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1 This deck is for internal use to the disclosed recipient only; this is not a license to distribute or in any way publish any supplied material. If you are media, please contact EEDAR (pr@eedar.com) for permission to publish excerpts of material included in this.pdf and for higher resolution assets. The data here is macro trending data; individual genres, platforms, brands, etc. often perform differently than an amalgamation of all industry games. If you have questions about how games like your game perform, please reach out to us at EEDAR (info@eedar.com) game industry research is what we do.

2 Awesome Video Game Data Data Analysis Research Forecasting Diligence

3 YOUR PRESENTER Geoffrey GZ Zatkin Indie Developer 1991 to 1996 Lead Designer 2003 to 2005 Sr. / Lead Designer 1997 to 2003 Founder 2006 to Current

4 GAMES Franchise Distinct Game Platform SKU Standard Edition SKU Peripheral Edition SKU

5 GAMES Franchise Distinct Game Region Platform SKU

6 BREAKDOWN Title Retail Presence Aggregate Review Market Spend Release Date MSRP Downloadable Content Buzz Character Advancement Protagonist Alignment Platform Game Speed Alternate Platforms 3D Enabled Associated Portal HDTV Support Franchise Use of Celebrity Branding Co-Op ESRB Rating Multiplayer Content Descriptors Literary Genre Optional Peripherals Hardware Requirements Combat Speed Launch Competitors Gender(s) Available Edition Type Developer Publisher Genre Sub-Genre Genre Elements Monetization Model Setting Camera Perspective Avatar(s) Used

7 EEDAR 2,500+ Objectively Quantifiable Attributes of Video Games (Retail and Digital) Use of Brand/License Downloadable Content Playable Character Types Multiplayer Support

8 EEDAR About EEDAR Founded in 2006 Based in Carlsbad California w/ 55 Employees Exclusively Servicing the Video Game Industry Over a Dozen Industry Data Partners Servicing >95% of the top Publishers and >50 Development Studios EEDAR Data 120,000+ Products (Games, Accessories, Hardware) Observed To Date 160,000,000+ Data Points

9 FADS: MUSIC & RHYTHM GAMES Music & Rhythm Genre Games Released by Year All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A Source: EEDAR

10 Millions FADS: MUSIC & RHYTHM GAMES Revenue from Music & Rhythm Genre Games All 6th, 7th & 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A. $2,000 $1,800 $1,600 $1,400 $1,200 $1,000 $800 $600 $400 $200 $ Source: EEDAR & The NPD Group

11 8 TH GENERATION We are at the beginning of the 8 th generation of game consoles as well as the middle of a grand experiment in new business models and monetization methodologies

12 WHO GAMES? Game Playing Population of the USA 41% 59% Game Players Non Game Players Source: ESA

13 WHO GAMES? 100% 90% 80% % of American homes with a video game console 70% 67% 60% 50% 40% 33% 38% 42% 49% 51% 51% 30% 20% 10% 0% Source: ESA

14 Millions HARDWARE SALES Platform Sales Worldwide Through December, PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStation Portable PlayStation Vita ipad Source: EEDAR

15 Millions HARDWARE SALES Platform Sales Worldwide Through December, Light shaded areas represent 2014 sales PlayStation 4 Xbox One WiiU PlayStation 3 Wii Xbox 360 Nintendo 3DS Nintendo DS PlayStation Portable PlayStation Vita ipad iphone Source: EEDAR

16 ANDROID DEVICE FRAGMENTATION Source: OpenSignal

17 Millions MOBILE GAMERS 250 Mobile Gamers [ ] [Active Mobile Gamers][NA] Own a Smart Mobile Device Play Games on their Smart Mobile Device Source: EEDAR Mobile Report 2014

