Title: The Game Industry
1The Game Industry
22009
- game hardware sales in the U.S. fell 6 percent to
472.3 million in September. Overall industry
revenue including software and accessories rose 1
percent to 1.28 billion, ending six consecutive
months of decline.
3Video Game IndustryValue Chain
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5Game Developers
- Can be independent, or subsidiaries of publishers
- Many developers started on PC due to
accessibility of tools - Console development requires proprietary
development kits and preexisting relationship
with publisher
6Game Developers Full-Service
- Cover all disciplines art, animation,
programming, asset management, production - Idea for the game (intellectual property) can
come from developer or publisher - Work for publisher on contract basis
- Paid set amounts per milestone completed
- Payments are advances against future royalty
payments - Royalties are calculated as percentage of
publishers net receipts - Definition of net receipts is frequently obscure
7Development teams
- May be long term or project specific
- May change size radically during project
- Can make for high staff turnover
8Art and Animation Service Providers
- Developers can outsource art and animation assets
to external companies - Specified at contract and included in development
budget - Art houses can become full-service developers
with judicious addition of programming talent - Cost is a function of quality, team location, and
volume of assets
9Publishers
- If developers are the geeks, publishers are the
suits - Various specialties PC only, PC console,
mobile, import, web - Console/PC publishers handle
- Production process
- Quality assurance
- Licensing
- Manufacturing and shipping to retail
- Sales
- Consumer marketing and PR
- HR, finance, investor relations, legal
10Revenue from 50 Console Game
11Quality Assurance Service Providers
- Alternative to maintaining team of full-time
salaried testers - Established in PC publishing, due to amortization
of multiple hardware configurations over multiple
projects - Gaining ground in console publishing security of
sharing proprietary console equipment is a
perceived concern
12Public Relations Firms, Advertising Agencies, and
Merchandising Teams
- PR firms communicate with
- consumer media (ie mass-market general media)
- specialist video game publications
- Ad agency prepares creative for marketing
campaign - good communication ensures alignment of vision
with publisher - Merchandising teams ensure all is in order at
store level
13Platform Holders
- Revenue comes from
- Hardware sales
- Licensing fees from compatible peripherals
- First-party games
- Licensing fees from third-party games
- Licensing fees from development tools
- Revenues from sales of proprietary delivery media
14PCs are an Open Platform
- Intersecting relationships among
- CPU manufacturers, application software
providers, graphics chip manufacturers, and box
assemblers - CPU (Intel, AMD) and graphics chip (NVIDIA, ATI)
manufacturers provide developer support and
market their technology benefits directly to
consumers - Application software providers (Microsoft,
Silicon Graphics) give developers free tools to
ensure compatibility - Box manufacturers (Dell, HP) may bundle hot
software titles to add value to their sale - Low barrier to entry for developers, but high
competition for shelf space
15Consoles are a Closed Platform
- Console companies (Nintendo, Sony, Microsoft)
control nearly every aspect of games on their
platforms - Proprietary development hardware and software
- Permission to become a licensed publisher
- License to use console company trademarks in
marketing materials - May require permission to start a game
- Certification of a finished game
- Investment in hardware must be offset by revenue
from software (around 7/unit for third-party
games)
16Delivery Media Manufacturers
- Delivery media for closed platforms include
anti-piracy technology - Engineered by platform holder
- Console companies historically manufacture
finished goods for publisher - Nintendo and Sony continue to do so
- Sega pioneered direct relationships under license
between DVD manufacturers and publishers - Microsoft follows this model with Xbox
- Some publishers only manufacture disks, then
complete assembly at contracted packout companies
17Retail
- Brick-and mortar retailers generally earn 30
margin on a full-price game - Sales of packaged goods by internet retailers
follow the brick-and-mortar model - Electronic download of games via internet still
in infancy
18Sales ChannelDistributors
- Purchase games from publishers, and resell to
smaller independent stores and chains - Compete on price, speed and availability
- Earn profit margin of around 3
19Sales Channel Manufacturers Representatives
- Small companies with personal relationships with
buyers at national retailers - Compete on credibility and knowledge of retail
processes and systems - Beneficial for new product launches from new
companies
20Sales Channel Regional Retailers
- Independent store chains with in-depth consumer
sales relationships - Compete on product knowledge and differentiated
product offering - Buy games from distributors
21Sales Channel Rental Retailers
- Purchase games from publishers at standard
pricing, but with no returns - Allows consumer to try a game before buying
- Boosts sales of good games kills bad ones
- Some rental retailers have begun selling games
22Sales ChannelNational Retailers
- Familiar names
- Electronic Boutique, Game, Toys R Us, JB Hi-Fi
- Publisher bears burden of relationship
- Ships games to distribution center, or direct to
stores - Provides in-store merchandising materials
- Provides store staff with sales materials
- Generous payment terms (net 60)
- Inventory auditing
- Perks concert tickets, business dinners, golf
- In-store promotional events
23Sales ChannelNational Retailers
- Retail buyer makes all game purchasing decisions
- Indifferent buyer poor sales and disorganized
in-store selection - Buyers hold various controls
- Not stock a game at all
- Stock only in best-performing stores
- Feature game in weekend circulars
- Pricing adjustments
24Sales ChannelNational Retailers
- Open-to-buy amount of money available in
buyers budget that month to purchase new
inventory - Function of sales velocity and selling season
- No open-to-buy high competition among new
releases for the period - Sales data vital to publishers
- Weekly and monthly reports called TRSTS provided
by company called NPD
25Current Situation Example, EA
- Eliminating 6 of positions to save 50
million/year - Still forecasting profit, but down to 1-1.30
from 1.40-1.70 forecast in July - Forecasting 5 billion in sales
- Stock has fallen 52 this year
- However stock space for games increasing in big
chains - Game industry has been resilient in past
recessions
26Other figures
- Blizzard-Activision 4Q 2008 lost 71m, but in
profit for the year - Sony lost money 2008-2009 financial year
- Nintendo's profits down 52 percent dive in the
first-half of 2009 - still 766 million in profit.
- profit forecast for the fiscal year ending March
2010 down from 3.3 billion to 2.53 billion. - Nobody can predict what the current financial
events will do to the industry, but it will
survive
27Whats Big?
- Last quarter 2008
- 7.86 million DS
- 7 million Apple handhelds
- Approximately 11,000 games on the Apple download
store - Have sold over 200 million copies
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