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| Jeux Vidéo Et Loisirs En Réseau > Etude de marché sectorielle |
| Video Games in the Digital World |
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€ 2 400,00 |
Editeur
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Idate |
Langue
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Anglais |
Date de publication : |
Octobre 2002 |
Taille du document : |
N/A |
Autres informations : |
Description , Table des matières |
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| 27 pages | Mai 2005 | Anglais
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| Main
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video game,game software,video games,online game,...,...
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market size and estimates,market definition, |
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usa,japan,china,croatia,united kingdom |
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| Présentation de l'étude de marché - Description & Table des matières |
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| Video Games in the Digital World |
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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 consoles 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
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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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