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Online Gaming: Getting Down to Business
Introduction to online gaming business components, architectures, and financials. 

By: Bruce Bahlmann - Contributing Author (your feedback is important to us!)

Created: March 29, 2002

Published by: CED -- May 2002

Note: This article is based on a white paper written about online gaming for broadband as well as completed research about online gaming. Both of these are available for purchase from Birds-Eye.Net.

As the electronic gaming industry has grown, it has reinvented itself many times. Through these cycles of gaming evolution each game stimulates more senses, is more realistic, and permits more people to play the game – all in an attempt to engage/attract more people for a longer period of time. Online gaming is a relatively recent wave in electronic gaming evolution. Through its creative use of the Internet, large numbers of people can join a game from all corners of the globe. Online games also employ a myriad of features that enable them to cater to larger audiences as well as exploit capabilities of its diverse players and the Internet. As a result, online gaming is becoming increasingly popular and the associated business that sustains it has seen significant growth.  

Business Components

Interestingly, with all the sophisticated hardware, numerous game titles, and improving availability of broadband, the business of online gaming is less organized and consist of the following components:

  • Subscriber – The consumer of the gaming service and the one who ultimately pays for it.

  • Advertiser – The organization who subsidizes the costs of providing the games or the game content for opportunities to advertise with the game (e.g. co-branding such as "Toyota® Adrenaline”), within the game play (e.g. a signpost along a speedway track shown during some game), or ancillary to the game (e.g. banner within the game web site or on the software box).

  • Broadband Service Provider (BSP) – The organization providing some kind of last mile connectivity to the subscriber. This organization may also perform the duties of the Network Service Provider/Reseller.

  • Network Service Provider (NSP)/Reseller – The organization that supplies various components of a service. In the case of gaming, this organization might supply caching, security, authorization, copy protection, etc. host a gaming service or resell a gaming service provided by some other organization.

  • Gaming Content Provider (GCP) – The makers of the games or content related to games that it uses to resell games along side its content. These organizations may also perform the duties of the NSP/R and/or the Gaming Platform Provider.

  • Gaming Platform Provider (GPP) – The makers of the hardware platform either distributed to subscribers by the BSP or purchased by the subscribers independently. This hardware could be a game console or a set-top box. These organizations may also perform the duties of the BSP, NSP/R, GCP.

The various overlaps among these components make for a very complex group of companies with each vying for a larger piece of the subscriber dollar. There are also independent game sites available on the Internet which the subscriber can frequent without the need to interface with any of these parties. Independent game sites may require the subscriber to obtain the games through retail purchase of the game (or by download) and then play it over the Internet via either free sites (those run by fellow gamers) or fee sites (or arcades run by businesses). The fee sites often host a number of online games and in most cases operate independently of the different providers previously defined. As these gaming sites increase in popularity they promote a completely independent business model which does not work with the BSP while challenging different providers/resellers with BSPs ties. 

Proposed Online Gaming Architectures

An online gaming architecture must incorporate the six business components previously discussed. These include the subscriber, advertiser, gaming platform provider (GPP), broadband service provider (BSP), network service provider or reseller (NSP/R), and the gaming content provider (GCP).  

Figure 1.0 Free Market Architecture of an Online Gaming Service 

Figure 1.0 shows one possible way these business components may be assembled to provide an online gaming service. This way of providing an online gaming service could be considered a free market architecture because all parties have an opportunity to capitalize on the delivery of the online gaming service to the subscriber. However, since some of these business components can perform multiple duties, other architectures exist as well.  

Figure 2.0 is an example of a GPP driven online gaming architecture. Here the GPP manages the gaming service, any and all content carried over this service, and any and all advertising permitted over this service. This service highly leverages Internet access and connectivity provided by the BSP. Beyond that single dependency, however, the GPP pretty much owns and runs a vertical business of online gaming using their proprietary game console or STB. 

Figure 2.0 GPP Driven Online Gaming Architecture 

While the architecture in Figure 2.0 is not ideal for BSPs, it is the only architecture that has been described with any clarity in terms of defining all the infrastructure components and what they are supposed to do. Figure 3.0 represents one such GPP driven architecture. 

Figure 3.0 GPP Driven Online Gaming Infrastructure Components 

In the GPP driven architecture it all begins with a proprietary hardware and software presence in the subscriber’s dwelling. Since a PC is fairly generic and unsecured, it does not have the same impact as a game console or a STB – these are the preferred customer presence devices for GPPs. Through these devices the GPPs can attach to perhaps the most prolific and most used home appliance – the television. Subscribers interact with the GPP through the STB or game console’s user interface (typically some kind of browser). The browser then communicates using some standard language (HTML/XML) through the STB or game console, onto the Internet, to the NSP/R or the GPP (they are one in the same in this case). Three different clusters of servers then handle things from there.  

