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Interactive Games: global perspectives & local insights

pwc. Interactive Games: global perspectives & local insights. Matthew Liebmann. Today’s agenda. The global interactive games industry: 2004-2008 The good, the bad and the undeniable. pwc. Part 1 The global interactive games industry: 2004-2008. Global Interactive Games.

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Interactive Games: global perspectives & local insights

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  1. pwc Interactive Games:global perspectives & local insights Matthew Liebmann

  2. Today’s agenda The global interactive games industry: 2004-2008 The good, the bad and the undeniable

  3. pwc Part 1 The global interactive games industry:2004-2008

  4. Global Interactive Games • Key drivers of global industry growth will be: • next generation consoles • mobile phone handset upgrades • broadband penetration • changing attitudes leading to broader customer demographics

  5. Regional performance and market share 2004 2008

  6. Console Games • Next-gen consoles will boost industry growth, but consoles will lose share to wireless and online revenue streams. • Multifunctional consoles will be a blessing and a curse for developers and publishers. • Consoles appeal to the masses, boosting mass retailers’ share of total sales.

  7. PC Games • PC games revenue peaked in 1999, and have declined ever since. • Share of total games revenue will fall from 16% in 2004 to 6% in 2008, as both units and average prices fall. • As consoles become more advanced and accessible, PCs will lose their appeal.

  8. Online Gaming • Online gaming has raised the average age of gamers, and expanded demographic reach. • 43% of frequent gamers have already played online. • Online gaming provides one of broadband’s first true killer applications. • Online gaming extends the life of games, creating additional revenue streams.

  9. Online Gaming • Between 2004-08, the number of global online game subscribers will grow from 20 mill to 142 mill (65% CAGR). • Average monthly online revenue per subscriber will fall between 2004-08. • Canada currently has the highest penetration of online gamers amongst broadband subscribers (26%) but by 2008, Asia-Pac will dominate (49%).

  10. Wireless Gaming • Asia-Pacific and EMEA exceed the US due to more than twice as many mobile phones and more progressed 3G licenses. • Over time, average monthly spend will decline.

  11. Wireless Gaming • Growth will be driven by: • upgraded infrastructure • handset upgrades • recognisable brands and titles. • Wireless games tap into the ‘handset personalisation’ phenomenon.

  12. pwc Part 2 The good, the bad and the undeniable

  13. The Good • Online gaming is the first legitimate ‘killer app’ for broadband • Gamers are demonstrating a willingness to stay with you later in life • Interactive games have proven to be entertainment for all occasions

  14. The Good • New ways to deliver content enables you to meet your clients for the first time • Improved margins can be achieved by eliminating distribution elements • Advertising: a new revenue frontier

  15. The Bad • One wallet but myriad choices • PCs and consoles have more and more uses • Mass retailers’ power is on the rise around the world

  16. The Bad • Misperceptions about the industry are holding back some support • Piracy: what’s yours is everyone’s • Hollywood is here, and it’s not all good

  17. The Undeniable • You must use your power for good, not evil! • You will never be in complete control again – accept it and embrace the future • Just because you embrace the future, doesn’t mean you should promote it

  18. The Undeniable The Undeniable • More release windows = more money. • Be quick, or you will be the dead

  19. Key messages Key messages • Focus on gamers and encourage them to stay for life • Continue working as an industry to communicate your legitimacy • Identify what makes you unique and work it into your strategy • Offset margin pressures by maximising efficiencies • Embrace new technology and ride the wave to the future

  20. pwc Interactive Games:global perspectives & local insights Matthew Liebmann

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