Market study Dutch gaming industry The right direction Online business innovation April 2011 Agenda Introduction Executive Summary Consumer Spending Value Chain Developments Dutch Game Industry Opportunities Appendix 2 Dutch games industry Market study 3 Preface Executive Summary This report was prepared as a market study of the Dutch video games industry. It examines global trends in the video game industry and opportunities for local Dutch game companies. eloitte’s study of the market is based on: D • Our experience within the games sector • Interviews with key players in the Dutch Market • Publically available information This document describes our preliminary findings and Deloitte’s view as of this date. Therefore Deloitte’s judgment should be regarded as indicative, preliminary and for illustrative purposes only. In preparing this presentation, we have relied upon and assumed, without independent verification, the accuracy and completeness of all information available from public sources or which was provided to us or which was otherwise reviewed by us. Deloitte does not accept any duty, responsibility or liability with respect to the subject matter or contents of this presentation. 4 Summary The Dutch Games Industry is well positioned to benefit from global trends towards online and mobile gaming Observations • The global games industry is expected to grow from to casual, mobile and social gaming in the short term and will get a boost from the next generation of consoles, expected in 2013 • The Dutch games industry is structurally similar to the global industry and will also see a lot of its growth come from new areas like social, mobile and console gaming • In terms of consumer spend, the Dutch games market is estimated at €626m for 2010 and is expected to reach €805m by 2013, with social, mobile and portal gaming making up €189m • Mobile devices, increasing network connectivity and social gaming are creating new players in the games industry with new revenue streams and a different business model • The growth of new segments like casual, mobile and social gaming augurs well for the Dutch game developers - There are around 160 mostly small Dutch companies active in the games industry (developers, publishers and distributors) employing around 2500 FTEs - Dutch companies generate €125-150m in revenues and most of these companies have benefitted from digital distribution, increasing smartphone penetration and education programs in game development -There is a second tier group of suppliers to the industry which is estimated at over 100 companies • Access to Venture Capital (VC) firms is one of the key challenges facing the industry, and in order to succeed, Dutch game developers need to work on improving their business models and increase their level of collaboration to create scale advantages • At the same time, developers should make the most of national advantages like a highly educated workforce, strong infrastructure and supportive government initiatives Dutch games industry Market study 5 Consumer Spending The history of the games industry goes back to the 1950’s but has seen dramatic changes in the past decade Selection of events 1950’s F irst releases of electronic games on computers, such as NIMROD (1951), OXO (1952) and ‘Tennis for Two’ (1958) The global games market is estimated at € 50bn in 2010 and projected to grow at over 8% over the next 4 years Global games market size Global games market size 60 €b Software 44 45 1971 1972 1976 Computer space (the first arcade game) is released Atari releases Pong as an arcade game The first home console, Magnavox Odyssee, is launched CAGR % 8,3% 30 15 48 10 52 11 Mobile Games 13% 15 PC Games 9% Console Games 3% 38 6 40 10 11 13 22 21 22 24 26 2010 2011 2012 2013 2014 7 9 14 Second generation console era starts with Video Entertainment System/Channel F by Fairchild 0 1983 Third generation console era (8-bit) starts with Nintento Entertainment System (NES) 1988 Fourth generation console (16-bit) with SNES, Sega Mega Drive 1994 Fifth generation console (32/64-bit) with Playstation, Nintendo 64 2000 Sixth generation console (128-bit) with Playstation 2, X-box, Gamecube 60 €b + Hardware 45 Comments • The revenue is split between software and hardware (home and handheld consoles) • In the short run, the video game industry is expected to remain stable between 2010 and 2011 due to hardware segments that are entering a transition phase to a new generation of machines and growth in software • Console gaming software will see its share of the total games software market reduce as PC games and mobile games grow at a faster rate - PC gaming is likely to expand due to online gaming and the greater penetration