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The Business of Computer and Video Games
DFC Intelligence, March 2004, Pages: 590
I. EXECUTIVE SUMMARY
II. THE HISTORY OF VIDEO GAMES
A. TIMELINE: THE HISTORY OF VIDEO GAMES
B. HISTORICAL TRENDS 1. Reasons For Atari's Failure and 1983 Collapse 2. Reasons For Nintendo's Success 3. Reasons For Sega Genesis Success 4. Reasons for Failure of Sega 5. Reasons for Sony’s Success 6. Reasons for Nintendo’s Struggles
C. THE HISTORY OF VIDEO GAMES: A DETAILED LOOK 1. The Pong Era 2. The Atari Era 3. The Nintendo Era 4. The 16-Bit Era 5. 32/64-Bit Era 6. 128-Bit Era
D. GAME INDUSTRY HIGHLIGHTS 2001
E. GAME INDUSTRY HIGHLIGHTS 2002
F. GAME INDUSTRY HIGHLIGHTS 2003
III. VIDEO GAME AND PC GAME HARDWARE
A. OVERVIEW
B. PERSONAL COMPUTERS AND OPEN-END ARCHITECTURE 1. Advantages of the PC as a Game Machine 2. Disadvantages of the PC as a Game Machine 3. Windows and Direct X Windows 98 Windows XP 4. Games on Apple Platforms
C. CONSOLE SYSTEM OVERVIEW.
D. CONSOLE SYSTEMS COMPARISONS
E. INDIVIDUAL CONSOLE SYSTEMS: A DETAILED LOOK
1. Cartridge Based Systems. Nintendo NES Sega Genesis Nintendo SNES Neo-Geo Atari Jaguar Genesis 32X Nintendo 64 2. CD Based Systems CD-I (Compact Disc Interactive) Sega CD 3DO Pioneer LaserActive Sega Saturn Sony PlayStation (PSX) Apple Pippin home VM Labs Nuon 3DO/Matsushita M2 Sega Dreamcast Sony PlayStation 2 Nintendo GameCube/ Matsushita GameCube Q Microsoft Xbox . PSX DVD Recorder 3. Upcoming Console Systems Sony PlayStation 3 Microsoft Xbox Next/ Xbox 2 Nintendo GameCube 2/ N5 . Infinium Labs Phantom . Discover PC Game Console/ ApeXtreme
F. MORE THAN GAMES: CAN GAME SYSTEMS BECOME MULTIPURPOSE, MULTIMEDIA “EBOX” SYSTEMS
G. CARTRIDGE-BASED SYSTEMS VERSUS CD-BASED SYSTEMS 1. Cartridge Based Console Systems. 2. CD-Based Console Systems
H. PORTABLE SYSTEM OVERVIEW
I. INDIVIDUAL PORTABLE SYSTEMS 1. Portable Systems on the Market Nintendo Game Boy Sega Game Gear Nintendo Virtual Boy Sega Nomad Tiger game.com. Neo Geo Pocket Color Nintendo Game Boy Advance Nokia N-Gage 2. Upcoming Portable Game Systems Sony PSP Nintendo DS
IV. INTERACTIVE ENTERTAINMENT SOFTWARE, GAME GENRES AND CONSUMER DEMOGRAPHICS AND PROFILES
A. OVERVIEW
B. INTERACTIVE ENTERTAINMENT SOFTWARE MARKET. 1. International Software Market Overview 2. Top Game Franchises and Best Selling Games of All Time 3. U.S. Market Best Selling Software: 1994-2003 Best Selling Console Software: 1994-2003 Best Selling PC Game Software: 1994-2003 4. Japan Top Selling Video Games: 1996-2003.
C. GAME GENRE OVERVIEW 1. Overall Interactive Entertainment Game Genres: 1997-2003 2. U.S. Console and Portable Game Genres: 1997-2003. 3. U.S. Personal Computer Game Genres: 1997-2003 4. Game SubGenres.