18 MOBILE GAMERS Mobile Gamers by Device Ownership [Active Mobile Gamers][NA/Europe] Mobile Gaming $$$ by Device Ownership [Active Mobile Gamers][NA/Europe] 15% 35% 50% 9% 15% 76% Smartphone & Tablet Tablet Only SmartPhone Only Smartphone & Tablet Tablet Smartphone Source: EEDAR Mobile Report 2014

19 WHO GAMES? Average Age of Gamers in the USA Source: ESA

20 WHO GAMES? Age of Gamers 39% 29% Under to % Source: ESA

21 WHO GAMES? 40 Age by Mobile Spending Segment [Active Mobile Users][NA/Europe] Non-Payers Moderate Payers Heavy Payers All Mobile Gamers Source: EEDAR Mobile Report 2014

22 MONETIZING MOBILE Source: EEDAR Mobile Report 2014

23 MONETIZING MOBILE Source: EEDAR Mobile Report 2014

24 MONETIZING MOBILE 60% Mobile Gamers Revenue Breakdown [Active Mobile Gamers][NA/Europe] 50% 40% 30% 20% 10% 0% Non-Payers Moderate Payers Heavy Payers % of Players % of Revenue Source: EEDAR Mobile Report 2014

25 MONETIZING F2P PC 70% 60% 50% 40% 30% 20% 10% PC F2P Spend Segmentation [NA/Europe][PC][2014] 0% Non-Payers Moderate Payers Heavy Payers % of Players % of Revenue Source: EEDAR PC F2P Report 2015

26 WHO GAMES? 70% Gender of Game Players 60% 50% 40% 30% 20% 10% 0% Male Female Source: ESA

27 WHO GAMES? Source: EEDAR

28 WHO GAMES? Source: EEDAR Mobile Report 2014

29 WHO GAMES? Gender by Mobile Spending Segment in North America Of users that indicated they engage in daily mobile gaming activities Heavy Payers 71% 29% Moderate Payers 59% 41% Non-Payers 37% 63% All Mobile Gamers 44% 56% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Male Female Source: EEDAR Mobile Report 2014

30 THE NEW CORE

31 THE NEW CORE Source: EEDAR

32 WHO GAMES? Source: EEDAR Mobile Report 2014

33 WHO GAMES? Mobile represents the most accessible platform on the market Source: EEDAR

34 WHO GAMES? Gaming consoles tend to cater to more invested players by providing deeper and longer gaming experiences Source: EEDAR

35 CONSUMERS THE GAMERS OF TODAY ARE ENTERTAINMENT CONSUMERS

36 GAMING TIME 30 Total Gaming Hours Per Week by Mobile Spending Segment [NA Mobile Gamers][North America] Non-Payers Moderate Payers Heavy Payers All Mobile Gamers Mobile Gaming Hours Total Gaming Hours Source: EEDAR Mobile Report 2013

37 Hours GAMING TIME 30 Weekly Gaming Timeshare by Mobile Spending Segment [NA Mobile Gamers][Hours Per Week] Smartphone Tablet Console Handheld PC 5 0 Non-Payers Moderate Payers Heavy Payers Source: EEDAR Mobile Report 2013

38 GAMING TIME The whales of mobile consist primarily of people who are already used to paying money for games.

39 SALES US Video Game Sales Billions of Dollars Source: The NPD Group

40 A RENAISSANCE This has led to a Renaissance in game creation

41 GAME RELEASES 3,500 Release Quantities Retail Console, Handheld & PC Platform Title Releases in the USA 3,000 2,500 2,000 1,500 1, Source: EEDAR

42 GAME RELEASES 3,500 Release Quantities Retail & Digital Console, Handheld & PC Platform Title Releases in the USA 3,000 2,500 2,000 1,500 1, Source: EEDAR

43 GAME RELEASES Release Quantities Retail & Digital Console, Handheld & Steal Platform Title Releases in the USA th Gen Console 8th Gen Console Handheld Steam Source: EEDAR

