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Trends within the Game Industry

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Title: Trends within the Game Industry


1
Trends within the Game Industry
  • Presentation to
  • Games Development Teaching An Industry
    Education Forum
  • Adam Lancman, CEO, Atari Melbourne House
  • 19 October 2004

2
Overview of Presentation
  • Global game industry trends
  • Australian game industry today
  • Key challenges for game industry
  • The Future
  • QA

3
Global Game Industry Trends
  • Global game market worth around A40 billion and
    growing at 10 per annum
  • Game industry now larger than film box office
    2002 global market for games worth A40.9 billion
    compared to global film box office takings of
    A39.6 billion
  • Future growth over medium term is high with PWC
    projecting a compound annual growth rate of 20.3
    and rapid growth in Asia Pacific area
  • PWC projects global market to reach A85.8
    billion by 2008 with emerging software segments
    such as online, mobile and ITV to account for a
    significant portion

4
Global Game Industry Trends
  • PWC projects Asia Pacific will continue to be the
    fastest growing region going from A12.9 billion
    in 2003 to A36.7 billion in 2008
  • 70 of game players are over 18 years, with 20
    aged 39 years plus
  • While game software sales grew by 5 in 2003,
    growth is slowing as console sales fall (down
    12.3) and publishers (notably EA) call for
    further reductions in hardware pricing to
    stimulate sales
  • Handheld software is predicted to grow with
    introduction of Sonys PSP, Nintendos Dualscreen
    and growing mobile phones while PC market is
    expected to fall further

5
Global Game Industry Trends
  • Increased convergence occurring between game
    industry and other content industries emerging as
    key trend
  • Becoming common now in US for games to be
    developed in conjunction with film properties
  • Local examplesAtari Melbourne House QA for
    The MatrixKrome Studios King ArthurRatbag
    Dukes of HazzardBlue Tongue Polar Express

6
Australian Game Industry Today
  • Australian game industry, a niche player in
    rapidly expanding global context, is
    characterised by
  • high export orientation A100 million per annum
  • high-value added employment directly employs
    over 700 people in 40 companies
  • strong synergies with other creative content
    industries such as film and software development
    industry uses around A10 million per annum of
    inputs from IT and film sectors
  • Australian game industry has to date largely self
    funded investment and growth

7
Key Challenges for Game Industry
  • Rising complexity and cost associated with game
    development, and consoles in particular, requires
    Australian industry to achieve greater scale in
    operations growth in service and sub-contracting
  • Critical mass is required if Australian industry
    is to achieve a sustainable growth position
    within global market it must be large enough to
    develop and retain its own IP vision is 6-8
    companies with 150-200 staff each

8
Key Challenges for Game Industry
  • Access to an optimally functioning private
    capital market for game investment is critical if
    industry is to develop to full potential
    private/public models 10BA and concessions
  • Developing and retaining skilled talent
    currently a mix of offshore and local talent we
    need to ensure we can meet demands for new talent.

9
The Future
  • Industry ownership of a considerable IP portfolio
    that both generates a strong royalty stream and
    positions the industry to create and retain
    ownership of follow-on game titles
  • Game exports exceeding 300 million per annum
  • Direct industry employment exceeding 2,000, and
  • Recognition of Australia as a centre of game
    development excellence with a sustainable
    position within the rapidly expanding global
    industry

10
The Future
11
Question and Answers
  • Thankyou for your time
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