D. GAME GENRES: A DETAILED LOOK 1. Sports 2. Action: Character-Based Platform 3. Action: Shooting and First Person 4. Racing 5. Fighting 6. Role-Playing 7. Adventure/ Interactive Storytelling 8. Strategy/Puzzle/Family Entertainment/ Environmental Simulation 9. War Games, Military and Flight Simulation 10. Education/Edutainment 11. Adult 12. Reference/Productivity/General Interest.
E. KEY INGREDIENTS IN A SUCCESSFUL GAME 1. Quality 2. Originality and Cross Genre Titles 3. Big Name License 4. Multi-Player Games 5. Long-Term Play
F. GENRES: MAKING SENSE OF THE TRENDS.
G. CONSUMER DEMOGRAPHICS. 1. General Video Game User Demographics 2. Sony Demographics 3. Nintendo Demographics 4. Household Penetration 5. Personal Computer Household and Game Player Demographics
H. CONSUMER PROFILES 1. Hard-Core Video Game Players 2. Hard-Core Computer Gamers. 3. The Youth Market 4. Casual Video Game Players 5. Casual Computer Game Players
I. REACHING A NEW AUDIENCE 1. Adults 2. Females
V. DEVELOPMENT TO RETAIL
A. OVERVIEW
B. THE FOOD CHAIN 1. Developer 2. Publisher. 3. Developer/Publisher Straight Developer/Publishers Affiliate Labels 4. Publisher/Distributors 5. National Distributors. 6. Retailer 7. Platform Providers 8. Content Providers
C. DEVELOPMENT ISSUES 1. Testing and Customer Support 2. New Technology = Better Games But Higher Development Costs.
D. MAJOR BUSINESS CONSIDERATIONS 1. Financing Title Development Work-For-Hire: . Developer-Originated Project: Negotiating a Deal Key Considerations for Developers 2. Distribution Arrangements Developer Self-Publishing Affiliate Label Programs Co-Publishing 3. Platform Considerations . New System Trends. 4. Licensing and Acquiring Content What a Licensed Property Can Add Types of Licensed Properties 5. Employment Concerns: Salaries, Unions and Agents Unions and Guilds Agents
E. ECONOMIC MODELS 1. Unit Models Assumptions: All Models Assumptions: Cartridge Models Assumptions: PC Game Models Assumptions: CD Console Models Assumptions: Portable Models 2. Cartridge Titles: Revenue Breakdown: Major Hit . 3. Cartridge Titles: Revenue Breakdown: Major Hit . 4. Cartridge Titles: Revenue Breakdown: Modest Success 5. Cartridge Titles: Revenue Breakdown: Modest Success 6. PC Title Revenue Breakdown: Modest Budget, Modest Success 7. PC Title Revenue Breakdown: Large Budget, Best Seller 8. PC Title Revenue Breakdown: Large Budget, Modest Success. 9. Console CD Titles: Revenue Breakdown, Best Seller 10. Console CD Titles: Revenue Breakdown, Modest Success 11. Portable Titles: Revenue Breakdown, Solid Hit. 12. Portable Titles: Revenue Breakdown, Modest Success
F. THE RETAIL MARKET 1. Overview. 2. Retail Channels Toy Stores Mass Merchants. Game Specialty Stores Consumer Electronics Computer Hardware/ Office Supply Stores Music, Video and Book Stores Entertainment Superstores Online Retailers. Game Rental Business Used Game Market 3. Individual Retail Chains Amazon.com/toysrus.com Best Buy Blockbuster. Circuit City CompUSA Costco Electronics Boutique/EBGames Fry’s Electronics Game Crazy. GameStop Hastings Entertainment KB Toys Kmart Musicland Sears Staples Target Tower Records Toys R Us Trans World Entertainment Wal-Mart/Sam’s Club 4. Retail Price Points Price Points: 128-Bit Systems Price Points 32/64 Bit Systems Retail Price Points: Portable Systems Retail Price Points: PC Games 5. DFC Retail Surveys: 1995-2003 Retail Survey Pricing: 128-Bit Titles Retail Survey Pricing: PC Software Retail Survey Pricing: Portable Titles Retail Survey Pricing: 32/64 Bit Titles Retail Survey Pricing: 16-Bit Titles Retail Survey Pricing: Miscellaneous Systems 6. DFC Retail Survey: Full Results December 2003 7. Challenges at Retail 8. Alternate Distribution Channels: Electronic Commerce, Shareware, Catalogs, Direct Mail and Bundling. 9. Budget Software
