment Oriented Time Spent per Category, Smartphones versus Tablets Productivity Entertainment News 1% 3% 2% Other Other Lifestyle Utilities 11% 7% 3% 4% Health & Fitness Games Entertainment 3% 39% 9% Social Utilities Networking 17% 10% Games 67% Social Networking 24% Smartphones Tablets
  • 18. Top 6 Successful Game Types ENDLESS PASS TIME NURTURING & COLLECTING BUILDING & SIMULATION SOCIAL RPG GAMER’S GAME POKER / CASINO
  • 19. Endless Pass Time Examples Age Distribution 30% 25% 20% 15% 10% 5% Angry Birds Fruit Ninja 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Intuitive, simple puzzle/arcade mechanics 58% 42% • Leverages h/w (touch, accelerometer) DAU 1,000,000 • Cute, often original IP; mass-mkt appeal Monthly Revenue $500,000 • Infinite replay value; lots of power-ups Investment (minor) $100,000 • May have social leaderboards Investment (major) $400,000
  • 20. Social RPG Examples Age Distribution 40% 35% 30% 25% 20% 15% 10% 5% Crime City Original Gangstaz 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Text-based RPG mechanic 79% 21% • Player-vs-player gameplay DAU 150,000 • Energy / HP depletion Monthly Revenue $600,000 • Clan / team dimension + message / chat Investment (minor) $100,000 • Mission-based & level progression Investment (major) $400,000
  • 21. Gamer’s Game Examples Age Distribution 50% 40% 30% 20% 10% Infinity Blade II Real Racing 2 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Platform-leading graphics 91% 9% • Strong physics engine / middle-ware DAU 50,000 • Sports / battle / racing style sub-genres Monthly Revenue $400,000 • Defined win-lose outcomes Investment (minor) $100,000 • Premium pricing model, often $4.99+ Investment (major) $400,000
  • 22. Flurry Services Analytics: Increase Your App Engagement and Retention 1 • Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5) • Understand and segment app audiences to maximize engagement and revenue AppCircle: Build & Grow Your App Audience 2 • Acquire users with high-quality app recommendations and videos (iOS, Android) • Win-back your best users to build the most loyal and best monetizing audience AppSpot: Maximize Your App Audience Revenue 3 •2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads •Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set •Max eCPMs selling direct, segmented parts of your audience to top advertisers Ad Analytics: Measure the value of your mobile campaigns 4 • Track your mobile marketing across across all platforms and sources or traffic • Go deep & truly measure the value of your acquired audiences • Understand key metrics such as frequency, session length, retention and ROI