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Jeux Vidéo Et Loisirs En Réseau > Etude de marché sectorielle
 Video Games in the Digital World
€ 2 400,00
Editeur :
Idate
Langue :
Anglais
Date de publication :
Octobre 2002
Taille du document :
N/A
Autres informations :
Description , Table des matières
 

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Présentation de l'étude de marché - Description & Table des matières
 Video Games in the Digital World

The new video game economy: key issues, player strategies and market prospects
 
up to 2006.
 

• The video game market: news, key indicators and forecasts, 2002-2006.

 
- for Europe, the United States and Japan;

 
- console base, valorisation of the hardware, console and PC software markets.


 

• Country profiles: the US, Japan, France, Germany, the UK.


 

• Profiles of the top 17 publishers and console manufacturers: key data,
 
partnerships, financial results, editorial policy, PC/console/Internet strategies,
 
organization of the value chain.


 

• Key issues:

 
• Consoles :

 
- battle of the titans: Microsoft, Nintendo, Sony;

 
- a console’s lifespan;

 
• The value-added chain: development, publishing, distribution, license
 
management;

 
• Gamer practices:

 
- massively multi-player on-line games: state of development;

 
- the gamer community and professionalisation,

 
- network gaming: the LigArena and World Cyber Games in Seoul examples;

 
• New terminals: gaming on PDAs, mobile phones and via set-top boxes;

 
• Piracy: estimated value and measures being taken;

 
• Typical gamer profile (a survey of 400 gamers).


 



 
Presentation

 
• A comprehensive panorama of the sector encompassing both new technology
 
developments and evolving practices

 
• What strategies are console manufacturers and game publishers using?

 
• USA - Japan - Europe: market growth through 2007

 
• A survey involving 400+ players

 
• Key issues: the development of competition and professionalisation against
 
the backdrop of broadband and massive multiplayer game deployment


 

1/ Video game terminals

• Console manufacturers’ strategies: growth strategy, editorial policy and distribution policy

• Home and portable game consoles

• technical features and new functions (hard drive, broadband, audio unit, DVD player, etc.)

• selling price: trends by market, Europe - USA - Japan

• market shares and installed base

• Stakes

• a console’s lifecycle

• Dreamcast, PSOne, Playstation 2, X-Box, GameCube: the console and content war

• PCs and other terminals

• PCs: state-of the-art and what does the future hold?

• PDAs, mobile phones, Set Top-Boxes, TV channels, DVD players: widespread deployment

2/ Markets: assessment and prospects

• Germany - USA - France – United Kingdom - Japan

• key data: household penetration of consoles, PCs, Internet access and other terminals

• main players involved

• console market: for each country, in terms of volume of consoles by 2007 (X-Box, Dreamcast, PSOne, PS2, GameCube, GameBoy Advance, GBC, etc.) and market value

• console software market: value by country

• PC software market: value by country

• Global video game market forecasts: 2002-2007

• value and volume of the console market for each major geographical zone: Europe - USA - Japan

• game software market for consoles and for PCs (in terms of value)

Focus 1: Gamer profile

• Results of an exclusive survey conducted among 430 French players

• Gamer profile: identity (age, gender), gaming practices (frequency, duration, game type, favourite platform) buying practices (online, frequency, budget, etc.), community membership, etc.

3/ Strategic positioning of game publishers

• Publishers’ policy: development, publishing and distribution

• Web strategy: development of specific sites, online game platforms, player and/or consumer community management, etc.

• Editorial strategy: content, license management, exclusivity policy, online games

• Choice of platforms: multi-terminal strategy (mobile/PDA/TV)

• Growth strategy

• Financial indicators: growth of revenue and net earnings over 3 years, breakdown of revenue by type of terminal

4/ Key issues in the sector

• New practices

• online games: massive multiplayer games and matchmaking

• new games: from 100% web-based to wireless phones

• network games: examples of the Cyber Athlete Professional League (US), the LigArena (FR) and the World Cyber Games (KR)

Focus 2: Korea and the World Cyber Games

• “The Korean Laboratory”: a state behind the development of broadband and the emergence of new business models

• WCG: a step towards the professionalization of game players and a high-profile media event enjoying TV coverage

• Online services and cyber-distribution: main portals and community services

• Players: the community phenomenon, professionalisation, female gaming

• Piracy: estimated value and the fight against it


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