of broadband networks in emerging markets -Mobile Gaming is likely to grow due to the proliferation of smartphones at 13% per annum to reach €11bn annually in 2014 • However, by 2013 the next generation of hardware consoles is expected to enter the market which will spur growth 30 2004 World of Warcraft MMO is launched 8,3% 15 6 2005 Seventh generation console with Wii, Playstation 3, Xbox 360 2006 Apple App store opens, significantly changing mobile gaming 2008 Zynga releases Farmville on Facebook 2010 Angry birds becomes the most downloaded game on mobile 0 12 10 10 14 2010 2011 2012 2013 17 Console Hardware 8% 2014 Source: IDATE; Deloitte Analysis Dutch games industry Market study 7 There is an increasing trend towards digital distribution, with the share of digital revenues expected to increase from 38% to 65% by 2014 The Dutch games market is structurally similar to its developed market peers and largely driven by console gaming Global games software market Global games market size 100% €b 38 40 44 7% 7% 6% 80% 48 4% 37% 52 4% 32% 41% 54% Console Software (Physical) 47% 100% €b 18,6 4,9 6% 6% 6% 80% 15% 7% 10% 10% 21% 21% Mobile Games 20% 40% 16% 26% 25% 19% 22% 6% 8% 2010 2011 2012 Physical distribution Digital distribution 7% 5% 11% 14% 7% 7% 22% 19% 24% 0,4 Social Mobile 17% Portals 7% MMO’s 13% PC Games 5% Consoles 33% PC Games (Online) 20% 25% 4% 4,0 40% 18% 20% 4,3 11% 60% 60% 0% PC Games (Offline) Comments • Advancements in internet speeds, high end mobile devices and next generation consoles are increasing the push towards digital distrobution • Casual gaming (portal), social gaming and mobile gaming will be the primary drivers of digital revenue • By 2014, nearly one third of console games sales will be digitally distributed 13% 17% 2013 2014 Console Software (Digital) 0% 43% US 49% 46% UK FR 34% DE Comments • Console Gaming is the largest segment in most markets - However, in some markets like Germany, PC Gaming is nearly as large as console gaming -Mobile gaming and portal gaming still are relatively small in terms of value market share • Traditional gaming still make up the overwhelming majority of revenues in the Netherlands - While the Dutch games market has a large number of players per platform, the ratio of people paying as percentage of players is below countries like the US and UK - The relatively small share of social gaming is mainly because the leading Dutch social network Hyves started late on games NL Source: Newzoo, NVPI, expert interviews, Deloitte analysis Source: IDATE, Deloitte analysis 8 Dutch games industry Market study 9 Including console hardware, the Dutch video games market is estimated at €626m in terms of consumer spend for 2010 The Dutch games market is structurally similar to its developed market peers and largely driven by console gaming Dutch Video Games Market in 2010 Console Hardware sales in NL 800 700 €m €m 400 160 Online/Mobile2 285 Boxed Software1&2 181 Hardware1 33 600 22 500 16 13 Million Units 1,5 1,5 626 300 1,1 1,0 76 38 +4% 400 445 Software 0,6 200 100 0 200 247 300 0,6 313 181 181 Console Software PC Games PC Games (online) Portal Gaming MMO Mobile Devices Social Gaming Total 0,5 228 212 100 Console Hardware 1,0 0,9 181 Hardware 89 0 2005 113 2006 XBOX 360 Source: NVPI(1), Newzoo,(2) Deloitte Analysis • C onsole hardware sales are expected to decline in line with global trends in 2011 and 2012 • Console makers hope to limit decline by introducing add-on features such as motion control, camera peripherals and 3D • Growth in 2013 due to expected next generation of consoles • Increase in console sales between 2006-08 was driven by the launch of new consoles 2007 Wii 2008 2009 2010 202 147 144 2011F 2012F PS3 2013F 0,0 Unit Sales (in Millions) Revenues Launch Year Source: NVPI, Deloitte Analysis Console game software revenues are also expected to decline marginally over the next two years, but return to growth in 2013 Console Hardware sales in NL 400 • C onsole software sales are expected to decline slightly in 2011 and 2012 • Growth in 2013 linked to expected next generation of consoles • Historically, console software sales increased in line with the installed base of consoles €m +3% 300 200 294 274 227 100 247 240 243 2010 2011F 2012F 270 171 128 0 2005 2006 2007 2008 2009 2013F Source: NVPI, Deloitte Analysis 10 Dutch games industry Market study 11 At the same time, revenues for mobile, social and casual gaming is projected to take off as companies monetize their wider demographic base The Dutch games market is expected to reach €805m by 2013 with social, mobile and portal gaming bring in a quarter of the revenues in 2013 Number of Players and Payers in NL Dutch Games Industry Forecast Casual, social