{"id":16904,"date":"2018-10-16T19:11:21","date_gmt":"2018-10-16T19:11:21","guid":{"rendered":"http:\/\/www.dfcint.com\/dossier\/?p=16904"},"modified":"2018-10-16T19:20:30","modified_gmt":"2018-10-16T19:20:30","slug":"electronic-arts-and-activision-blizzard-focus-on-games-as-a-service","status":"publish","type":"post","link":"https:\/\/www.dfcint.com\/dossier\/electronic-arts-and-activision-blizzard-focus-on-games-as-a-service\/","title":{"rendered":"Electronic Arts and Activision Blizzard Focus on Games As A Service"},"content":{"rendered":"<p>The new DFC report, <a href=\"https:\/\/www.dfcint.com\/product\/business-of-video-games\/\">The Business of Video Games<\/a>, looks at the gap between games as a service and traditional pay-to-play games.\u00a0 <a href=\"http:\/\/www.dfcint.com\/dossier\/video-game-industry-segments-games-as-a-service-versus-traditional-games\/\">As we discussed last week<\/a>, these are two very different segments of the industry.\u00a0 This week we are looking at how two traditional pay-to-play game companies, Electronic Arts and Activision Blizzard, are trying to move into games as a service.<\/p>\n<p>As we have discussed, there is a huge difference between games as a service and pay-to-play games.\u00a0 Very few products have been able to cross the divide and do both.\u00a0 This has been a problem as more users play games on mobile devices.\u00a0 AAA brands have not translated very well to mobile devices.<\/p>\n<p>One example of a AAA title doing well on mobile is the recent success of the <a href=\"http:\/\/www.dfcint.com\/dossier\/ncsoft-mobile-game\/\">mobile version of NCSoft\u2019s Lineage<\/a>.\u00a0 However, this was already a subscription MMOG that used a games as a service model.\u00a0 Most AAA pay-to-play versions earn far less on mobile devices or in any games as a service model.<\/p>\n<p>The two largest pure play video game software companies are Electronic Arts and Activision Blizzard (NASDAQ: ATVI) and Electronic Arts (NASDAQ:EA).\u00a0 For years these companies were basically day trading stocks with investors betting on how many units the latest Call of Duty or FIFA would sell.\u00a0 This has all changed as investors are now looking at the growth potential ATVI and EA could have in games as a service.<\/p>\n<p>In 2012 Electronic Arts market value was around $4 billion.\u00a0 Today it is hovering at over $30 billion ($33 billion after last week\u2019s decline).\u00a0 Activision Blizzard has seen even more impressive growth.\u00a0 In 2012 its market value was around $10 billion.\u00a0 Today it is over $60 billion.\u00a0 Almost all this growth is because investors are now recognizing long-term potential in games as a service.<\/p>\n<p>Of course, short-term investing still has an impact.\u00a0 Electronic Arts has seen a recent stock decline as Battlefield V slips and there are concerns it will underperform.\u00a0 However, these are smaller corrections.\u00a0 At DFC Intelligence we receive far fewer calls from investors around individual games (Red Dead Redemption 2 being a notable exception) and many questions asking about the growth potential for games as a service.<\/p>\n<p>When it comes to games as a service, Activision Blizzard is far ahead of Electronic Arts.\u00a0 This is entirely because they made major purchases to buy their way in.\u00a0 In 2008 they bought Blizzard in a massive transaction with Vivendi (whom they fully bought out in 2013).\u00a0 In 2015 they bought King Digital Entertainment for about $6 billion.\u00a0 Blizzard was the leader in PC games as a service, while King was the leader in mobile games as a service (outside Asia).<\/p>\n<p>Electronic Arts has not fared so well in its much smaller investments in the space.\u00a0 This included acquisitions of mobile leader Jamdat Mobile, social game provider Playfish and Popcap Games.\u00a0 Nevertheless, EA continues to focus on digital games as a service.<\/p>\n<p>In fiscal 2019, EA has announced only seven traditional packaged titles.\u00a0 Four of these are new versions of FIFA, Madden, NHL and NBA games.\u00a0 The others include Battlefield V for November and the major Anthem and Sea of Solitude titles for early 2019.\u00a0 That is it.\u00a0 A hot new platform like the Nintendo Switch no longer has a large enough installed base for EA to bother with.\u00a0 For EA it is now all about products that can operate as what the company now calls \u201clive services.\u201d<\/p>\n<p><img loading=\"lazy\" class=\"alignnone size-full wp-image-16907\" src=\"http:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/eadigitalrevenue.jpg\" alt=\"Electronic Arts Revenue\" width=\"480\" height=\"421\" srcset=\"https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/eadigitalrevenue.jpg 480w, https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/eadigitalrevenue-300x263.jpg 300w\" sizes=\"(max-width: 480px) 100vw, 480px\" \/><\/p>\n<p>Electronic Arts\u2019 digital revenue growth in fiscal 2018 was almost all through live services which grew 31%.\u00a0 Full game downloads and mobile games grew an anemic 7% and 5% respectively.\u00a0 Meanwhile, packaged game sales fell 17% and only accounted for about one-third of revenue.