G. MARKETING 1. Overview. 2. Marketing Made the Giants 3. Changing Attitudes Towards Marketing 4. Marketing Elements and Costs Total Marketing Costs Packaging Public Relations. Shows and Conferences. Advertising Costs Merchandising/Channel Marketing Co-Op/Market Development Funds (MDF) Sales Support Special Promotions Direct Mail Online Marketing Customer Support 5. Leveraging Marketing Dollars Branding Sequels and Add-Ons Repackaging and Lifecycle Pricing Preview Mechanisms: Arcades, Rentals, CD Samples, In-store Displays and Online Downloads Opinion Leaders and Game Magazines 6. Marketing Online. Advertising Online (1) Advantages of Online Advertising (2) Types of Online Advertising (3) Online Advertising Measurements (4) Leading Online Game Sites 7. Advertising and Product Placement in Interactive Entertainment
VI. TRENDS IN INTERACTIVE ENTERTAINMENT.
A. OVERVIEW
B. MAJOR TRENDS 1. Macro Trends Expanding Entertainment Choices/ Rising Personal Income/Limited Leisure Time Global Consolidation of Media Companies Mass-Market Consumers to Niche Consumers 2. Hardware Trends. 3. Software Trends 4. Distribution Trends
C. MUSIC, MOVIES, AND BOOKS: LESSONS FROM OTHER INDUSTRIES 1. The Music Industry Music Industry History Music Industry Organization 2. The Movie Industry History of the Movie Industry Movie Industry Organization 3. The Book and Publishing Industry 4. Comparing Entertainment Industries
D. CONSOLIDATION 1. Overview. 2. Reasons for Consolidation 3. The Role of Hollywood and Potential Problems Hollywood Phase One: 1976-1984 Hollywood Phase Two: 1994-2000 Hollywood Phase Three: The Present The Licensing Craze Interactive Storytelling: Does It Work?
E. NEW DISTRIBUTION CHANNELS: PROBLEMS AND OPPORTUNITIES 1. Overview. 2. Product Delivery 3. Online Distribution and Shareware (ESD) RealNetworks/RealArcade TryMedia Systems Arush Entertainment/Game Capsule 4. On Demand Distribution Yahoo and Games On Demand 5. E-Commerce 6. Electronic Distribution at Retail
LIST OF TABLES Table 1 U.S. Market for Video Games: 1978-1993 Table 2 U.S. Sales for 8-Bit Hardware: 1986-1993 Table 3 U.S. Sales for 8-Bit Software: 1986-1993 Table 4 U.S. Sales for 8-Bit and 16-Bit Hardware and Software: 1989-1995 Table 5 Nintendo and Sega Battling for Market Share: 1991-1995 Table 6 U.S. Sales for 16-Bit Hardware: 1989-1995 Table 7 U.S. Sales for 16-Bit Software: 1989-1995 Table 8 U.S. Sales for 16-bit and 32/64-Bit Hardware and Software (in millions) Table 9 U.S. Sales for 32/64-Bit Hardware: 1994-200 Table 10 U.S. Sales for 32/64-Bit Software: 1994-2002 Table 11 U.S. Sales for 128-Bit Hardware: 1999-2002 Table 12 U.S. Sales for 128-Bit Software: 1999-2002 Table 13 U.S. Sales for 32/64-Bit and 128-Bit Hardware and Software: 1994-2002 Table 14 Worldwide Hardware Sales for Console and Portable Systems: 2001-2003 Table 15 The Vicious