ELECTRONIC GAMINGELECTRONIC GAMING
MARKET SITUATIONMARKET SITUATION
FOR 2005FOR 2005--20062006
Computer and Video GamingComputer and Video Gaming
Cesar S. TolentinoCesar S. Tolentino
Research Analyst, XMG Asia PacificResearch Analyst, XMG Asia Pacific
December 23, 2006December 23, 2006
World MarketWorld Market
The world market is estimated to be worth $27
Billion in 2005 and is growing at an average annual
rate of 7.7%
Source: Rocsearch, 2005
20.7
22.6
25.0
27.0
28.9 30.0
0.0
10.0
20.0
30.0
40.0
2002 2003 2004 2005 2006 2007
REVENUES(inUS$Billions
Share of US MarketShare of US Market
U.S.
30%
Rest of the
World
70%
The US market accounts for at least 30% of the
world market in 2005
Source: Rocsearch, 2005
Growth in US MarketGrowth in US Market
The US market is growing at an average annual
rate of 3.7%
Source: NPD, 2005
Size of US Gaming MarketSize of US Gaming Market
In the US, the Gaming market is bigger than the
market for Movie and for DVD products in 2005
27.0
9.0
23.4
0.0
10.0
20.0
30.0
Gaming Movie DVD Sales and Rentals
ENTERTAINMENT CATEGORY
REVENUES(inUS$Billions
Source: Plunkett, 2006
Signs of More GrowthSigns of More Growth
The US market continues to sell more game units,
at an average annual growth rate of 6.2%
Source: NPD, 2005
Where is Growth Coming FromWhere is Growth Coming From
Growth is in consoles, it accounts for an average of
82.3% of all gaming units sold
Source: NPD, 2005
Where is Growth Coming FromWhere is Growth Coming From
And this is why sales is greater for console game
content, accounting for an average 85.7% of all
sales. Source: NPD, 2005
Significant StatisticsSignificant Statistics
Teens are a large crowd but the general age group
is bigger still
Source: NPD, 2005
Significant StatisticsSignificant Statistics
Strategy and Family-oriented games make up
almost half of the demand for Computer Games
Source: NPD, 2005
Top 10 Computer Games (2005)Top 10 Computer Games (2005)
1. The Sims 2 T
2. Doom 3 M
3. World of Warcraft T
4. Half-Life 2 M
5. The Sims 2 Special Edition T
6. The Sims Deluxe T
7. Battlefield Vietnam T
8. Call of Duty T
9. Roller Coaster Tycoon 3 E
10. Zoo Tycoon: Complete Collection E
Source: NPD, 2005
Significant StatisticsSignificant Statistics
Action and Sports games make up almost half of
the demand for Video Games
Source: NPD, 2005
Top 10 Video Games (2005)Top 10 Video Games (2005)
1. Grand Theft Auto: San Andres (PS2) M
2. Halo 2 (XBX) M
3. Madden NFL 2005 (PS2) E
4. ESPN NFL 2K5 (PS2) E
5. Need for Speed: Underground 2 (PS2) E
6. Pokemon Fire Red (GBA) E
7. NBA Live 2005 (PS2) E
8. Spider-Man 2 (PS2) T
9. Halo (XBX) M
10. ESPN NFL 2K5 (XBX) E
Source: NPD, 2005
Significant StatisticsSignificant Statistics
Puzzle games make up more than half of the
demand for Online Games
Source: NPD, 2005
Significant TrendsSignificant Trends
• Big name developers continue to dominate the market
• Big budget games based on hot movies will continue (ex., Lord
of the Rings)
• Developers will continue to develop for platforms that might
not even see the light of day (ex., games developed for the
much delayed Play Station 3)
• The industry will continue to be driven by a generation that
grew up on video games, even if they are ageing already
• Connectivity to the internet and mobility will push the envelope
for game design
• The video game industry will continue to be recession-proof.
