Gaming Industry Final
Transcript of Gaming Industry Final
“ exceeding your imagination”
Gaming industry
I Introduction to gaming industry
Started in 1951 by Ralph bear in new Hampshire
Pong was the first game to be introduced
In 1973 8000 – 10000 pong machine were sold
By this Japan invaded with bigger block buster PACMAN
Japan by introducing Nintendo in to the market rule the entire gaming industry by whopping 90% share of the market
in 1990 due to advancement of technology the gaming got better more challenging, realistic to play
•It is a 220 billion dollar industry•There is a hardware and software part of it•Coming to the hardware part the major players are SONY, NINTENDO ,MICROSOFT •In 2008 gaming racked in a whopping 21.33 billion $ a 19 % in crease over 17.91 billion $ earned In 2007 . •Gains were made across all segments of market. Hardware increased by 11% to 7.8 billion $ and software sales grew jumping 26% to 10.96 billion $
Various brands under a company
SONY NINTENDO MICROSOFT
PSP Game boy PCPS DS X-box360PS2 Wii PS3 Market share in 2008
The changes in the hardware volume can be summed up as :
06' 07' * 08'
30.33m 45.08m 59.36m
22.28m 28.73m 30.75m
7.47m 7.93m 11.37m
60.08m 81.74m 101.48m
Company
Nintendo
Sony
Microsoft
Total
Games publishers
2008 position Name of publisher
2007 position
1 Nintendo 1
2 Electronic arts
2
3 Activision 3
4 Ubisoft 4
5 Sony computer entertainment
7
6 Take-two interactive
5
7 Sega sammy holdings/sega
of America
10
8 THQ 5
9 Microsoft games studios
9
10 Square enix 11
11 konami 15
12 Vivendi games 13
13 Namco bandai games
14
14 capcom 14
Gaming publishers are the company that publishes video games that they have either developed internally or have had developed by a video game developer
Mobile gaming : with the creation of cell phone, one was easily impressed with the mere fact that the phone required no cables but towards the end of 20th century, cellular phones started to modernize and people wanted more out of cell phone . Though the older cell phones were having games it was in black and white as hardware couldn’t support but as technology developed the storage and graphic of cell phone improved and many attractive cell phone games came In to the market …
Online gaming : becoming very popular in today's world eg: zapak etc.. And also many competition are held among the gamers at international level and the winner receives 1million $
Types of games :•Arcade games •Single person shootout games •Strategy based games•Sports games•Adventure games •Movie based games (tomb raider , home alone,dhoom,fast and furious,krrish,ankahen,luck by chance)
Intelligent Start !!!!!!!!!!!!!!!
Marketing strategy1)Gaining a competitive advantage. Unveiled the Xbox 360 to consumers four days before E3, aka the Electronic Entertainment
Expo, started.2)Marketing model: Direct-to-consumer strategy.3)Branding strategy: Promoting its new console through nontraditional means with multiple partners and six
months before shipment..
4)Networking strategy: Agreement with Samsung to collocate next-generation Xboxes with its high-definition TVs in
retail stores 5)Exhaustive SCM- Product cycle has a front-loaded revenue stream
Unique Supply Chain Model by Microsoft
What’s so special?
Robust value chain analysis of Xbox
Do u know this?
Sony Like No Other…
Introduction1. Found in-1946(adopted its current name in 1958)2. Founders-Masaru Ibuka,Okio Morita3. Headquarters-Minato,Tokyo,Japan4. Key people-Sir Howard Stringer (CEO & Chairman)5. Sony got into the console gaming market in late
1994.6. It stands at first position in INDIA and second in
the world market of gaming industry.7. Name derived form a Latin word SONUS.
Play station portal(PSP)Accessories:-• PSP-S180E-video out and the component AVcable.• PSP-S150E-video out and composite AV cable.can watchvideo
from slimmer, lighter PSP system on any TV.
Games:-• Buzz-master quiz• God of war• LocoRoco
Playstation 2(PS2)Accessories:-• SCPH-10010E-The DUALSHOCK®2 analog controller delivers a more intuitive
gaming experience, with pressure sensitivity on every action button and enhanced mobility of analog thumbsticks.
• 8MB Memory Card- Save game progress, hidden characters, highscore,special weapons, custom control settings.
Games:-• Gran turismo 4• Shadow of the colossus• Ratchet and clank-size matters
Play station 3(PS3)Accessories:-• WIRELESS CONTROLLER- have pressure sensors in each button
and inclusion of sixaxis,motion sensing technologies.• PS3 BD Remote- enables control over Blu-ray disc player
features.