44 GAME RELEASES Release Quantity of Steam Games per Year Source: EEDAR

45 Millions STEAM 140 Steam Active Users Over Time Source: EEDAR & Valve

46 GAMES RELEASED

47 4% 6% 4% GAME RELEASES Games Released by % of Market [2014][Retail & Digital Platform Title Releases][USA] 35% 21% 7th Gen Console 8th Gen Console Handheld Steam Android (Top 50) ios (Top 50) 30% Source: EEDAR

48 Millions WHY DO I STILL TALK ABOUT CONSOLE? $1,800 $1,600 $1,400 Some Best In Class Examples 2010 $1,200 $1,150 $1,000 $800 $600 $400 $200 $0 $17 $11 Call of Duty: MW2 Battlefield 1943 (XBLA/PSN) The Sims 3 (ios) Source: EEDAR

49 Millions WHY DO I STILL TALK ABOUT CONSOLE? $1,800 $1,600 $1,400 Some Best In Class Examples 2011 $1,200 $1,150 $1,000 $800 $600 $400 $200 $0 $50 $50 $17 Call of Duty: MW2 CoD: MW2 Map Pack Angry Birds Battlefield 1943 (XBLA/PSN) Source: EEDAR

50 Millions WHY DO I STILL TALK ABOUT CONSOLE? $1,800 $1,600 $1,600 $1,400 Some Best In Class Examples March 2012 $1,200 $1,100 $1,000 $800 $600 $400 $200 $0 $65 $80 $37 Call of Duty: Black Ops All Zynga Games CoD MW2 Map Pack Angry Birds Castle Crashers Source: EEDAR

51 WHY DO I STILL TALK ABOUT CONSOLE? Some Best In Class Examples March 2015 $2 Billion+ $1.5 Billion+ $1 Billion+ [ $500 Million+ ] Source: EEDAR

52 SALES CURVE $350,000 All PlayStation and Xbox Games Ave. [Unit Sales] of [US] [Retail] [Action, Fighting, RPG, Shooter, Strategy] Games [Nov 2005] to [Dec 2013] $300,000 $250,000 $200,000 $150,000 $100,000 $50,000 $0 Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12 Source: EEDAR & The NPD Group

53 SALES CURVE 60% Frontloading of Sales by Core Console Genres over Time [Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales] 50% 40% 30% 20% % 0% Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12 Source: EEDAR & The NPD Group

54 SALES CURVE 60% Frontloading of Sales by Core Console Genres over Time [Genres: Action, Fighting, RPG, Shooter, Strategy] [USA] [% of Total 12 Month Unit Sales] 50% 40% 30% 20% % 0% Month 1 Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 Month 8 Month 9 Month 10 Month 11 Month 12 Source: EEDAR & The NPD Group

55 GAME AFFECTING DLC Average Quantity of Paid Game Affecting DLC per Game All PS3 & Xbox 360 Platform Titles Ave. Paid DLC per Game Ave. Paid DLC per Game -Music Source: EEDAR

56 MOBILE MONETIZATION NA Mobile Gaming Revenue by Monetization Type 8% In-App Purchase Premium 92% Source: EEDAR Mobile Report 2014

57 MOBILE DEVICES Top 3 Reasons Mobile Gamers Play Mobile Games [Core vs. Casual][Active Mobile Gamers][NA/Europe] Relax Pass Time While Waiting Take a Break Pass Time While Waiting Lower Priced Games Take a Break 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% Source: EEDAR Mobile Report 2014

58 Casual Core DISCOVERY Top of Charts Featured App Sources Mobile Gamers Use to Discover Mobile Games [Core vs. Casual][Active Mobile Gamers][NA/Europe] Word of Mouth Saw Someone Playing Gameplay Video Top of Charts Word of Mouth Saw Someone Playing Featured App Facebook Invite 0% 10% 20% 30% 40% 50% 60% 70% Source: EEDAR Mobile Report 2014