and mobile gaming revenues in NL €m 200 Social Gamers 4,6 0 CAGR 2010-2012 5,7 6 3 €m 100 2010 2011 50 Mobile Gamers 5,9 6 4,9 10 55 0 3,5 3 72 2012 2009 7 104 13 15 76 127 18 24 +3% 25 90 106 Mobile Gaming (39%) 626 600 2011F 2009 Social Gamers 6 2010 2011 2012 6,0 6,3 6,3 4,8 3 0 2009 Payers Source: NewZoo 12 2010 2011 2012 247 668 13 16 621 39 18 19 90 68 48 106 24 25 805 58 Social Gaming Mobile Devices MMO +36% +25% +21% 125 Portal Gaming +18% 86 PC Games +13% 270 Console Software +3% 202 Console Hardware +4% 78 240 243 181 147 144 2009 2010F 2011F 2012F 1,3 0 33 76 60 Casual / Portal Gaming (18%) 300 2010 33 31 Social Gaming (36%) 19 CAGR 2010-2013 +20% 155 2,4 2009 €b +22% 150 3,5 900 • T he number of paying social gamers is expected to increase from 10% in 2009 to 13% by 2012 • 24% of mobile gamers are estimated to pay in 2012, up from 12% in 2009 • For casual gamers, the paying population is expected to rise from 13% to 30% in the same period 0 2012F Source: Newzoo, NVPI, Deloitte analysis • G rowth in the games industry in 2011 and 2012 will come from new areas like mobile, portal and social gaming • Growth in console gaming is expected to return by 2013 with the next generation of consoles, and console gaming will drive €85m out of the €135m growth between 2012 and 2013 • However, if there is a delay in the launch of next generation consoles, the market may only reach €733m with 5% CAGR, driven by casual, mobile and social gaming Dutch games industry Market study 13 Value Chain Developments Most traditional global games companies have struggled in recent years due to lengthening product development time and increasing development costs As penetration of tablets and smartphones increases, mobile internet is becoming an important distribution platform for games Global performance of major games companies Global unit shipments • H igher development costs and lengthening development times for high-end games have made game development riskier • The increased dependence on blockbusters has reduced profits across the industry as a whole Margins 2010 in % 60 Average Time Spent on Smartphone functions Million Units Minutes/day 84 10 Mail Web/web apps 27 Telephony 40 Games, maps, social, others 7 207 Smartphones 656 20 40 Tablets 154 Nintendo 150 20 Sega Sammy Holdings Notebooks Activision Blizzard Microsoft* 2010 247 146 0 2010 2013 Desktops THQ Sony** 159 Ubisoft 0 EA 100 200 300 400 500 600 700 -20 -40 -10 -5 0 5 10 15 20 Revenue Growth CAGR (2006-10) in % 25 30 35 Global Mobile Internet Traffic used for Gaming 200 Petabyte/month 173 Publisher Hardware + Publishing 150 +96% * Microsoft revenues refer to Entertainment and Devices Division ** Sony figures are for Games division from 2009 111 100 Source: OneSource; annual reports; Deloitte analysis 62 +154% 50 27 Source: NewZoo 0 5 2009 12 2010 2011F 2012F 2013F 2014F Source: Gartner, Deloitte estimates, Cisco, AppsFire 1/11, KPCB, Deloitte analysis 14 Dutch games industry Market study 15 These new challengers have deep pockets and huge fan bases... Zynga Leading social network game developer Facebook The worlds largest social network • $850m est. in revenues in 2010, $400m profit • $10b est. market capitalization • 237m monthly users, 14.2m join each month, over ten percent of the global Internet population plays Zynga games • In 2010, Zynga hired 800 people and acquired 10 games studios • $2bn est. in 2010 revenues, $400m in profit • $85b est. market capitalization • 650m active users • Facebook revenues from games companies was $400m (est.) in 2010 • Games companies share their revenues with Facebook in addition to spending on Facebook ads 2 2 Revenues ($b) 2006 2007 2008 2009 • $65b revenues in 2010 and $18.5b in profit before tax • $314b in market capitalization • Iphone hits Angry Birds and Doodle Jump have seen more than 50 million copies downloaded • Hardware improvements are increasing the utility of such devices for games 2,0 Revenues ($b) 1 90 0,8 0,3 0 Apple World’s leading technology company by market cap Revenues ($b) 65 60 0,9 1 ...and have lower development costs than traditional players. Their revenue model is based on micro transactions (e.g. virtual goods) and advertising 0 2010 0,2 0,1 2006 2007 30 03 2008 43 37 25 19 2009 0 2010 2006 2007 2008 2009 2010 This new distribution platform is changing the business model of the games industry creating new players and challengers for traditional companies Traditional Model Emergent Model Illustrative Comments • Mobile and online games companies have a very different business model compared to traditional games companies • Development costs for mobile / social games are low compared to traditional games, iPhone app games cost between $20,000 - $100,000 compared to hundreds of millions for popular blockbuster titles • Instead of a high initial purchase cost, these games are typically free or have a very low purchase price - Developers make money from micro transactions (e.g. sales of virtual goods), which is shared 70-30 between the developer and the platform owner - Mobile advertising revenues is an additional source, which is again shared in a pre-defined manner (ratio depends on volume) • However, for this business model to succeed, large numbers of users are required. The role of good distribution and marketing is therefore still crucial for a game to succeed, as there are numerous options for consumers to choose from (e.g. the Apple Appstore has over 350.000 apps to choose from, the PlayStation network over 100.000) US virtual goods market 3.000 $m +31% 2.000 2.000 1.600 1.000 0 2010 2011E Mobile Game Ad spend Worldwide 200 $m +59% 100 138 87 0 2010 2011E Source: Juniper Research as cited in a press release on Jan 5, 2011; KPCB citing report Inside Virtual Goods; Press release Sony; Deloitte Console Manufacturer Nintendo Microsoft Console Manufacturer analysis Rovio Developer Developer Zynga Publisher Distributor Retailer Activision Blizzard Arvato EA Technicolor Bart Smit Free Record Shop Consumer Publisher Publisher New Distributor Platform Traditional Distributor Chilingo Facebook Apple Retailer Consumer • N ew distribution channels have created new gaming categories like mobile, casual and social gaming • This has created opportunities for the developer to publish their games directly, although most prefer to use specialized online publishers Source: Expert interviews; Deloitte analysis 16 Dutch games industry Market study 17 Due to its innovative revenue model and low operating costs, social game developer Zynga has one of the largest market capitalizations in the industry Revenues Highmarketcap.ofZyngaisduetoitslargebaseof users who can be easily targeted for new games and lowdevelopmentcostswhichleadtohighmargins $b 12 10,9 9 7,3 5,8 6 3,4 2,9 3 0 Nintendo 220 Sony Microsoft Activision Blizzard Sega Sammy Holdings 2,6 EA 0,9 0,9 0,6 Ubisoft Zynga THQ Similarly, mobile game developer Rovio, the maker of Angry Birds has a valuation of $200million Case Study: Angry Birds by Rovio • AngryBirdsisapuzzlevideogamedevelopedby Finland-basedRovioMobile • Roviostartedin2003andAngryBirdswasthe company’s52ndgame • AngryBirdswasinitiallydesignedforAppleOS,it wasfollowedbyanAndroidversion,aPCandgame consoleversion.AFacebookversionisexpectedin May2011 • Over75millionpaidandad-supportedversionshave beendownloaded,sixtythousandAngryBirdssoft toyshavebeensold* • InitialcosttodevelopAngryBirdsisestimatedat around€100,000 • A ngryBirdsMakerRovio’svaluationisestimatedat $200millionafteraninvestmentof$42million • Roviorevenuesroseto€5minthelast6months from€1.6mforthepreviousfullyear,duetothe successofAngryBirds • Thevaluationwasbasedontheupsidepotential from the franchise as well as the potential to crosssell new games 6 215,4 4 3,0 2 32 0 -2 20 13,2 10 4,7 Nintendo 1,6 0,9 30 * 5,0 $b 38,1 0 Revenue Profit before tax Sony Microsoft Activision Blizzard Sega Sammy Holdings FY09 -0,1 FY10 FY11(H1) 10,0 6,6 * 1,0 EA 0,1 Ubisoft 0,3 Zynga FiguresuptoMarch2011 FinancialyearsinFinlandrunfromJulytoJune Source:OneSource,newsreports,Businessinsider,Deloitteanalysis THQ Market cap refers to whole company ** SonyrevenuefiguresareforGamesdivisionfrom2009 Source:Newsreports,Bloomberg,onMarch30,Deloitteanalysis 18 Dutch games industry Market study 19 Major games companies have been acquiring mobile and social gaming companies to strengthen their position in these new markets These changes in the global games ecosystem create opportunities for the Dutch games industry Selected acquisitions of mobile/social gaming companies AcquirerTarget Date Rationale Price EA Playfish Nov 2009 • Playfish is a successful social gaming developer of social games for Facebook • This acquisition was to give EA a footing in social gaming $400m Walt Disney July 2010 • Tapulous makes music-based games • Buying Tapulous gets Disney onto the mobile gaming platform and gives it a strong presence in music-related games Dena Gameview Sep 2010 n/a • G ameview is a mobile social game developer and has made social games such as Tap Fish • DeNa, the Japanese social gaming giant hopes to use its acquisition to enter the US market • N GMOCO is a leading mobile gaming publisher founded by a former EA games executive • DeNa, the Japanese social gaming giant hopes to use its acquisition to enter the US market $400m • C hillingo publishes mobile games developed by independent game developers and was the publisher of hit games like Angry Birds and Cut