Games:-• Motor storm pacific rift• Gran turismo 5 prologue• Resistance 2• Little big planet
Swot analysis
STRENGTH• giving customer the latest
and greatest gaming hardware and software.
• High-quality hardware.• Attuned to what their
hardcore gamers’ wants are.WEAKNESS• high-quality hardware = high
prices• New technology=high prices.
OPPORTUNITIES• the PS3’s lower price convinced
people waiting for Wii’s to buy
available PS3s instead.
THREATS• PS3 customers shifting to XBOX-
high prices• Recession has threatened the PS3
sales.
Marketing objectives1. Lowered down the hardware and software prices to grab the
space created in the market of NINTENDO due to its unavailability.
2. Attracting movie making companies to make use of BLU-RAY technology, thereby bringing revenues for the company.
Marketing plans1. Make Sony available on shelves always.2. Lowered price-capture market of XBOX.3. Took idea from NINTENDO and added the feature of motion
sensitivity before release.
Marketing & Product strategies
1. Target customer- 15 to 30yrs2. Includes shooters and high action games such as Kill Zone and God of
War3. younger children-more adventure based games such as Jak and Daxter
and Crash Bandicoot4. Blu-ray offers the latest advancement in movie entertainment
experience. The detail of these movies is so good that you can literally see individual pores on people’s faces. As you might expect, this means detail on everything is very high and movie buffs love it.
5. High audio visual quality6. classic games available for download via the Playstation Network 7. Little change in control setup-compared to PS1 & PS2
Pricing & Promotion & Supply chain strategies
1. Initially the prices were high then reduced to gain as much as possible from the market- skimming strategy (extracting the creamy layer of market)
2. Provided a gaming system which also enables enables to watch movies on it.
3. Offers down able games4. Nice warranty5. Enables multiplayer games6. Additional features-songs etc7. Backward compatibility with PS1,PS2games8. buys parts from different suppliers to construct the PS39. Then constructs units in Japan10. After repeated testing, sales in Japan n then shortly in US &so on11. From here they are sold to distributors.
Product Seventh generation home video game console
Dimensions 4 mm x 157 mm x 215.4 mm
Accessories Wii remote, Nunchuk, sensor bar
Cost $ 249.99
Target group
8-80 year olds
Technology WiiConnect24
Add ons Free Wii game with each unitFree Wi-Fi connection
Awards E3 Awards 2006, Popular Science, 2006, Gamespot, 2006, PC World’s most innovative product of the year,
Product attribute matrix
Competition
Microsoft’s Xbox 360 and Sony’s PlayStation 3
USP Broader demographic baseWireless controllerWii remote
Selling channel
Retail outlets
Wii sports disc
Wii AC adaptor Wii AV cable
Wii sensor bar
Nunchuk
Wii remote
Wii console
Wii console stand
The Six Path Framework
MarketingStrategy
Magicwand
Physics
GameLibrary
Fun
Price
Graphics
Promotional strategy
Free Wii game with each unitFree Wi-Fi connection
StrengthsUses motion sensitivityBroader demographic profileAffordable
WeaknessesThird party issuesDeal with internal memory shortage: Spring 2009Improve NCRImprove the software lineup
OpportunitiesSony’s high price tag & declining sales
ThreatsHigh shipping costs
Future Innovations at Nintendo
Tie up with NHK Educational to develop a software that introduce 100 basic words that are essential in daily English communication.
New Game: Lets Tap
Wii Fit: Health First
India: Destination Next for the International Gaming Industry
• Present Indian gaming market is $300 million
• PC gaming break up of $ 90 million
• console gaming break up of $ 210 million
Key Segments
• Computer games that are delivered on disks or CD- ROMs and played on a PC.
• Video games • Wireless games• Indian companies cater to online game sites
as well.
How Does It Work?
Publisher
Ip owner
Content developer
Carrier and consumer
Major players in India
• Zapak.com • Games2win.com• Indiagames.com• hungama• dhruva interactive• game shastra solutions
Market size
0
50
100
150
200
250
300
350
Years 2003 2005 2007 2009
Years
Rev
enu
es
Market share of gaming in India
Mobile53%
Pc25%
Consoles20%
online2%
Future scope
• Indian mobile gaming market is forecast to exceed rs 800 crore by 2010.
• The future for India's game development community looks bright in mobile gaming
• India alone has 40 million mobile phone users
THE 5’S GROUP
Thank you… Shreeshasagar Smrity Srujana Sumedha Soumya