Why China, Brazil, and Poland Matter
The online casual games market is growing rapidly, as anyone involved with the industry will attest.
Opportunities for advertising and cross-promotion with correlated media products are emerging as the bulk of the communications industry is consolidated on the Internet. There is such a high volume of entertainment choices on the Internet that, for a casual games portal, it takes a lot of careful planning and execution to stand out from the crowd.
In 2008, our company, Spil Games, enjoyed a 269% increase in total unique visitors in the US and 76% overall, according to comScore. These increases would not have occurred had we not entered emerging Internet markets strategically, and aggressively.
Forging new territories
While the Internet markets in the US, UK, Germany, and France continue to rank among the highest worldwide for Internet usage and broadband penetration, we here at Spil Games are already looking to get in on the ground floor of markets that are currently in their infancy but have the potential for incredible growth.
Emerging market countries like China, Brazil, and Poland, with large, expanding populations, are slowly accelerating the development of their broadband Internet infrastructure. As Internet-access technology becomes more readily available, so too will the opportunities for online media production, particularly highly-accessible, browser-based casual games.
Why target emerging countries
Since our primary objective at Spil Games is developing and operating successful online casual game portals in multiple regions around the globe, part of our growth strategy is to enter markets where Internet-adoption rates are accelerating faster than normal.
Identifying parts of the world where Internet usage is projected to grow, and factoring in other variables such as local government regulations, PC install bases, etc., help us identify the markets we estimate to be most receptive to our content.
While we obviously target established countries with a large and active user base of online gamers, the reason we also target emerging countries is that users in rapidly-accelerating Internet markets represent our ideal customer: they demand a low barrier of entry, they spend less time online per day than users in regions with ubiquitous Internet use, and they’re more likely to visit familiar sites repeatedly.
For the highly-competitive space of online casual game portals and online community destination sites, it's vital to get in on the ground floor of emerging Internet markets in order to establish and build a significant user base.
In addition, by getting an early start on researching and understanding these territories, we are able to construct a strategy that is flexible enough to adjust to unexpected changes in the region that might affect the acceleration of Internet use.
Taking into clear consideration the potential limitations of emerging markets helps prevent us from over-extending our reach, thus leaving ample resources for us to use to develop new content for our new customers.
Targets for 2009
From our research, we've identified China, Brazil, and Poland as the most promising territories for expansion of the online casual games industry in 2009.
China
Considering the speed at which China’s technology industry is growing, it should be no surprise that we would identify this country as an emerging market for the casual games industry. With over 298 million Internet users, it has by far the largest Internet population in the world.
According to eMarketer, 81.4 million households in China currently have broadband access (21.4% of the population), and this is expected to grow at a rate of 37.1% percent to 148 million households by 2012. This increasing level of broadband penetration leads to greater access to and interactivity with rich media including streaming video and browser-based games.
In addition to broadband access growth, consumer spending on e-commerce is expected to increase by about 50% per year through 2011. For online advertisers (our primary source of revenue) and companies monetizing games through digital downloads or through the sale of virtual goods, this shows substantial potential for online sales revenue.
Brazil
In 2008, for the first time ever, Brazil was included in the top ten broadband countries in the world. By adding over 600,000 new broadband lines, Brazil leap-frogged Spain and is now within striking distance of Canada, which it is expected to surpass in 2009.
eMarketer currently shows Brazil with 38.8 million Internet users, for a penetration rate of 20.2%. In 2012, these numbers are expected to rise to 56.7 million and 28.5%, respectively.
Poland
Currently, Poland is growing almost three times faster than Japan in installation rates for new broadband subscriptions. For this reason, Poland is the third country on our list. With a total Internet population of 16 million, Poland's accelerating Internet usage is expected to increase by 20% over the next three years. By 2012, eMarketer expects Poland’s Internet population to swell to 20.7 million users.
Although Poland lags well behind the European average, eMarketer reports that Poland will have more than half of its population online within the next five years. So it is easy to see why Poland’s potential excites us and potential marketers.
Entering the market
So how do you enter an emerging market like China or Brazil? Focus on localizing for a specific demographic. If you're targeting teens playing online games in China, the game content, language and context, and website’s user interface must all match that specific segment. Simply translating a website or game from English into Mandarin is not enough to capture an audience and provide them with the content they're going to want to play.
To better understand the needs of a specific demographic, and, in particular, one that is based outside of your area of expertise, I recommend conducting research into existing media products, popular aesthetics, and unique cultural considerations.
Success in an emerging market will be a function of how well you can equate a wide variety of variables, like demographics of segments of Internet users, government regulation of technology consumption, and even the special role personal computers play in the home culture – it does vary from region to region.
Conclusion
Times may be hard right now as the global economic downturn prohibits many companies from expanding aggressively, but the opportunities are there and they are plentiful. As you project where your business is headed in 2009, I hope you find the story of Spil’s success encouraging.
Surely there is a lot of room for the Internet to expand within nearly all developed countries that are increasing their subscriptions of broadband Internet access. Mexico, Russia, and Indonesia are on the horizon with many more following suit. For 2009, we will remain focused on the aforementioned three countries, and what 2010 will bring remains to be seen.
Peter Driessen is the CEO and Co-founder of Spil Games, a global network of over 50 online casual game portals based in the Netherlands with 100 million monthly visitors and a catalog of over 4,000 games.
I believe that recession has little or no effect on the gaming industry in general.
The public living in suffering economies would not reduce their gaming spending since it is a usually a marginal share of their daily expenditure.
How are those growth statistics impacted by the recession? We know Poland is currently in trouble. China's communist government has admitted that their economy will slow this year. (If it was going to shrink, would they even say?) All this leads to your strategy of focusing on developing markets shooting you in a foot when their plans collapse from lack of funding.
Brian
www.brianwoods.com