59 VIRALITY Features Core Mobile Games Share [Active Mobile Gamers][NA/Europe] Quality Art Game is Innovative Challenging Can Compete with Others Good Story 30% 35% 40% 45% 50% 55% 60% 65% 70% Source: EEDAR Mobile Report 2014

60 ACQUISITION Top Endorsed Reasons Mobile Gamers Download Mobile Games [Active Mobile Gamers][NA/Europe] Cost Game Genre Friend Recommendation Graphical Quality User Reviews Playing the Lite or Free Version First Star Rating in App Store or Google Play Store 0% 10% 20% 30% 40% 50% 60% 70% Source: EEDAR Mobile Report 2014

61 CHURN Reasons Core Mobile Gamers Stop Playing Mobile Games [Active Mobile Gamers][NA/Europe] Progression Becomes Difficult Without Paying Real Money Having to Wait a Long Time or Work a Lot for Little Progress Game is Not What I Expected Game Becomes Repetitive Game is Not as Good as Other Games 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% Source: EEDAR Mobile Report 2014

62 BRANDING Influence of Brand on Mobile Game Downloads [Active Mobile Gamers][NA/Europe] Established Mobile Game Branding Other Game Branding Console Video Game Branding Movie Branding Other Media Branding Product Branding Celebrity Branding 0% 10% 20% 30% 40% 50% 60% 70% Source: EEDAR Mobile Report 2014

63 BRANDING 90% Influence of Brand on Mobile Game Downloads [Core vs. Casual][Active Mobile Gamers][NA/Europe] 80% 70% 60% 50% 40% 30% 20% 10% 0% Celebrity Product Console Game Other Media Movie Other Game Mobile Game Core Gamer Casual Gamer Source: EEDAR Mobile Report 2014

64 DIGITAL STOREFRONTS

65 CONSOLE STOREFRONTS

66 DIGITAL RELEASES Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA Physical Only Digital Only Physical & Digital Source: EEDAR

67 DIGITAL RELEASES Digital and Retail Console Games Over Time 7th & 8th Generation Consoles & Handhelds in the USA Physical Only Digital Only Physical & Digital Source: EEDAR

68 Revenue (Millions) PC REVENUE The PC Market - Video Game Revenues [NA][B2P+F2P+Subscriptions] PC Retail Digital Retail F2P $4,000 $3,500 $3,000 $2,500 $2,000 $1,500 $1,000 $500 $ Source: EEDAR PC F2P Report 2015

69 PC F2P REVENUE PC F2P Genre Revenues [NA][2014] 17% 43% RPG (MMO) Strategy Shooter 40% Source: EEDAR PC F2P Report 2015

70 GAME QUALITY 700, , , , ,000 Ave. 3 Month [Unit Sales] by [Review Score] All Retail 6th, 7th and 8th Generation Console, Handheld and PC Platform Games in the U.S.A Platform Launch through [December 2014] 278 Games 200,000 2,462 Games 100, ,057 Games 1,528 Games 2,094 Games 3,548 Games <50 50 to to to to to 100 Source: The NPD Group & EEDAR

71 GAME QUALITY 1,100,000 1,000, , , , , , , , , ,000 0 Ave. 3 Month [Unit Sales] by [Review Score] All [U.S.] [Retail] [360, PS3, PS4, Wii, WiiU, XB1] games [Combined Editions] Platform Launch through [December 2014] 624 Games 654 Games 1,063 Games 1,299 Games 860 Games 99 Games <50 50 to to to to to 100 Source: The NPD Group & EEDAR

72 Correlation (R) GAME QUALITY Correlation Between Average Review Score and 6 Month Unit Sales [HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14] Very Strong Positive Correlation r = Strong Positive Correlation r = Early 7th Gen ( ) Mid/Late 7th Gen ( ) Early 8th Gen ( ) Existing IP New IP Source: The NPD Group & EEDAR