the Rope $29m Dena ngmoco Oct 2010 EA Chilingo Oct 2010 n/a Key Trends Developments Changing market • C onsole gaming is stalling and traditional companies are facing a challenging market • Mobile devices, ubiquitous network connectivity, and social gaming are creating new avenues for growth New devices, new games • S martphones and tablets do not have the hardware to support conventional high-end games • Mobile and social games have a more direct route to market compared with traditional games creating opportunities for new players New business models • S uccessful social and mobile game developers have managed to raise significant capital from venture capital firms • Good distribution and marketing remains key to ensure capturing a large user base Opportunities for the Dutch Game companies • T raditional game developers are seeking a footprint in the fast growing social and mobile gaming market through partnerships and acquisitions • Small game developers are well suited to produce relatively lighter games for smartphones and tablets • Small game developers can: - Develop and self publish games bypassing the traditional publisher, if they have a large user base - Develop games and use a new online-publisher to go to market - Develop mobile and social mini-games for traditional publishers • Successful game companies with a sound business model can hope to raise finance more easily than before • New publishers can have a low cost base with lower risks as the small games require lower investments Source: Expert interviews; Deloitte analysis Source: News reports, TechCrunch, Deloitte analysis 20 Dutch games industry Market study 21 Dutch Game Industry Opportunities The Dutch games industry is defined as developers, publishers, distributors & retail Global performance of major games companies • • Related services Educational Services Advertising Warehousing Legal services Security services Dutch Game industry: • Developers • (Hardware) Publishers • Distributors & Retail Hardware suppliers Online payments Trade associations Outsourcing Market research Hosting Software suppliers The core of the Dutch games industry consists of: - Developers, - (Hardware) Publishers, - Distributors & Retail Besides the companies directly active in the NL games industry, a significant number of players are active in a wide range of services related to the industry, ranging from Legal services to software suppliers, working from over 100 companies, employing several hundreds of FTE(est.) • Furthermore, a split will be made between foreign owned and NL owned companies; Both employ NL personnel in the Dutch games industry and generate economic activity, but the benefits of the foreign companies will flow abroad and not directly benefit the NL games industry The NL Game Industry has been growing significantly since 2000, driven by educational programs in game development and digital distribution Selection of events < 1995 S mall number (<10) of serious developers active for PC and console game development, a.o. for serious games (e-learning) 2000 The HKU in Utrecht starts with the first Master study for game design and development 2000 L ost Boys games starts, which will eventually rename to Guerrilla Games and release the Killzone franchise. The company is bought by the Sony corporation in 2005 2000/ 2001 Zylom and Spilgames start as game portals and become leading global websites in casual gaming 2003/ 2008 Strong increase in digital distribution with the opening of Xbox Live (2003), PSN (2006) and Apple App store (2008) 2006 100 companies active in the NL game industry 2011 160 companies active in the NL game industry Marketing Audio Design NL Game companies by year of start of Operations(Currently active developers and publishers) PR/Press/Media <1995 Source: Expert interviews; Deloitte analysis 1991-1995 NL companies Foreign companies with NL operations 23 3 1996-2000 6 12 16 2001-2005 46 50 After 2005 71 0 10 20 30 76 40 50 60 70 80 Source: Expert interviews; Chamber of Commerce; company.info; Gamesindustry.nl; Newzoo; Deloitte analysis 22 Dutch games industry Market study 23 160 Companies are active in the Dutch Games industry, employing 2500 FTE Games companies in the Netherlands are spread across the country which reduces opportunities to cooperate Developers Overview Locations NL Games industry (Developers and Publishers) Foreign owned # of Companies: <5 # of FTE: ~200 Turnover: 30-40m € NL owned # of Companies: 117 # of FTE: 1200 Turnover: 80-100m € Amsterdam/N-Holland 39 Utrecht 29 The Hague area DigitalPhysical # of Companies: 13 # of Companies: 3 # of FTE: 220 # of FTE: 30-40 Turnover: 35-45m € Turnover: ~ 3m € 32 15 Eindhoven/N-Brabant Publishers DigitalPhysical (incl