Upgrade Cycle: Cost of PC Hardware: 1993-2003 Table 16 Sample PC Hardware Costs: 1996-2004 Table 17 U.S. Hardware Prices: 2000-2003 Table 18 Europe Hardware Prices: 2000-2003 Table 19 U.K. Hardware Prices: 2000-2003 Table 20 Japan Hardware Prices: 2000-2003 Table 21 Worldwide Total Hardware Sales: 1996-2002 Table 22 Worldwide Hardware Sales Sony versus Nintendo: 1995-2003 Table 23 Console System Comparisons Table 24 Key Features for Future Game Systems Table 25 U.S. Sales for Cartridge vs CD Game Systems: 1994-2001 Table 26 Worldwide Game Software Sales by Country/Region: 2002 Table 27 Top Worldwide Game Franchises Table 28 Top 15 U.S. Titles in Revenue of the 32/64-Bit Era Table 29 Top 10 U.S. Titles in Revenue for the 128-Bit Systems Table 30 Top U.S. Video Games by Platform: 1995-2003 Table 31 Top U.S. Video Games by Publisher: 1995-2003 Table 32 Top 100 U.S. Video Games Unit Sales 1995-2003 Table 33 Top Japan Video Games by Platform 168 Table 34 Top Japan Video Games by Publisher Table 35 Top 100 Japan Video Games Unit Sales 1985-2003 Table 36 U.S. 16-Bit SNES January 1993 Table 37 U.S. 16-Bit Genesis January 1993 Table 38 U.S. 16-Bit SNES August 1993 Table 39 U.S. 16-Bit Genesis August 1993 Table 40 U.S. 16-Bit Genesis: December 1993 Table 41 U.S. 16-Bit SNES December 1993 Table 42 U.S. 16-Bit SNES August 1994 Table 43 U.S. 16-Bit Genesis August 1994 Table 44 U.S. 16-Bit SNES December 1994 Table 45 U.S. 16-Bit Genesis December 1994 Table 46 U.S. All Console Titles December 1995 Table 47 U.S. All Console Titles September 1996 Table 48 U.S. PC and Console Titles Jan-Sept 1996 Table 49 U.S. All Console Titles Full Year 1996 Table 50 U.S. All Console Titles June 1997 Table 51 U.S. All Console Titles December 1997 Table 52 U.S. All Console Titles Full Year 1997 Table 53 U.S. All Console Titles 4th Quarter 1998 Table 54 U.S. All Console Titles Full Year 1998 Table 55 U.S. All Console Titles Full Year 1999 Table 56 U.S. All Console Titles First Half 2000 Table 57 U.S. All Console Titles Full Year 2000 Table 58 U.S. All Console Titles First Nine Months 2001 Table 59 U.S. All Console Titles Full Year 2001 Table 60 U.S. All Console Titles Full Year 2002 Table 61 U.S. All Console Titles December 2003 Table 62 U.S. All Console Titles Full Year 2003 Table 63 U.S. Top PC Game Titles: January 1993-April 1998 Table 64 U.S. Top Entertainment CD-ROM Titles for 1994 Table 65 Top U.S. PC Games: 1995 Table 66 U.S. Top PC Games: First Half 1996 Table 67 U.S. Top PC Games: First Half 1998 Table 68 U.S. Top PC Games: 1998 Table 69 U.S. PC Games Full Year 1999 Table 70 U.S. PC Games First Half 2000 Table 71 U.S. PC Games Full Year 2000 Table 72 U.S. PC Games First Nine Months 2001 Table 73 U.S. PC Games Full Year 2001 Table 74 U.S. PC Games Full Year 2002 Table 75 U.S. PC Games Full Year 2003 Table 76 Japan Top Video Games 1996 Table 77 Japan Top Video Games 1997 Table 78 Japan Top Video Games 1998 Table 79 Japan Top Video Games 1999 Table 80 Japan Top Video Games 2000 Table 81 Japan Top Video Games 2001 Table 82 Japan Top Video Games 2002 Table 83 Japan Top Video Games 2003 Table 84 U.S. Console Unit Sales by Game Genre: 1997-2003* Table 85 U.S. Console Unit Sales by Game Genre: 2002-2003 Table 86 U.S. PC Unit Sales by Game Genre: 1997-2002* Table 87 1999 U.S. Console Unit Sales by Top 10 