73 Normalized Sales Performance (1-5) GAME QUALITY New IP Unit Sales Performance by Review Score Band [HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14] Early 7th Gen ( ) Early 8th Gen ( ) < Source: The NPD Group & EEDAR

74 Normalized Sales Performance (1-5) GAME QUALITY Existing IP Unit Sales Performance by Review Score Band [HD Console][NA Physical & Digital][Excludes Casual Genres][Unit Sales Normalized][Released by 9/30/14] Early 7th Gen ( ) Early 8th Gen ( ) 1.52 < For 8 th Generation, 80 is the new Source: The NPD Group & EEDAR

75 THE QUALITY THRESHOLD 86% of console owners will only consider purchasing DLC if a game has an average review score over Source: EEDAR Deconstructing DLC Survey

76 GAME QUALITY Average Review Score Retail Console, Handheld & PC Title Releases in the USA Source: EEDAR

77 [Bottom 33%] Marketing [Top 33%] MARKETING VS. GAME QUALITY Nintendo: 2.1 X Sony: 2.3 X Microsoft: 2.1 X High Marketing Low Review High Marketing High Review Nintendo: 3.5 X Sony: 7.5 X Microsoft: 8.3 X Nintendo: 1.0 X Sony: 1.0 X Microsoft: 1.0 X Low Marketing Low Review Low Marketing High Review Nintendo: 0.8 X Sony: 1.9 X Microsoft: 1.3 X Source: EEDAR, Competitrack & The NPD Group [Bottom 33%] Review Score [Top 33%]

78 GOING BIG There are so many games out there That if your game isn t really good AND doesn t spend a lot on marketing Nobody hears about it Which means that nobody buys it.

79 IN-STORE ADVERTISING Top 5 Video Games by Quantity of In-Store & Website Promotions [Best Buy, GameStop, Target, Toys R Us, WalMart] [2014] [USA] 0 Destiny Call of Duty: Advanced Warfare Titanfall Watch Dogs Madden NFL 15 Source: EEDAR Retail Tracker

80 *+Website Promotions Start IN-STORE ADVERTISING 3,000 Top 5 Video Games by Quantity of In-Store (+Website*) Advertising by Year [Best Buy, GameStop, Target, Toys R Us, WalMart] [USA] 2,500 2,000 1,500 1, Source: EEDAR Retail Tracker

81 GOING BIG Go BIG or Go Home

82 DIRECT MEDIA SPEND SHARE Action General Entertainment Puzzle Shooter Narrative Racing Sports Role Playing Games Social & Economic Simulation Music & Rhythm Arcade Strategy Fighting Skill & Chance 6% OF RETAIL TITLES ACCOUNT FOR 75% OF DIRECT MEDIA SPEND SINCE Source: EEDAR, Competitrack Region: USA Period: 2008 through 2014 Sample: Physical/Retail, 7 th Gen, 8 th Gen, PC Units: Distinct Titles, Spend in Millions Total Quantity of Titles 75% Direct Media Spend 25% Direct Media Spend

83 RETAIL REVENUE TITLE SHARE Action Puzzle Narrative General Entertainment Shooter Racing Sports Social & Economic Simulation Role Playing Games Arcade Music & Rhythm Strategy Skill & Chance Fighting 8% OF RETAIL TITLES HAVE GENERATED 75% OF RETAIL REVENUE SINCE Source: EEDAR, The NPD Group Region: USA Period: 2008 through 2014 Sample: Physical/Retail, 7 th Gen, 8 th Gen, PC Units: Distinct Titles, Spend in Billions Total Quantity of Titles 75% Revenue 25% Revenue

84 CROWDFUNDING

85 CROWDFUNDING All Categories $1.535 Billion Dollars Pledged 78,756 Successfully Funded Projects 8 Million Total Backers 2.4 Million Repeat Backers GAMES 15,146 Successfully Funded Projects $317 Million Dollars Pledged $270 Million Successful Dollars $33 Million Unsuccessful Dollars $13.5 Million Live Dollars Source: Kickstarter & EEDAR