Hardware) # of Companies: 5 # of Companies: 11 # of FTE: 100 # of FTE: 150 Turnover: 30-40m € Turnover: 425-450m € 51 11 Rotterdam area 13 Eastern NL (Gld, Ov.ijssel) 12 Northern NL (Fr, Gr, Dr) 13 13 9 Limburg NL owned Foreign owned 5 0 10 20 30 40 50 60 Comments • Games companies are spread across several cities across the Netherlands -The majority of Dutch Game companies can be found in Amsterdam or Utrecht - Also, a number of game companies can be found in the near vicinity of game related education centers in Utrecht, Eindhoven, Breda and Leeuwarden -Game companies with foreign ownership are mostly located around Schiphol • Physical spread of the game companies limits the ability to cooperate and benefit from scale advantages (e.g. through knowledge exchange); an exception is the ‘Dutch Game Garden’, a building in Utrecht which houses several game companies in the city center Source: Expert interviews; Desk research; Deloitte analysis Distributors/ DigitalPhysical retail # of Companies: None # of Companies: with local presence None with local presence 24 DigitalPhysical # of Companies: <5 # of Companies: ~11 # of FTE: <50 # of FTE: 500-600 Turnover: <10 m € Turnover: ~450 m € Dutch games industry Market study 25 Most games companies in the Netherlands are relatively small game development companies which restricts their potential scale advantages Type of main activity NL Game companies(# of companies) Distributor & Retail 8% Publisher 18% 74% Developer Company size NL Game Developers (FTE) 80 60 Observations • The Dutch Game industry is largely development oriented with only a limited number of (online) publishing companies exists. • The majority of game development companies have fewer than 5 employees and the average size of the development companies is thereby limited to 10 FTE per company • The limited size of development companies has an impact on the business model that they can apply and the scale advantages that can be reached: - Many game developers strive to create a good game, but have no strategy to sell the product and optimize margins - Scale advantages are limited, as developers create their own tools and miss volume to utilize outsourcing opportunities - Limited scale also negatively impacts the ability to negotiate with large publishers The Netherlands is a net importer of games products Game revenue 2010 €m 700 626 600 500 400 300 200 125-150 100 0 Total game spend by NL consumers Observations • The Netherlands is a net importer of games products; the revenue sold here is much higher than the total production of NL game companies - € 626m was spend by NL consumers on games - €125-150m was generated by NL owned developers and publishers • The production of NL game companies is driven by a number of key players that generate significant turnover, but no major publishing houses or platform owners originate from the Netherlands • The Netherlands is strong in a number of online portals (e.g. Spilgames and Gamepoint; their competitor Zylom has been acquired by Real games and is therefore considered a foreign owned company) • A large number of companies generate limited turnover (< 1 million €) Revenue NL owned developers and publishers 62 Source: Deloitte analysis 40 22 21 20 0 12 1-5 6-10 11-20 >20 Note *: Total revenue generated is higher than market size as this also inlcudes sales within the value chain (e.g. from developers to publishers) Source: Expert interviews; Annual Reports, Chamber of Commerce; company.info; Deloitte analysis 26 Dutch games industry Market study 27 There are several governmental initiatives which have helped foster a positive environment for start-up games companies in the Netherlands Distance from VC firms is a key challenge, but strengths like infrastructure, workforce, policy make the industry well placed for growth Key Challenges Major Strengths Tax incentives Attractive Tax Regime • Relatively low statutory corporate income tax rate of 25% (20% for first 200,000 Euro) • Possibility of obtaining advance tax rulings from the Dutch tax authorities • Wide tax treaty network reducing withholding taxes on dividends, interests and royalties • Favorable participation exemption regime, profits generated by (qualifying) participations in companies have been tax-exempt for entities based in the Netherlands • 30% arrangement, the extra costs of a temporary stay of an employee outside the country of origin (extraterritorial costs) can be compensated free of tax by the employer R&D Incentives • Tax incentive for R&D activities (WBSO), consists of a reduction in wage tax and social security contributions paid for these R&D employees • Innovation box resulting in an effective corporate tax rate of 5% Government subsidies