Analysis of Video Game Market and Competitors.

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CONTENTS

3.        Executive Summary                18.        Conclusions

4.        Introduction                                19 – 27.        Appendices

5.        Competitors

6.        Collaborators

7.        Customers

8.        Market Objectives

9.        Segmentation

10.        Positioning

11.        Ansoff’s matrix

12.        Product

13.        Promotion

14.        Place and Price

15.        Strategies

16.        Challenges

17.         Conclusions


Executive Summary

The electronic games market was worth £ m in 2002, an increase of % since 2001. Sony’s Playstation 2 accounted for the majority of this in the UK market, with sales revenue of £ m.

Increasingly UK households are acquiring electronic games every year, although the media impression of electronic games being children’s toys is a false one, regular game buyers tend to be in their 20’s and 30’s. The subject matter ranges from children’s characters, such as the popular Mario series for Nintendo, through to Grand Theft Auto and Halo for the more mature gamers from Playstation 2 and X-Box respectively.

In console games, over 60% of consumer spending goes on software, that is games bought separately for consoles, Micro soft distributes its console at a price lower than the production cost in the hope that the loss will be regained through the sale of games. The profit margin on games is so substantial that each console sold only needs to be accompanied with 3 games before a profit is made. This larger production cost for Microsoft is due to superior technology and innovation.  

Sony Playstation has been the clear market leader in consoles since 1996, was replaced in November 2000 by Playstation 2 (PS2). In 2001 Nintendo’s latest console the GameCube was launched a full 18 months after the PS2, the other console Microsoft’s X-Box was launched at the same time as Nintendo’s GameCube. These new generation of consoles have had an effect on the PC games market, with the home computer increasingly being used for other functions such as education, e-mail and the internet.

The software sector is fairly fragmented across small, creative  developers and publishers, with the outstanding corporate names Eidos PLC and Electronic Arts who design games for all three consoles.


Introduction

This report shows the current situation within the electronic gaming industry. This industry is a multi billion-dollar industry, which is why we see firms like Microsoft diversifying and entering the market. The industry already contains the well established Nintendo who have been the market leaders sine the late eighties, However they have been taken over by Sony who hope to follow on from the hugely successful Playstation 1 with it’s newer and more advanced model, Playstation 2.

The report shows the companies differing marketing strategies and analyses the way it targets the market. The points made are backed up by statistics, diagrams and Matrices, all of which help show the structure of the market.

The main argument of the report is that Sony is the clear market leader and that Microsoft, who realistically has the most chance in catching them, currently lag behind Nintendo who rely on less than a quarter of Microsoft’s advertising budget. Why is this? How much dominance does Sony have in the market? Can Nintendo last the pace when competing with two bigger corporations whose computer consoles are a branch of their business rather than being their business?  


I.         Analysis of Video Game Market and Competitors

The Competitors:  Sony, Nintendo and Microsoft

  • PlayStation, In recent times has been a shining star among Sony’s product portfolio. Sony

recently announced it has shipped the 30Mth PlayStation 2 worldwide (Appendix 1), and over 25% of UK homes own a PS1 or PS2 (Edge magazine).  Microsoft estimates that PlayStation 1 at its peak contributed 30 to 35% of Sony’s annual corporate profits.  Games, which account for 13% of Sony’s sales, contribute about 57% of operating profits (FY 2001).  Looking forward, Sony hopes PS2 “will create and develop a new world of computer entertainment for the broadband era through the fusion of game, music, movies, and broadcasting.”  The company hopes to realize greater synergies among its music, picture, and gaming divisions as well as leverage recently struck partnerships with AOL Time Warner and Real Networks.

  • Nintendo also enjoys a very strong brand name.  Throughout much of the 1980s and

1990s it was considered the undisputed leader in home video game systems.  More than 70% of Japanese, 40% of American and 30% of European households own a Nintendo game system.    The company’s GameBoy (the first portable, hand-held game system) is a huge success.  One of Nintendo’s strengths is developing enduring video game characters.  It has created industry icons such as Mario, Donkey Kong, The Legend of Zelda, and Pokemon.  With its latest console offering, GameCube, Nintendo is focused squarely on gaming.  Unlike Sony and Microsoft, which are pushing game consoles designed as home entertainment centers that play DVD movies and music, Nintendo’s GameCube only plays games.  Nintendo’s target market is also a younger gaming audience. 

  • Microsoft: Facing declining revenue growth (Appendix 2), Microsoft seek new

opportunities outside its core software business. One opportunity that caught executive attention is the huge growth projected for video games. Microsoft viewed entering the video

games business as central to securing the home consumer market and blocking potential competitor inroads

☞ The Collaborators:  Game Developers

        The video game business follows a “razor and blade” business model—companies typically lose money on the console (hardware is heavily subsidized, especially at initial launch) and recoup investments on software sales (games retail for £40 apiece).  The cost to develop hit games is escalating much in the same way that movie budgets have increased dramatically in the past decade.  Five years ago a hit game might cost £1M to develop.  Today, a single game can take more than two years to develop and cost more than £10M. (Business Week, 2001).  While game development does require tremendous up-front R&D costs, once a title ships, the marginal costs to produce and distribute the software are close to zero. Securing original content and developing “blockbuster” games that are exclusive to a console are the ticket to high profitability.

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☞ The Customers:  End Users (Game Players)

The demographics of video game players are changing.  Indeed the target audience has broadened over the past ten years.  Most notably, the average age of a gamer is increasing—as is the number of females. According to the BMRB (British Market Research Bureau), a market research agency, 17.5m people in the UK (over 15 years old) have access to a games machine. This equals 38 per cent of the UK population. A more meaningful statistic, of course, is how many ...

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