86 CROWDFUNDING Success Rate of Kickstarter Projects Game Category [Feb 2015] 34% Successfully Funded Projects Unsuccessful Funded Projects 66% Source: Kickstarter & EEDAR

87 CROWDFUNDING 2,000 1,800 1,600 1,400 1,200 1, Successfully Funded Kickstarter Projects [Game Category] [by Quantity] [Feb 2015] 0 < $1k $1k to $10k $10k to $20k $20k to $100k $100k to $1M $1M+ Source: Kickstarter & EEDAR

88 CROWDFUNDING Unsuccessfully Funded Kickstarter Projects [Game Category] [by Percent Funded] [Feb 2015] 0% Funded 1% to 20% Funded 21% to 40% Funded 41% to 60% Funded 61% to 80% Funded 81% to 99% Funded Source: Kickstarter & EEDAR

89 CROWDFUNDING Steam Early Access Official Launch: March % New IP Titles Keeping pace with increasing quantity of Steam games released

90 Titles Released CROWDFUNDING Early Access Titles [Steam][March October 2014] Source: EEDAR

91 CROWDFUNDING Early Access Titles Released As Full Games [Steam][March September 2014] Released as Full Game Not Yet Releases As Full Game Source: EEDAR

92 TWITCH

93 TWITCH: NOT JUST ESPORTS League of Legends DOTA 2 Hearthstone Counter-Strike: GO World of WarCraft: WoD Minecraft StarCraft II CoD: AW FIFA 15 Destiny ARAM III The Binding of Isaac DayZ Grand Theft Auto V Smite Runescape World of Tanks Magic: The Gathering World of WarCraft: MoP Ultra Street Fighter IV Top Games on Twitch by View Volume [Q4 2014][Titles That Reach A Top 100 Ranking][N = 2791] Source: EEDAR, Twitch TV

94 TWITCH: COMPETITIVE MULTIPLAYER Percentage of Twitch View Volume [Q4 2014][Titles That Reached A Top 100 Ranking][N = 2791] 26% League of Legends 39% Dota 2 Hearthstone Counter-Strike: GO 5% 9% 9% 12% WoW Rest of Market Source: EEDAR, Twitch TV

95 Thousands TWITCH: CONCURRENT VIEWERS 120 Twitch Average Concurrent Viewers [Sept Nov.2014] League of Legends Dota 2 Minecraft Counter-Strike: GO Hearthstone StarCraft II COD: AW WoW Source: EEDAR, Twitch TV

96 Thousands TWITCH: PEAK VIEWERS League of Legends Twitch Average and Highest Concurrent Viewers [Sept Nov.2014] Dota 2 Minecraft Counter-Strike: GO Highest Concurrent Viewers Hearthstone StarCraft II COD: AW WoW Average Viewers Source: EEDAR, Twitch TV

97 TWITCH: LOL FINALS League of Legends On Twitch Daily Average Concurrent Viewers, with callouts for LCS Finals & Championship 778k Highest Concurrent Viewers 110k Average Concurrent Viewers Source: EEDAR, Twitch TV

98 ESPORTS F2P Players that Watch/Participate in esports [NA][PC][2014] 61% 39% Watches/Participates in ESports Does not Watch/Participate Source: EEDAR PC F2P Report

99 ESPORTS 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% F2P Players that Watch/Participate in ESports by F2P Segment [NA][PC][2014] MOBA TCG Shooter RPG (MMO) Source: EEDAR PC F2P Report

100 Millions ESPORTS TOURNAMENTS $40 $35 $30 $25 $20 $15 $10 $5 $0 esports Prize Pool And Tournaments [Worldwide] Prize Pool Tournament Count 1,600 1,400 1,200 1, Source: EEDAR PC F2P Report

101 THANKS FOR COMING Awesome Video Game Data Geoffrey Zatkin Founder

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