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Games Industry

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Games Industry. Dr Manolya Kavakli. Department of Computing ... The game addict puts as much as $US50 per week into his favorite games. Street location: ... – PowerPoint PPT presentation

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Title: Games Industry


1
Games Industry
  • Dr Manolya Kavakli
  • Department of Computing
  • Macquarie University, NSW 2109, Australia

2
Topics
  • 1.Computer Games Industry
  • 2.How the Games Industry works

3
Games Industry
  • Most important
  • (generates US20 billion a year)
  • Fastest
  • (growing rate 30 annually)
  • Growing entertainment sector
  • In the next 5 years
  • Be worth as much as US100 billion
  • as new forms of e-commerce and online gaming take
    hold.

4
Computer game development
  • has gone
  • from being a cottage industry of the 1980s
  • to a global industry.
  • Worldwide,
  • computer games are now a US20 billion industry,
  • bigger than the movie industry.
  • The potential for growth is enormous,
  • with the increased uptake in the Asian market
  • expected to help drive the industry's worth to
    US100 billion in the next decade.

5
Who play computer games?
  • 60 of Americans over six years old
  • regularly play computer games.
  • In Australia,
  • every second home has a personal computer and
  • 1/5 own a Sony PlayStation.
  • Australians spend 1 million a day on computer
    and video games

6
  • there are 37 games companies in Australia.
  • Some important computer games companies
  • Microforte (Canberra, Sydney)
  • Atari House (former Infogrames) (Melbourne)
  • SSG (Sydney)
  • former -Ratbag (Adelaide)

7
Microforte
  • one of Australia's longest established computer
    games companies
  • with offices in Canberra, and Sydney.
  • currently employs 70 staff.
  • strongly involved in establishing
  • the Academy of Interactive Entertainment,
  • the AGDC, and
  • GDAA.

8
Infogrames/ ATARI HOUSE
  • French game developer and publisher
  • the second largest game publishing and
    development house in the world
  • has an office of 250 people in Melbourne

9
The major issue affecting the growth of the games
  • the lack of skilled staff.
  • Presently Australian companies hire staff from
    overseas,
  • which is costly,
  • time consuming and
  • often leads to poor staff retainment results.
  • CSU is helping to skill job ready people
  • for the emerging games market
  • by delivering a Computer Science degree in Games
    Technology.

10
How the Games Industry works
  • Cycle begins with contacts
  • between a publisher and
  • an author.
  • After plenty of meetings, and
  • market search of a new game design,
  • A manufacturer risks millions of dollars
  • on parts and sets out to build the game.
  • When it goes into production,
  • the manufacturer's sales team starts booking
    orders
  • with the scores of distributors
  • that serve as a
  • combination of sale force, parts and service, and
  • operator financing.

11
Manufacturer / Publisher
  • the sponsor of a computer game.
  • A typical upright game costs the manufacturer
  • about US2000 to build.
  • Some manufacturers (like Atari, Capcom, Konami,
    Namco, Midway, SNK, and SEGA) hire creative
    people to design games for them to build in their
    factories.
  • These games take
  • four months to four years to develop,
  • at cost of US500000 to US5 million.
  • Manufacturers make all the profit in the margin
  • between the gross cost to develop and build the
    game and the price at which the distributor
    purchases it.

12
Distributor
  • commit to purchasing games by shipping-container
    full
  • (20 to 40 games per container) and
  • buy them for US3000 to US13000 each.
  • There are 40 distributors in North America.
  • Each maintains a keen sense of what constitutes a
    good game and
  • a sales force,
  • a showroom,
  • a financing department,
  • a maintenance department.

13
  • Distributors
  • sell the games to local operators.
  • The average price to them is "out the door"
  • on the operator's pick up truck at just under
    US4000, tax and licencing included.
  • The distributor profits from a combination of the
    markup
  • on the price of the game,
  • financing, and
  • maintenance fees.

14
Operator
  • gradually rotate a new game
  • between all of their locations
  • in order to most quickly earn back,
  • one quarter at a time,
  • the money spent on the game.
  • have a route that includes
  • both arcades and street locations.
  • Most operators also operate pool tables,
    jukeboxes and cigarette machines.

15
Operator locations
  • There are three classes of operator locations
  • Family Entertainment Centres (FECs),
  • arcades, and
  • the "street".
  • A hot new game will earn US400 to US700 a week.
  • After 8 to 12 weeks, its earnings rate will have
    tapered to US250,
  • at which point the operator might move the game
    to one of 10 to 20 street locations.

16
FECs
  • attract the typical arcade crowd
  • but add to it young families (casual players).
  • Arcade devices are just a part of these large
    sites, which have a wide range of diversions,
    plus food and beverage.
  • Laser tag, miniature golf, and go-karts were some
    of the elements used to form early FECs
  • sites are now designed from the ground up and
    provide a carefully tuned array of leisure
    activities (e.g., Discovery Zone, Wonder Park,
    Disney Land, Sega World, etc).

17
Arcades
  • This is the home of operators' target
    demographic,
  • 14-year old boys.
  • The second ring includes
  • males, ages 12 to 22.
  • The average American teenager who visits and
    arcade
  • will go once or twice a week with a small group
    of friends.
  • spends US5 to 10 per week, half on the hot
    games.
  • The game addict puts as much as US50 per week
    into his favorite games.

18
Street location
  • The "street" consists of locations
  • where the primary business is something other
    than arcade entertainment.
  • Convenience stores, pizza parlors, bowling
    alleys, and pubs are typical.
  • Owner of the street location supplies
  • the floor space, electricity, and customer
    traffic,
  • while the operator supplies
  • the game and maintenance.
  • They split the weekly cashbox.

19
A hot design
  • sells 10000 arcade units in USA
  • will gross about 30million for the manufacturer.
  • guaranteed to sell one to four million units of
    the home version at 25 to 40 wholesale,
  • for a gross of 25 to 100 million per title.
  • The best games will trigger action figures, comic
    books, trading cards, pijamas, cartoons, and even
    a movie.
  • However,
  • fewer than 1/3 of the games that start
    development see even an average production run of
    4000 units,
  • and a game with an average production run is
    barely a break-even proposition for the
    manufacturer.
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