The authorization and subscription servers provide permission for HDD downloading of the games or content sought, authentication for renewing subscription or other account information online, parental lock functions, and time based access (record keeping) function. The digital rights management servers keep track of what game software is going to which STB or game console. Most GPPs have placed unique identification information within each piece of game software (content) as well as each STB or game console. The digital rights management servers keep track of this identification information as a means to track usage, subscription, and billing where necessary. The information in the digital rights management server becomes especially important as gaming software or other content becomes increasingly large to the point where all of the purchased content will not fit on the subscriber’s STB or game console hard disk drive (HDD). Thus it is important to all allow them to download software they have already purchased if for some reason the most current version of the content no longer resides on the HDD within their STB or game console – e.g. was over written by another recent download. Having gaming software available via download permits the GPP and the GCP to continually provide only the latest (most up to date) software for download while decreasing the need to imprint compact discs (CDs) with the software – it also lessens the need to distribute software updates. The CD is perhaps the least secure method of software distribution – not to mention more expensive. Once more, the digital rights management software could also provide a virtual library of audio and video titles owned by the subscriber – say good bye to shelves of VCR tapes, DVDs, and CDs. In this way, all the shelf space is sparred while the GPP maintains their subscribers video or music library. The application or content servers provide a carousel for certain types of content to sit in preparation for global, regional, community distribution, as well as handling individual gaming content downloads, and hosting numerous gaming servers.  

Certainly there are other ways that online gaming could be offered, but without widespread support from both GCPs and GPPs (the two key players) they may be unachievable. GPPs are in the driver’s seat of the online gaming business and are promoting their proprietary online gaming services and architecture. Some GPPs like Microsoft and Sony have gone to the extent of patenting their online gaming support and delivery technologies – Microsoft for example, recently received a patent for their digital rights management software (the first such in existence). These patented technologies could prevent free market online gaming services from evolving – at least nothing built upon any technology that immediately works or scales. GPPs can make the case that since they have spent significant time and money designing, building, and patenting these technologies that they deserve much of the profits – even though these services increasingly demand improved BSP network access and bandwidth. BSPs seeking to profit from online gaming need to look towards either hosting/reselling their own gaming service or charge their customers for access to GPP services. Unless these measures are exercised, BSPs could find themselves in a “profit free wilderness” where many things seem possible but perhaps as they approach something that works they end up paying royalties to the GPP who owns the patent rights to that technology.  

Defining the Online Gaming Market, Possible Revenues, and Costs 

The market for online gaming is quite large and continues to grow. Jupiter Media Metrix states that there were 46.7 million wired computer users at home in the United States who played a PC-based game application in October 2001, up 10 percent from 42.4 million users in January 2001. Jupiter projects that subscription revenues from online PC games will total $1.5 billion by 2006, while subscription revenues from connected console gaming will only reach $250 million in the same period. Based on these numbers, BSPs can project that about 12.9% of its broadband data subscribers represent potential online gaming candidates.  

For a second tier cable BSP system with 350,000 homes passed (all of which are data service ready) and 5% of them are broadband data subscribers that there is the potential for up to 12.9% take rate for online gaming among these broadband data subscribers (or about 2,257 possible online gaming subscribers). If each of these online gaming subscribers paid $9.95 per month for the gaming service that would represent a gross revenue of about $269,485 or about $0.76 per year per home passed. 

The costs for a BSP to build its own online gaming service may be substantial however. While equipment, etc. can be added according to need, a BSP should initially build their online gaming service to handle at least one fourth of their projected take rate or 5000 subscribers – whichever figure is higher. From there, BSPs should budget their setup costs for hardware, software, content, marketing, and networking to be around $150 per subscriber. The ongoing support costs for the call center, game content, service calls, etc. will run BSPs about 55% (30% of which is for content) of their gross revenue per subscriber per year along with additional costs (which could vary by BSP) for technicians to oversee the equipment and content people to over see the games. At the end of the day and in ideal conditions, there is the potential for BSPs to break even at about 2,239 subscribers (or a 3-5 year acquisition period). This means the smallest possible BSP system that could build their own online gaming service would need to have at least 350,000 homes passed – smaller systems would struggle to make ends meet and should consider reselling service or charging for access rather than building their own.  

Conclusions: 

Certainly online gaming represents an enormous market. By 2005, Forrester Research Inc. predicts that nearly 50 million households will take part "pervasive gaming" --defined as broadband gaming with multiple real-time players and added TV, movie, and music hooks. About 43.5 million will do so through advanced gaming consoles and 6.3 million via a digital TV set-top boxes. Hardware revenues will top $9.4 billion by 2005 with software and content revenue hitting $16.9 billion. BSPs are in a unique position to capitalize on the growing demand and success of online gaming by managing access to gaming content, providing their own gaming service, or reselling another party’s gaming service. 

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