The cost to develop content is still lower than in movies
• With hardware development starting to be costly and trouble-
ridden, the future will focus on content development
Source: Rocsearch, 2006
Driving ForcesDriving Forces
• Technological change – More powerful hardware at
lower costs
• Product innovation – Growing competition among a
growing number of developers means more innovative
products
• Changes in growth rates – In spite of cyclical patterns
in the US market, long term growth appears good
• Change in platform – The growing share of consoles
means the future of the desktop might be threatened
• Change in demographics – More female gamers are
playing, even among adults
Source: Rocsearch, 2006
Top 3 Game Developers (2005)Top 3 Game Developers (2005)
1. Electronic Arts Madden NFL
2. Nintendo Super Mario Brothers
3. Activision Call of Duty
Source: Game Developer Magazine, 2006
Philippine Game DevelopersPhilippine Game Developers
OpportunitiesOpportunities
OutsourcingOutsourcing
-- ArtArt
-- LocalizationLocalization
Serious Games ( corporate training,Serious Games ( corporate training,
skill based training, higher level of eskill based training, higher level of e--
learning )learning )
AdvergamingAdvergaming
Cultural GamesCultural Games
Art OutsourcingArt Outsourcing
Due to high expense of nextDue to high expense of next gengen
console games ( $20m to develop ),console games ( $20m to develop ),
developers outsource to expeditedevelopers outsource to expedite
development and reduce costsdevelopment and reduce costs
Game Art outsourcing has differentGame Art outsourcing has different
skill set that animation outsourcingskill set that animation outsourcing
Lower cost of art development inLower cost of art development in
Asia encourages outsourcing byAsia encourages outsourcing by
US/Japan game developersUS/Japan game developers
LocalizationLocalization
Not all games are made initially inNot all games are made initially in
EnglishEnglish
-- JapaneseJapanese
-- KoreanKorean
-- ChineseChinese
Translating this games to English andTranslating this games to English and
vice versa is part of gamevice versa is part of game
development and is a sustainabledevelopment and is a sustainable
businessbusiness
Serious GamesSerious Games
Biggest Potential in the next fewBiggest Potential in the next few
years, higher Level of eLearningyears, higher Level of eLearning
Games are used by Military due toGames are used by Military due to
simulations, same technique can besimulations, same technique can be
used for simulating experience andused for simulating experience and
increase technical skills familiarityincrease technical skills familiarity
Example: Brain Training Games byExample: Brain Training Games by
Nintendo sold 6 million copies inNintendo sold 6 million copies in
JapanJapan
AdvergamingAdvergaming
As any media, games can be usedAs any media, games can be used
for advertisementsfor advertisements
Targeted audience: Game players (Targeted audience: Game players (
have access to PC, generally teenhave access to PC, generally teen
males )males )
Example: Burger King in the USExample: Burger King in the US
developed 3 XBOX 360 Games thatdeveloped 3 XBOX 360 Games that
consumers can buy, released thisconsumers can buy, released this
yearyear
Cultural GamesCultural Games
Some Games are meant for a specificSome Games are meant for a specific
target culture, not mainstream buttarget culture, not mainstream but
can be a hitcan be a hit
In the US, there are lots of civil warIn the US, there are lots of civil war
games and exploration gamesgames and exploration games
developeddeveloped
Example: Deer Hunter, a game forExample: Deer Hunter, a game for
deer hunters, has been so successfuldeer hunters, has been so successful
in the US ( DH 1 and 2 combinedin the US ( DH 1 and 2 combined
sold 2.3 million copies )sold 2.3 million copies )
Thank YouThank You

Game Development Market Situationer (2006)

  • 1.
    ELECTRONIC GAMINGELECTRONIC GAMING MARKETSITUATIONMARKET SITUATION FOR 2005FOR 2005--20062006 Computer and Video GamingComputer and Video Gaming Cesar S. TolentinoCesar S. Tolentino Research Analyst, XMG Asia PacificResearch Analyst, XMG Asia Pacific December 23, 2006December 23, 2006
  • 2.
    World MarketWorld Market Theworld market is estimated to be worth $27 Billion in 2005 and is growing at an average annual rate of 7.7% Source: Rocsearch, 2005 20.7 22.6 25.0 27.0 28.9 30.0 0.0 10.0 20.0 30.0 40.0 2002 2003 2004 2005 2006 2007 REVENUES(inUS$Billions
  • 3.
    Share of USMarketShare of US Market U.S. 30% Rest of the World 70% The US market accounts for at least 30% of the world market in 2005 Source: Rocsearch, 2005
  • 4.
    Growth in USMarketGrowth in US Market The US market is growing at an average annual rate of 3.7% Source: NPD, 2005
  • 5.
    Size of USGaming MarketSize of US Gaming Market In the US, the Gaming market is bigger than the market for Movie and for DVD products in 2005 27.0 9.0 23.4 0.0 10.0 20.0 30.0 Gaming Movie DVD Sales and Rentals ENTERTAINMENT CATEGORY REVENUES(inUS$Billions Source: Plunkett, 2006
  • 6.
    Signs of MoreGrowthSigns of More Growth The US market continues to sell more game units, at an average annual growth rate of 6.2% Source: NPD, 2005
  • 7.
    Where is GrowthComing FromWhere is Growth Coming From Growth is in consoles, it accounts for an average of 82.3% of all gaming units sold Source: NPD, 2005
  • 8.
    Where is GrowthComing FromWhere is Growth Coming From And this is why sales is greater for console game content, accounting for an average 85.7% of all sales. Source: NPD, 2005
  • 9.
    Significant StatisticsSignificant Statistics Teensare a large crowd but the general age group is bigger still Source: NPD, 2005
  • 10.
    Significant StatisticsSignificant Statistics Strategyand Family-oriented games make up almost half of the demand for Computer Games Source: NPD, 2005
  • 11.
    Top 10 ComputerGames (2005)Top 10 Computer Games (2005) 1. The Sims 2 T 2. Doom 3 M 3. World of Warcraft T 4. Half-Life 2 M 5. The Sims 2 Special Edition T 6. The Sims Deluxe T 7. Battlefield Vietnam T 8. Call of Duty T 9. Roller Coaster Tycoon 3 E 10. Zoo Tycoon: Complete Collection E Source: NPD, 2005
  • 12.
