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-How much is a casual user willing to pay for downloading
a mobile game?
-How much is he willing to pay per session?
-Is the hardcore gaming buff ready to accept high priced games?
In
a price sensitive market like India, getting the price right is
probably one of the most important factors for growth.
The
first post lunch session on DAY1 at MG2005 was devoted to Pricing.
The panelists were Yahoo India's Vishal Maheshwari, Tata Indicom's
Pankaj Sethi, Reliance Infocomm's Krishna Dhurba and M2W's Rajiv
Hiranandani. The discussion was moderated by Mobile 365's Kaustav
Ghosh.
What
determines price?
Volumes and base costs.
What determines volumes for a consumer product like games is the
number of loyal unique gamers who consistently play + the number
of first timers.
Growth
in Volumes is dependent on getting these first time users hooked
on to gaming and retaining the existing loyal ones. This in turn
means that better games are needed, smarter not necessarily just
lower pricing has to be tried, newer niches have to be addresed.
Another
way of increasing volumes is decreasing price and luring more users.
That would help to seed the market and grow it. More of an accquisition
activity.
The
discussion was an eye opener for many in the audience what with
all the panelists revealing some interesting market realities.
Sample
this -:
- Within
a year of its launch, 30% of the Indian Mobile gaming market is
dominated by Tata Indicom, currently averaging 4.5 lakh downloads
a month. Price Points include Rs25, Rs 40, Rs 60, Rs 99 & Rs
149.
- Reliance
Infocomm claims to have game downloads volumes in a day, what Vodafone
has in a month. RWorld has now gone pay per play, sachet strategy
Rs 2 per game session (generic games)
- Yahoo
India (mobile) finds VAS is big in UP, Bihar and other Northern
states. There is an entertainment starved market waiting there.
- Reliance
Infocomm hosted 8,50,000 sessions of Mobile2Win's Sholay game at
Rs 4/ per session
- 30%
increase in Mobile gaming on Saturdays and Sundays observed by Reliance
Infocomm
- Tata
Indicom has users from the lower end of the market, yet the game
downloads beat other categories like ringtones, wallpapers and others
Out
of sync Pricing
Yahoo India's Vishal Maheshwari made a strong case for the need
to price games more competitively. "Be it handset prices or
the connectivity charges or anything else connected to the mobile
space, all the prices have lowered substantially in the past few
years yet the cost of Mobile games has stayed the same" he
said.
"A
lot of mobile gamers are going online to download free games and
we are losing out. The Indian mobile gaming market is currently
at $26 million and is expected to grow upto $336 million by 2009"
he added.
An
interesting factor is that most gamers on Mobile are new to games
and the market is gradually getting dominated by casual games. M2W's
Rajiv Hiranandani then made a presentation illustrating how carriers
across various countries have introduced casual games at lower price
points (budget games)
Australia
- Orange has general games priced $6, it has introduced budget games
at half the price -$3.
South
Africa - Generally mobile games cost 8to 10 rand, new pricing
strategies at 5 Rand
Nigeria
- vmobile has introduced value games priced at half the cost of
general games
Italy
- Carriers have priced some games at 1 Euro as opposed to 4 euros
Phillipines
- Casual games at 30 pesos
RESULT
- Net yield has gone up by 20% by reducing the price to half per
game.
Flexi
Pricing & Free Trials
International
carriers have introduced flexible pricing models where free trials
are offered and the gamer can then buy an unlocking key to play
the game for a week or can choose to download it competely.
Great
handset Penetration but addresable market for mobile gaming very
small
There are a lot of factors that need to be considered in the Indian
mobile gaming playground. Currently the number of unique gamers
who consistently game is pretty low.
Another
factor is the low number of gaming enabled handsets and GPRS connected
consumers. Dhruva's Rajesh Rao quipped to Animation 'xpress
that "We need to realize that the Mobile Penetration in India
could be in millions but for game developers the addressable market
is comparatively much smaller"
Smart
pricing out here will not only have a direct positive effect on
volumes but will also help seed and grow the market.
Market exists at all levels
This is something where the long tail comes into play. The market
though majorly consisting of a lot of new users and casual gamers,
a lot of niches are yet untapped. Reliance Infocomm's Krishna Dhurba
stated,"The Market exists at all levels, these levels need
to be discovered"
While
at pricing, the panelists also discussed various revenue sharing
models between carriers and publishers. The complex structures of
revenue share were demystified to an extent. Lot of International
countries that share more percentage revenue per game with a publisher
actually price games lower and have separate charges for data transfer
and the like. A new slab structure in revenue sharing is evolving
in some countries where carriers would follow slabs based on the
marketing spend that a publisher does on a game.
The gist of the discussion was that newer pricing models
have to be invented, new market niches need to be discovered and
addressed and overall quality of the games has to increase if the
market has to grow.
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