Subgenre* Table 88 2000 U.S. Console Unit Sales by Top 10 Subgenre* Table 89 1999 U.S. PC Unit Sales by Top 10 Subgenre * Table 90 2000 U.S. PC Unit Sales by Top 10 Subgenre* Table 91 Critical Rating of Top Selling Titles: 2003 Table 92 2003 U.S. Game User Demographics Table 93 Japan 2002 Estimated Video Game Population by Age Table 94 Cross Ownership of Other Products Among Video Game Households: 1996-1999 Table 95 U.S. Video Game Demographics 1999 Table 96 U.S. 16-Bit vs. 32/64/128-Bit Demographics 1995 and 2001 Table 97 U.S. Nintendo Owner Demographics 1995 and 2001 Table 98 PlayStation User Demographics: 1998 Table 99 PlayStation User Demographics: 2003 Table 100 PlayStation vs PSOne Demographics: 2003 Table 101 Cumulative Average Age PlayStation and PS2: 1998-2003 Table 102 Initial PlayStation 2 North American Owner Demographics Table 103 PlayStation 2 North American Owner Demographics: 2003 Table 104 PlayStation 2 European Owner Demographics: 2003 Table 105 Nintendo SNES U.S. Player Demographics: 1995 Table 106 Nintendo Gender Demographics by Platform: 1998 Table 107 U.S. Nintendo Users Demographics 1993-2000 Table 108 U.S. Video Game Household Penetration Estimates: 1994-2003 Table 109 1994 Household Penetration of Video Game Systems Table 110 1996 Household Penetration of Video Game Systems Table 111 Multiple Ownership of 128-Bit Systems Table 112 U.S. PC game household estimates Table 113 PC Penetration by Income Table 114 PC Household and Video Game Household Demographic Comparisons Table 115 Changing Demographics of PC Buyers: 1996-1998 Table 116 1998 Demographics of First Time PC Buyers Table 117 Demographics of Sub-$1,000 PC Buyers Table 118 Home PC Activities by Income Group 1998 Table 119 Hard-Core Video Gamer Profile Table 120 Hard-Core PC Gamer Profile Table 121 Triple AAA Game Development Costs: 1988-2003 Table 122 Anticipated Development Costs for Different Genres Table 123 Distribution Terms Table 124 Tips on Choosing a Distributor Table 125 U.S. Average Unit Sales by Platform 2003 Table 126 Platform Considerations for 2004 Table 127 U.S. PS2 Titles Full Year 2003 Table 128 U.S. Xbox Titles Full Year 2003 Table 129 U.S. GameCube Titles Full Year 2003 Table 130 U.S. Portable Titles Full Year 2003 Table 131 U.S. Average Unit Sales by Platform: 1997-2000 Table 132 Top 40 Titles as a Percent of Total Sales (All Platforms) Table 133 Top Selling Games as a Percent of Total Dollar Volume: 1993-1996 Table 134 Title Unit Sales (All Platforms 1997-2000) Table 135 First Year Software Sales PlayStation versus PlayStation 2 Table 136 Lifecycle Comparison: Sony PlayStation versus PlayStation 2 Table 137 Lifecycle Comparison: Nintendo 64 versus Nintendo GameCube Table 138 PlayStation Five-Year Lifecycle Trends Table 139 Nintendo 64 Five-Year Lifecycle Trends Table 140 Licensing Deals: A Case Study of Enter the Matrix Table 141 Average Annual Development Salaries: 2003 Table 142 Average Annual Development Salaries: 2001 Table 143 Game Developer Years of Experience Table 144 Publisher AAA Title Breakeven Analysis Table 145 U.S. Video Game Sales by Type of Retail Channel Table 146 U.S. PC Game Sales by Type of Retail Channel Table 147 U.S. Game Rental Market Table 148 Top 20 Online Video Game Rentals 2003 Table 149 U.S. Game Rentals by Platform: 2002 Table 150 Top U.S. Game