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The Game Industry

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Can be independent, or subsidiaries of publishers. Many developers started on PC ... Bruce Sterling Woodcock. MMOG Analyst. MMOGCHART.COM. Broad Conclusions ... – PowerPoint PPT presentation

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Title: The Game Industry


1
The Game Industry
  • INFO111/MAS111
  • Week 12

2
2009
  • 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.

3
Video Game IndustryValue Chain
4
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5
Game 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

6
Game 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

7
Development teams
  • May be long term or project specific
  • May change size radically during project
  • Can make for high staff turnover

8
Art 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

9
Publishers
  • 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

10
Revenue from 50 Console Game
11
Quality 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

12
Public 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

13
Platform 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

14
PCs 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

15
Consoles 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)

16
Delivery 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

17
Retail
  • 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

18
Sales 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

19
Sales 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

20
Sales Channel Regional Retailers
  • Independent store chains with in-depth consumer
    sales relationships
  • Compete on product knowledge and differentiated
    product offering
  • Buy games from distributors

21
Sales 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

22
Sales 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

23
Sales 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

24
Sales 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

25
Current 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

26
Other 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

27
Whats 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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