<\/p>\n<p>Electronic Arts now has an impressive lineup of live services that use a variety of business models.\u00a0 They include:<\/p>\n<ul>\n<li>Origin Access<\/li>\n<li>EA Access<\/li>\n<li>Pogo<\/li>\n<li>Sims 4<\/li>\n<li>Star Wars: The Old Republic<\/li>\n<li>Star Wars Battlefront<\/li>\n<li>Battlefield Premium Pass<\/li>\n<li>Madden Ultimate Team<\/li>\n<li>UFC Ultimate Team<\/li>\n<li>Hockey Ultimate Team<\/li>\n<li>FIFA Ultimate Team<\/li>\n<li>FIFA Online<\/li>\n<\/ul>\n<p>Live services generated $2 billion for Electronic Arts in fiscal 2018.\u00a0 While that sounds impressive, one must consider that all these services combined made about as much as the mobile versions of NCSoft\u2019s hit Lineage franchise (mainly in South Korea).<\/p>\n<p>From an investment standpoint that raises the issue of whether Electronic Arts\u2019 franchises are simply not well-suited for games as a service model.\u00a0 On the other hand, it shows that there is likely untapped growth potential.<\/p>\n<p>There is a reason that Activision Blizzard is now valued at almost twice Electronic Arts.\u00a0 Thanks primarily to its acquisition of Blizzard and King, ATVI is far ahead of EA in games as a service.\u00a0 With the King acquisition, digital revenue in 2016 grew 94%, with another 13% growth in 2017.\u00a0 Mobile revenue grew an impressive 24%.\u00a0 Blizzard had no major product release in 2017 but still delivered a great revenue and income stream.<\/p>\n<p><img loading=\"lazy\" class=\"alignnone size-full wp-image-16906\" src=\"http:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenutype.jpg\" alt=\"Activision Blizzard Revenue\" width=\"453\" height=\"412\" srcset=\"https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenutype.jpg 453w, https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenutype-300x273.jpg 300w\" sizes=\"(max-width: 453px) 100vw, 453px\" \/><\/p>\n<p>Like Electronic Arts, in the past few years Activision Blizzard has narrowed its packaged product lineup to a handful of franchises.\u00a0 Namely this is Call of Duty and Destiny, as well as some reboots of the Crash Bandicoot and Spyro franchises.\u00a0 Activision Blizzard revenue is now fairly well divided between console, PC and mobile platforms.\u00a0 In comparison, Electronic Arts, generated 71% of revenue in fiscal 2018 from console platforms.<\/p>\n<p><img loading=\"lazy\" class=\"alignnone size-full wp-image-16905\" src=\"http:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenuplatform.jpg\" alt=\"Activision Blizzard Revenue\" width=\"453\" height=\"412\" srcset=\"https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenuplatform.jpg 453w, https:\/\/www.dfcint.com\/dossier\/wp-content\/uploads\/2018\/10\/atvirevenuplatform-300x273.jpg 300w\" sizes=\"(max-width: 453px) 100vw, 453px\" \/><\/p>\n<p>Investors may still fight over whether the latest Call of Duty or Battlefield will over or underperform expectations.\u00a0 However, in the long-term analysis this is irrelevant to current market valuation.\u00a0 The real value is how much each of the core franchises can generate in ongoing revenue, even in the absence of major new product releases.<\/p>\n<p><a href=\"https:\/\/www.dfcint.com\/product\/business-of-video-games\/\">The Business of Video Game report<\/a> is available now from DFC Intelligence.<\/p>\n<p>We also encourage you to check out the new video game industry segmentation that DFC Intelligence did in conjunction with Venture Beat and Atlas Technology Group. <a href=\"https:\/\/venturebeat.com\/2018\/06\/07\/the-150-billion-video-game-landscape-7-segments-to-watch\/\">It is available on the Venture Beat website<\/a>.<\/p>\n<p><strong><a href=\"http:\/\/madmimi.com\/signups\/cc5100b07e39420e86dc447099c77caa\/join\">To Request A Talk With A DFC Analyst Fill Out This Form<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The new DFC report, The Business of Video Games, looks at the gap between games as a service and traditional pay-to-play games.\u00a0 As we discussed last week, these are two very different segments of the industry.\u00a0 This week we are looking at how two traditional pay-to-play game companies, Electronic Arts and Activision Blizzard, are trying [&hellip;]<\/p>\n","protected":false},"author":4,"featured_media":16908,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[49,137,148],"tags":[161,53,88,424,84,12],"_links":{"self":[{"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/posts\/16904"}],"collection":[{"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/comments?post=16904"}],"version-history":[{"count":3,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/posts\/16904\/revisions"}],"predecessor-version":[{"id":16911,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/posts\/16904\/revisions\/16911"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/media\/16908"}],"wp:attachment":[{"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/media?parent=16904"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/categories?post=16904"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.dfcint.com\/dossier\/wp-json\/wp\/v2\/tags?post=16904"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}