and investments Investments in Education • The Dutch government has funded courses in many colleges on designing games. In fact, there are 10 colleges with an estimated 45 course related to video game development Subsidies and direct investments • The European Union, national, provincial and local government are putting €4m into stimulating the development of games industries in Utrecht • Other city governments have schemes that support start up companies; for example by helping them find office space at reasonable costs 28 Locational disadvantage • Limited number of tech VCs firms in Europe • Distance from the HQs of major games companies Strong Infrastructure • High broadband penetration • Increasing smartphone penetration • Well connected with rest of Europe Business model • Most games companies are small and show limited cooperation • Several NL Games companies have a weak business model Educated and skilled workforce • Availability of a skilled workforce with an estimated 45 courses linked to video games Production Costs • High wage rates in NL create a disadvantage compared to low wage countries Limited National Focus • Too many cities have independent initiatives to support the sector and there is no clear national policy Dutch local game companies Testing Ground • Audience interested in trying new games • Large English speaking population; hit games can easily move internationally Supportive Government • Government willing to invest in innovation • Cooperative tax regulation for foreign companies, tax support for small start-ups Dutch games industry Market study 29 Appendix In order to succeed, Dutch game companies need to improve their business models and increase their level of collaboration to create scale advantages Six steps towards increased growth for Dutch Game companies 1.Be innovative To be successful, developers must continue to develop new, exciting and innovative concepts 2.Create a sound business model Companies which balance creative output with a sound business model succeed in attracting VC funding 3.Collaborate to create scale Small local players can work together while negotiating with global publishers. They can also cooperate to benefit from scale advantages on finance, costs, tooling and knowledge exchange Contacts Definitions Deloitte: Daan Witteveen Deloitte Online Business Innovation DWitteveen@deloitte.nl +31.6.5585 3436| +31.88.288 0236 Console Hardware: Includes console and peripheral sales 4.Leverage country advantages High broadband penetration, increased smartphone usage and a games community that is willing to experiment make the Netherlands a great testing ground for new concepts. Dutch Games Association: Jurrie Hobers Dutch Games Association jurrie.hobers@dutchgamesassociation.nl +31.6.2454 1558 5.Work your strengths The highly skilled but high cost workforce should concentrate on high value work. Outsourcing low value work to low wage countries should be considered whenever manageable On Deloitte: Deloitte member firms offer clients a broad range of audit, consulting, financial advisory, risk management and tax services. Our client service teams help create powerful business solutions for organizations operating anywhere in the world. This integrated approach combines insight and innovation from multiple disciplines with business knowledge and industry expertise to help our clients exceed their expectations. 6.Create national focus Despite being a small country, multiple Dutch cities claim to be hubs for game development. It would be better to focus resources to create few centers Deloitte’s Online Business Innovation group has deep expertise in the impact of digital channels on a company’s business model and value chain. We use measurable and innovative strategies to grow businesses through digital channels. Console Software: Excludes pre-owned and rental markets. Includes an estimation of downloadable content (DLC) revenues as well as portable console devices such as PSP, NDS(i). PC Gaming: Includes Boxed as well as Downloaded games but does not include paid MMO client downloads or paid premium downloads from casual game portals. These revenues are attributed to the individual categories. Excludes pre-owned and rental markets but considers downloaded PC games. Casual game portals: Online casual gaming destinations such as Pogo, Miniclip, Zylom, Gameduell, King.com. Mobile devices: All mobile phones plus devices like the iPod Touch & iPad MMOs: Massively Multiplayer Online games played on PC or Mac, browser or client-based. Includes virtual worlds. Social networks: Games played within social networks such as Hyves, Facebook, MySpace, Hi5, VZ Networks, Orkut. 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