Rentals 2002 Table 151 Top Game Rentals 2001 Table 152 U.S. Sales for Used Video Game Software: 1996-2002 Table 153 U.S. Video Game Sales by Individual Retail Chain Table 154 U.S. PC Game Sales by Individual Retail Chain Table 155 Titles Available by Chain: December 2003 Survey Table 156 Titles Available by Chain: 2001 Survey Table 157 Titles Available by Chain: 2000 Survey Table 158 Titles Available by Chain: 2000-2003 Table 159 U.S. Retail Price Points by Platform 2003 Table 160 U.S. Retail Price Points by Platform: 1993 – 2001 Table 161 PlayStation 2 Price Points Table 162 Xbox and GameCube Price Points Table 163 Dreamcast Price Points Table 164 Nintendo 64 Price Points Table 165 PlayStation Price Points Table 166 Game Boy Price Points Table 167 PC Game Price Points Table 168 December 2003 Retail Survey: Availability by Platform Table 169 PlayStation 2 Software Pricing: December 2003 Retail Survey Table 170 Xbox Software Pricing: December 2003 Retail Survey Table 171 GameCube Software Pricing: December 2003 Retail Survey Table 172 Game Boy Advance Software Pricing: December 2003 Retail Survey Table 173 PC Games Software Pricing: December 2003 Retail Survey Table 174 Games as Loss Leaders Table 175 Sales of Video Game Software by Season: 1995-2000 Table 176 Sales of PC Game Software by Season: 1998-2000 Table 177 Cost of Some High Profile Marketing Campaigns: 1993-2003 Table 178 LifeCycle Pricing: A Case Study of Final Fantasy VII Table 179 Circulation of Leading U.S. and U.K. Game Magazines Table 180 Game Magazine 2002 Advertising Revenue Table 181 Game Magazine 2001 Advertising Revenue Table 182 Game Magazine 2000 Advertising Revenue Table 183 Game Magazine 1999 Advertising Revenue Table 184 Online Advertising Formats 2000-2003 Table 185 CPM of Various Media Table 186 Advertising/Usage Share of Various Media Table 187 Top Online Game Sites: July 2003 Table 188 Overall U.S. Consumer Household Spending Table 189 U.S. Income Spent on Entertainment: 1958-1998 Table 190 U.S. Household Entertainment Expenditures 1990-2000 Table 191 Hours Per Person Per Year Using Consumer Media: 1998-2002 Table 192 Consumer Spending Per Person Per Year Using Consumer Media: 1995- 2000 Table 193 U.S. Record Sales: 1946-1962 Table 194 U.S. Record Sales: 1963-1983 Table 195 U.S. Record Sales: 1983-2002 Table 196 U.S. Record Sales by Genre: 1990-2002 Table 197 U.S. Record Sales by Age: 1989-2002 Table 198 Sales Channels for Music: 1990-2002 Table 199 U.S Per Capita Box Office Spending: 1942-1970 Table 200 U.S Per Capita Box Office Spending: 1970-1988 Table 201 Movie Industry Revenue Figures: 1980-2002 Table 202 U.S. Expenditures on Filmed Entertainment: 1993-2002 Table 203 Public Access to Entertainment Products Table 204 Developing/Financing Entertainment Products Table 205 Main Distribution Channels for Entertainment Products Table 206 Demographic Appeal of Entertainment Products Table 207 Marketing/Preview Mechanisms for Entertainment Products Table 208 Life Cycle for Entertainment Products Table 209 Revenue of Leading Companies in the Interactive Entertainment Industry Table 210 Major Game Industry Acquistions: 1993-2003 Table 211 Major Licensing Deals for the Game Industry Table 212 Forecasts for Online Distribution of Game Software: 2002-2009
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