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From Concept to Market:

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Oligopoly? Open platform. Very expensive to dev. and ongoing costs ... oligopoly in hardware..comps involved in all stages of the production cycle ... – PowerPoint PPT presentation

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Title: From Concept to Market:


1
  • From Concept to Market
  • The Digital Games Business
  • Dr. Aphra Kerr
  • Research Fellow
  • STeM, DCU,
  • Ireland.
  • DigiPlay Experience and Consequences of
    Technologies of Leisure,14-15th January 2004.

2
A little history
  • Degree in Communications Studies
  • MA by research The use of ICTs and potential
    use of ISDN by cultural industries
  • PhD Innovation in Multimedia Companies
  • Post-Doc The production and consumption of
    digital games

3
Which techs and focus
  • Focus is on ICTs (tech content)
  • Focus is on macro trends and how they play out at
    meso and micro levels
  • Focus is on critically interpreting the available
    data reports, internet
  • Collecting primary data through interviews

4
Background of this paper
  • Post-doc primary and secondary research
    2000/2001..interviews in Irish and UK companies,
    trade conferences, reports
  • 2002 STeM working paper
  • Manchester MIT 2002 conf. papers
  • 2003 Convergence paper and draft book chapter

5
Approach in this paper
  • Political economy..
  • the study of social relations, particularly the
    power relations, that mutually constitute the
    production, distribution and consumption of
    resources Mosco 1996.
  • Holistic, historical, concerned with
    public/private balance, engages with moral and
    ethical Qs Hesmondhalgh 2002

6
Summary of Global Sales
7
Total US Sales by Media, 2002
8
Market Split by Platform
9
The Value Chain
10
Major Business Segments
  • Seg 1 - Console Handheld
  • Oligopoly and monopoly, licenses,
  • Prop. tech., money made on software..
  • dev. 18 months, 12-20 people, 3-5 million
  • Retail through shops
  • Seg 2 PC (not MMOGS)
  • Numerous players, Common stnds, open archit.
  • dev. 15 months, 12-15 people, 1.5-3 m,
  • Retail shops and some online elements

11
Cont./
  • Seg. 3 MMOGs
  • Oligopoly?
  • Open platform
  • Very expensive to dev. and ongoing costs (?)
  • Retail though shops subs
  • Seg. 4 Mini/Casual games
  • Numerous players and competing techs
  • Small teams, 3 months dev.
  • Competing revenue models..pay per play, subs,
    advertising,

12
Trends - Vertical and Horizontal integration
  • Console segment
  • oligopoly in hardware..comps involved in all
    stages of the production cycle
  • Independent publishers
  • between 10 and 20 globally, acquiring
    distribution channels and buying into developers
  • Economies of scale scope

13
Licensing Sequels..
  • Trying to reduce risk and uncertainty of demand
  • Pre-sold properties Schatz 1993
  • Real world, TV, film,
  • In 2001 45 of all format games in UK licensed..
  • Growing the market or limiting innovation
    reducing overall diversity??

14
..Final thoughts..
  • Focus on commerical production of games in US/UK
    primarily..not the full story
  • Size/scale increasingly nb at all stages although
    resistance at developer stage
  • Impacts on
  • diversity of titles,
  • price of product,
  • viability of independent developers and rate of
    start-ups

15
  • More info..
  • www.comms.dcu.ie/kerra
  • www.stem.dcu.ie
  • www.gamedevelopers.ie
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