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Ga mes Industry

Ga mes Industry. Dr Manolya Kavakli Department of Computing Macquarie University, NSW 2109, Australia. Topics:. 1.Computer Games Industry 2.How the Games Industry works. Games Industry. Most important (generates $US20 billion a year) Fastest (growing rate: 30% annually)

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Ga mes Industry

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  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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