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The Business of Computer and Video Games
DFC Intelligence, March 2004, Pages: 590
This series of reports includes a detailed 500+ page industry report plus updates and historical sales figures.
AN ORDER OF BUSINESS OF COMPUTER AND VIDEO GAMES ALSO INCLUDES THE NEXT THREE ISSUES OF THE DFC DOSSIER
This series of reports includes the 500+ page Business of Computer and Video Games report plus Historical Retail Sales for the Video Game and Interactive Entertainment Industry The Impact of Licensing in Interactive Entertainment and 2006: The Year in Review plus detailed recent profiles of Microsoft, Nintendo and Sony (about 50-70 pages each).
The Business of Computer and Video Games, released March 2004, is a detailed 500+ page report designed to provide users a comprehensive overview of how the interactive entertainment industry functions. Coverage includes:
- A historical analysis of the six major cycles of the video game industry. - An overview of console, portable and PC-based hardware systems. - A look at individual hardware systems of the past ten years. - A discussion of the different markets throughout the world. - The top-selling games of the past ten years. - A complete analysis of game genres. - An analysis of what makes a game successful. - Consumer demographics and profiles. - The players in the industry food chain, including developers, publishers, distributors and retailers. - A look at development issues. - Detailed business models showing different break-even scenarios for developers and publishers. Scenarios are broken down based on sales level, publishing structure and cost of licensed content. - A complete look at the retail chain, including analysis of individual retail chains. - Results of retail chain price point survey. - Marketing elements, costs and case studies. - Analysis of major trends. - A comparison of video games with other forms of media, including the music and movie industries. - A discussion of emerging distribution channels.
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