    Significant StatisticsSignificant Statistics Actionand Sports games make up almost half of the demand for Video Games Source: NPD, 2005
  • 13.
    Top 10 VideoGames (2005)Top 10 Video Games (2005) 1. Grand Theft Auto: San Andres (PS2) M 2. Halo 2 (XBX) M 3. Madden NFL 2005 (PS2) E 4. ESPN NFL 2K5 (PS2) E 5. Need for Speed: Underground 2 (PS2) E 6. Pokemon Fire Red (GBA) E 7. NBA Live 2005 (PS2) E 8. Spider-Man 2 (PS2) T 9. Halo (XBX) M 10. ESPN NFL 2K5 (XBX) E Source: NPD, 2005
  • 14.
    Significant StatisticsSignificant Statistics Puzzlegames make up more than half of the demand for Online Games Source: NPD, 2005
  • 15.
    Significant TrendsSignificant Trends •Big name developers continue to dominate the market • Big budget games based on hot movies will continue (ex., Lord of the Rings) • Developers will continue to develop for platforms that might not even see the light of day (ex., games developed for the much delayed Play Station 3) • The industry will continue to be driven by a generation that grew up on video games, even if they are ageing already • Connectivity to the internet and mobility will push the envelope for game design • The video game industry will continue to be recession-proof. The cost to develop content is still lower than in movies • With hardware development starting to be costly and trouble- ridden, the future will focus on content development Source: Rocsearch, 2006
  • 16.
    Driving ForcesDriving Forces •Technological change – More powerful hardware at lower costs • Product innovation – Growing competition among a growing number of developers means more innovative products • Changes in growth rates – In spite of cyclical patterns in the US market, long term growth appears good • Change in platform – The growing share of consoles means the future of the desktop might be threatened • Change in demographics – More female gamers are playing, even among adults Source: Rocsearch, 2006
  • 17.
    Top 3 GameDevelopers (2005)Top 3 Game Developers (2005) 1. Electronic Arts Madden NFL 2. Nintendo Super Mario Brothers 3. Activision Call of Duty Source: Game Developer Magazine, 2006
  • 18.
    Philippine Game DevelopersPhilippineGame Developers OpportunitiesOpportunities OutsourcingOutsourcing -- ArtArt -- LocalizationLocalization Serious Games ( corporate training,Serious Games ( corporate training, skill based training, higher level of eskill based training, higher level of e-- learning )learning ) AdvergamingAdvergaming Cultural GamesCultural Games
  • 19.
    Art OutsourcingArt Outsourcing Dueto high expense of nextDue to high expense of next gengen console games ( $20m to develop ),console games ( $20m to develop ), developers outsource to expeditedevelopers outsource to expedite development and reduce costsdevelopment and reduce costs Game Art outsourcing has differentGame Art outsourcing has different skill set that animation outsourcingskill set that animation outsourcing Lower cost of art development inLower cost of art development in Asia encourages outsourcing byAsia encourages outsourcing by US/Japan game developersUS/Japan game developers
  • 20.
    LocalizationLocalization Not all gamesare made initially inNot all games are made initially in EnglishEnglish -- JapaneseJapanese -- KoreanKorean -- ChineseChinese Translating this games to English andTranslating this games to English and vice versa is part of gamevice versa is part of game development and is a sustainabledevelopment and is a sustainable businessbusiness
  • 21.
    Serious GamesSerious Games BiggestPotential in the next fewBiggest Potential in the next few years, higher Level of eLearningyears, higher Level of eLearning Games are used by Military due toGames are used by Military due to simulations, same technique can besimulations, same technique can be used for simulating experience andused for simulating experience and increase technical skills familiarityincrease technical skills familiarity Example: Brain Training Games byExample: Brain Training Games by Nintendo sold 6 million copies inNintendo sold 6 million copies in JapanJapan
  • 22.
    AdvergamingAdvergaming As any media,games can be usedAs any media, games can be used for advertisementsfor advertisements Targeted audience: Game players (Targeted audience: Game players ( have access to PC, generally teenhave access to PC, generally teen males )males ) Example: Burger King in the USExample: Burger King in the US developed 3 XBOX 360 Games thatdeveloped 3 XBOX 360 Games that consumers can buy, released thisconsumers can buy, released this yearyear
  • 23.
    Cultural GamesCultural Games SomeGames are meant for a specificSome Games are meant for a specific target culture, not mainstream buttarget culture, not mainstream but can be a hitcan be a hit In the US, there are lots of civil warIn the US, there are lots of civil war games and exploration gamesgames and exploration games developeddeveloped Example: Deer Hunter, a game forExample: Deer Hunter, a game for deer hunters, has been so successfuldeer hunters, has been so successful in the US ( DH 1 and 2 combinedin the US ( DH 1 and 2 combined sold 2.3 million copies )sold 2.3 million copies )
  • 24.