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Console Games


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Console Games

  1. 1. Console Games
  2. 2. `
  3. 3. Introduction Various forms of gaming: Video Games Computer Games Console Games Handheld Games Mobile Games Online Games A console game is a form of interactive multimedia used for entertainment.
  4. 4. History - 1970’s First Generation Games Magnavox Odyssey Released in 1972 -Magnavox Odyssey is first game console. -Poor marketing caused it to fail Second generation Games Atari PONG Released in 1975 -First of several versions. -Atari known as a pioneer in home gaming for years to come
  5. 5. History - 1980’s Third Generation Games Nintendo Entertainment System (NES) debuts. Released in 1985 -Criticized for unreliability. -Product recalled and repaired. -Popularity takes off. Sega Master System (SMS) Released in 1986 -released to compete with NES. -Technologically better than Nintendo, but games less popular. -Technology for SMS made portable and used for Sega Game Gear
  6. 6. History - 1990’s Fourth Generation Games Sega Master System II, Panasonic 3DO Interactive Fifth Generation Games Sega Saturn, Sony Playstation, Nintendo 64 Sixth Generation Games Nintendo Game Cube, Sony Playstation II
  7. 7. Today Microsoft joins console competition with Xbox. Marks the entrance of the last of today’s major competitors. Currently 3 major console models: Nintendo Wii (2006) Sony PS3 (2006) Microsoft Xbox 360 (2005) Seventh Generation Games
  8. 8. Typesof ConsoleGames Action games Activity games Driving games Flight Stimulation games Music games Quiz games Sports games Strategy games
  9. 9. Global Industry – Major Markets Total worldwide hardware and software shipments revenue is around $ 29 billion
  10. 10. Revenues US sales of Consoles & Handhelds, 2007 Hardware $4.6 billion  Games $6.5 billion Worldwide sales of hardware & software: 2007  $29 billion Projected for 2011 - $44 billion
  11. 11. • Sony leads industry with 48% market share. • Expected to stay the same for next few years. • Nintendo & Microsoft will remain major competitors. •Other players: Sega, Atari, Konami, Viacom, Namco , THQ. CONSOLE GAMING – MARKET SHARE
  12. 12. Target Consumers  Consumers Traditionally men aged 12-35.  By end of 2007, More than 2/3 of men 18-34 had access to console in their homes. 80% of boys 12-17 had access.  Women only 10% of video game players as of June, 2007.
  13. 13. Consumer Behaviour Consumers Beginning to diversify. Consoles in 46 million homes in US. 148 million adults have access to a console. More than 1/3 of all adults online have game consoles. Average user plays for 2 hours, 15 minutes per day.
  14. 14. TheIndian Industry Nascent industry. Providing game development services and selling original gaming content in India and worldwide Indian companies: Dhruva Interactive, Indiagames , Milestone Interactive, Paradox Studios Approximate size of industry: estimated at Rs 400 crores in 2007
  15. 15. Indian Scenario Opportunities Qualified and quality manpower.  In 2 years the industry will need 5000 people, maybe more. The Animation industry will need another 5000 people Changing mindsets towards on entertainment over 550 million Indians are below 25 years of age, 200 + million middle class Cheap broadband will spur PC penetration –Broadband Mobile will spearhead the introduction of games to the Indian mass market Cyber cafes and Broadband enabled games for PC.
  16. 16. SWOT Analysis Strengths Consoles are ultimate in interactive entertainment. Budgets can rival Hollywood productions. Large number of customers from various age groups. Weaknesses Brand Loyalty critical. Piracy losses amounts to billions of dollars annually. Devices & performance standards often obsolete within months. Must always release bigger & better to stay ahead of the competition.
  17. 17. SWOT Analysis Opportunities Penetration into the casual gamers market is crucial to sustain and promote future growth Projected Growth around 44% till 2011 R&D in gaming console technology Threats Competition from mobile gaming, PC gaming and arcade gaming Increase in online gaming Increase in outdoor activities/sport of children Cultural and social impacts
  18. 18. Marketing Strategies-MSXbox360 Viral marketing encompassing high-profile keynote speeches and a star-studded MTV special. Targeted segment is hard-core male gamers. Targeting on women who live with male gamers by incorporating multimedia features. Selling more consoles creates more developer interest, which encourages more demand for consoles and creates licensing revenue for Microsoft.
  19. 19. Marketing Strategies– Sony Playstation Marketing through MySpace and Bebo, websites blogs, and by email. Targeting potential buyers who are not just hardcore games enthusiasts but anyone interested in the arts, culture digital media and content creation. Opened a branded venue in London's East End called Three Space. Used independent content and distribution partners. Marketed PS as an enabler and a platform for creative talent.
  20. 20. Marketing Strategies- Nintendo Sell the idea that its game controls are more natural and it can exercise your mind and help to improve brain functioning. Targeted non core gamers(casual gamers) such as professional, party gamers, families and active adults. Blue ocean strategy: A strong value innovation for (many new) customers (i.e. motion stick) Cost reduction by eliminating features (i.e. no HD, no DVD, no Dolby 5.1, low processor speed)
  21. 21. Supporters of gaming Gamers Game Developers Anti-Censorship Groups Critics of Game Content Legislators Religious Groups Parents Futureof ConsoleGaming
  22. 22. Futureof ConsoleGaming Next generation technologies.  9GB DVD and using a red laser to read  HD DVD can contain about 15GB of data with a theoretical limit of 30GB  Blu-ray disk can contain 50GB with a theoretical limit of 200GB using 8 layers on a single disc  3D engine to create smooth animated graphics