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The origin of video games- Lies in early cathode ray tube-based missile defense systems in the late 1940s Gradually video games diverged in to different platforms
Arcade
Post 1971 Golden age (78-86)
mainframe
Pre 1970 Less relevant now
consoles
Nolan Bushnell Ralph Baer 1977 onward
Personal Computer
Microprocessor Convenience & cost
Hardware
Mobile devices(Smartphones, Tablets) Consoles (Playstation, XBOX, OIYU) PCs Handheld( PS Vita, Nintendo DS)
Hardware
Software
Compound annual growth rate of 9% since last 25 years Valued at 65 Billion USD in 2011
Characterized by growth, high degree of innovation and dynamics Trend towards technological convergence Industry is oligopolistic in nature Trend towards online and digital distribution of games
Top 3 nations by sales volume
Country Canada USA UK Sales (USD) 1,724,000,000 14,348,000,000 2,684,000,000 Per capita revenue(USD) 56.1 52.1 44.6
CLOUD GAMING
In the near future nearly 65 percent of new products from established software firms will be delivered as SaaS services, and nearly 85 percent of new software firms entering the market will be built around SaaS service composition and delivery Cloud services have already exceeded a market volume of 50 billion USD and are growing annually by 20 25 percent - Gartner Cloud Gaming provides interactive gaming platforms and games-on-demand services
Cloud Gaming companies licenses game content (PC or console games) from the firms that have rights to the games, such as game publishers or game developers
These licensed games are converted to a gaming platform(operated by a network operator) and delivered to the players set-top boxes or PCs through the internet The processing of the game is dealt with on the server side, and sent to the players (end-users) through video streaming technology Users can play a game without downloading and installing it onto a device
2.
3.
Network Operators
1.
4. 5.
Portals
1.
End Users
1. 2.
2010
Change in target group (end-users) from PC and Internet Protocol Television (IPTV) users (in 2005) to solely IPTV users (in 2010) . This as the consequence of increasing competition in the computer game markets, where simpler games have increasingly become free for the end-user. Heavy players, those who play more complex games, tend to buy games from a store, and they are willing to invest in game consoles and other equipment
2010
G-cluster started to focus solely on the IPTV market, in which it is possible for endusers to play games through a television connected to a broadband network G-cluster developed its product further, offered a ready-made product for the network operators. This product included components that had previously been provided by value-adding mediators or by network portals, such as an invoicing system and a user interface (menu) that enabled users to select the games from its virtual games store. By including these components within the product, the network operators became less dependent on third parties Over a period of five years, G-cluster had come to know the network operators better, and thus it could more readily make direct contact with them The change in the target customers, from PC users to IPTV users, and the individualized menu, made it possible to remove portals from the value network G-cluster started to cooperate with a large well-known server manufacturer. This provided mutual benefit value to both firms Increased G-clusters marketing and sale resources, due to the fact that the server provider already knew network operators around the world, and was conducting business with them G-clusters technology within its servers, the server manufacturer gets added value, and this is something it can use when selling its servers to network operators.
The change in the target customers, from PC users to IPTV users, and the individualized menu, made it possible to remove portals from the value network G-cluster started to cooperate with a large well-known server manufacturer. This provided mutual benefit value to both firms Increased G-clustersmarketing and sale resources, due to the fact that the server provider already knew network operators around the world, and was conducting business with them By including G-clusters technology within its servers, the server manufacturer gets added value, and this is something it can use when selling its servers to network operators
Changes since 2005: Entertainment Software Association (ESA) has released a new report, conducted by Economists Incorporated, called Video Games in the 21st Century, which found that the computer and video game industry contributed $5 billion to the U.S. economy last year ESA also found that the entertainment software industry's real annual growth rate from 2005 to 2009 exceeded 10 percent, which is actually more than seven times the growth rate of the U.S. economy as a whole The computer and video game industry directly employs more than 32,000 individuals, a number that has increased by nearly 9% annually since 2005 The six states with the greatest number of entertainment software industry employees were, in order, California, Texas, Washington, New York, Massachusetts and Illinois
http://www.businessinsider.com/video-game-industry-added-5-billion-to-us-economy-in2009-2010-8#ixzz2sCGuvOdE
Introduction
Online games have become a dominant pastime and entertainment in China Chinese gamers more inclined towards online games than console, PC, handheld games Massively Multiplayer Online Role Playing Games (MMORPGs) Online gaming moving towards mobile and IPTV models In game currency forms an important part of the gaming arena
Drivers
Demand condition and Cost Industry Structure Export Conditions
Drivers
Demand Condition and Cost
Approx. 70% of Chinas Internet users below 30 Online games much cheaper than console/PC based Widespread broadband access Inclination towards domestic games
Government support to local online gaming industry More than 150 online game operators Wide distributing and marketing network Gaming giants entering the market
Industry Structure
Contd..
Export Conditions
China is worlds biggest exporter of ICT products Licensing games to foreign companies Huge Chinese population overseas
Business Model
Online gaming time on prepaid cards Subscription based online account led to reduction in piracy Purchase of prepaid cards from merchants Dynamic pricing and selling add ons
Economic / Business
Prospective medium for advertisements
Simulated experience by automobile companies
Contd..
Social
Negative impact on health, education, and productivity Risk of cybercrimes due to more exposure
Social Gaming
It combines elements of social networks such as the ability to interact with friends with casual games that are simple and easy to play for everyone
Usually free to play, and are monetized through in-game purchases and advertising. Absence of electronics cluster in social gaming cluster map. Absence of distributers and retailers. Venture capital as financing source.
Barriers
Drivers
Business Model
Impact
Value Chain
Home Consoles Xbox, PS, Wii Portable Systems Nintendo DS, PS portable Smartphones with OS as Android, iOS
Highly heterogenous Experience and Technical Quality major factors Interaction with H/W platforms
Who Age groups developed from children to teenager to young men/women now Why Motivational Fantasy, Challenge, Curiosity Psychological - Arousal, Competition, Diversion, Social Interaction
Two way communication Consumers can share quality related information Games played on social media networks with friends Update scores of games played offline on social media accounts
Traditionally distributed on physical disks Ratio of physical to digital dropping and less profit margins
Increased profit margins due to reduced production and distribution costs Reduces resale market Access to consumer usage data
Industries which can provide inspiration for games Film adaptations Technology Infrastructure
Economics of Industry
Market Structure
Oligopolistic Handful of big players account for most of the overall market
Business Models
Traditional
Fixed Price and Unlimited time Online Games Periodic subscription fees
For Smartphones and Social Networks Games are free, but play is restricted to a certain time period or a certain range of in-game actions In-app sales Additional characters or Equipment Challenge - Identification of critical threshold Two-Sided market between Advertisers and Customers Product placement an important factor for success Dynamic In-Game Advertising - Online ads based on geographic locations, players behaviour etc
Supporting Technologies
Recommender systems : generate personalized predictions about product appeal by filtering the past behavior of, and preference statements from, consumers Cloud Technology : enabler for gaming industry
Piracy
Critical issue for all entertainment industries Computer games more vulnerable, console games are less vulnerable Digital Rights Management : more relevant in games than music and movie
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