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Console Games
`
Introduction
Various forms of gaming:
Video Games
Computer Games
Console Games
Handheld Games
Mobile Games
Online Games
A console game is a form of interactive
multimedia used for entertainment.
History - 1970’s
First Generation Games
Magnavox Odyssey
Released in 1972
-Magnavox Odyssey is first game
console.
-Poor marketing caused it to fail
Second generation
Games
Atari PONG
Released in 1975
-First of several versions.
-Atari known as a pioneer in home
gaming for years to come
History - 1980’s
Third Generation Games
Nintendo Entertainment System
(NES) debuts.
Released in 1985
-Criticized for unreliability.
-Product recalled and repaired.
-Popularity takes off.
Sega Master System (SMS)
Released in 1986
-released to compete with NES.
-Technologically better than Nintendo,
but games less popular.
-Technology for SMS made portable and
used for Sega Game Gear
History - 1990’s
Fourth Generation Games
Sega Master System II, Panasonic
3DO Interactive
Fifth Generation Games
Sega Saturn, Sony Playstation,
Nintendo 64
Sixth Generation Games
Nintendo Game Cube, Sony
Playstation II
Today
Microsoft joins console
competition with Xbox.
Marks the entrance of the last
of today’s major competitors.
Currently 3 major console
models:
Nintendo Wii (2006)
Sony PS3 (2006)
Microsoft Xbox 360 (2005)
Seventh Generation Games
Typesof ConsoleGames
Action games
Activity games
Driving games
Flight Stimulation games
Music games
Quiz games
Sports games
Strategy games
Global Industry – Major Markets
Total worldwide
hardware and
software shipments
revenue is around
$ 29 billion
Revenues
US sales of Consoles &
Handhelds, 2007
Hardware $4.6 billion
 Games $6.5 billion
Worldwide sales of
hardware & software: 2007
 $29 billion
Projected for 2011 - $44
billion
• Sony leads industry with
48% market share.
• Expected to stay the same
for next few years.
• Nintendo & Microsoft will
remain major competitors.
•Other players: Sega, Atari,
Konami, Viacom, Namco ,
THQ.
CONSOLE GAMING – MARKET
SHARE
Target Consumers
 Consumers Traditionally men
aged 12-35.
 By end of 2007,
More than 2/3 of men 18-34 had
access to console in their homes.
80% of boys 12-17 had access.
 Women only 10% of video game
players as of June, 2007.
Consumer Behaviour
Consumers Beginning to diversify.
Consoles in 46 million homes in US.
148 million adults have access to a console.
More than 1/3 of all adults online have game
consoles.
Average user plays for 2 hours, 15 minutes per
day.
TheIndian Industry
Nascent industry.
Providing game development services and selling
original gaming content in India and worldwide
Indian companies: Dhruva Interactive, Indiagames ,
Milestone Interactive, Paradox Studios
Approximate size of industry: estimated at Rs 400 crores
in 2007
Indian Scenario
Opportunities
Qualified and quality manpower.
 In 2 years the industry will need 5000 people, maybe more.
The Animation industry will need another 5000 people
Changing mindsets towards on entertainment
over 550 million Indians are below 25 years of age, 200
+ million middle class
Cheap broadband will spur PC penetration –Broadband
Mobile will spearhead the introduction of games to the
Indian mass market
Cyber cafes and Broadband enabled games for PC.
SWOT Analysis
Strengths
Consoles are ultimate in interactive entertainment.
Budgets can rival Hollywood productions.
Large number of customers from various age groups.
Weaknesses
Brand Loyalty critical.
Piracy losses amounts to billions of dollars annually.
Devices & performance standards often obsolete within
months.
Must always release bigger & better to stay ahead of the
competition.
SWOT Analysis
Opportunities
Penetration into the casual gamers market is crucial
to sustain and promote future growth
Projected Growth around 44% till 2011
R&D in gaming console technology
Threats
Competition from mobile gaming, PC gaming and
arcade gaming
Increase in online gaming
Increase in outdoor activities/sport of children
Cultural and social impacts
Marketing Strategies-MSXbox360
Viral marketing encompassing high-profile keynote
speeches and a star-studded MTV special.
Targeted segment is hard-core male gamers.
Targeting on women who live with male gamers by
incorporating multimedia features.
Selling more consoles creates more developer interest,
which encourages more demand for consoles and creates
licensing revenue for Microsoft.
Marketing Strategies–
Sony Playstation
Marketing through MySpace and Bebo, websites blogs,
and by email.
Targeting potential buyers who are not just hardcore
games enthusiasts but anyone interested in the arts,
culture digital media and content creation.
Opened a branded venue in London's East End called
Three Space.
Used independent content and distribution partners.
Marketed PS as an enabler and a platform for creative
talent.
Marketing Strategies- Nintendo
Sell the idea that its game controls are more natural
and it can exercise your mind and help to improve
brain functioning.
Targeted non core gamers(casual gamers) such as
professional, party gamers, families and active adults.
Blue ocean strategy: A strong value innovation for
(many new) customers (i.e. motion stick)
Cost reduction by eliminating features (i.e. no HD, no
DVD, no Dolby 5.1, low processor speed)
Supporters of gaming
Gamers
Game Developers
Anti-Censorship Groups
Critics of Game Content
Legislators
Religious Groups
Parents
Futureof ConsoleGaming
Futureof ConsoleGaming
Next generation technologies.
 9GB DVD and using a red laser to read
 HD DVD can contain about 15GB of data with a
theoretical limit of 30GB
 Blu-ray disk can contain 50GB with a theoretical
limit of 200GB using 8 layers on a single disc
 3D engine to create smooth animated graphics
Console Games

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Console Games

  • 2. `
  • 3. Introduction Various forms of gaming: Video Games Computer Games Console Games Handheld Games Mobile Games Online Games A console game is a form of interactive multimedia used for entertainment.
  • 4. History - 1970’s First Generation Games Magnavox Odyssey Released in 1972 -Magnavox Odyssey is first game console. -Poor marketing caused it to fail Second generation Games Atari PONG Released in 1975 -First of several versions. -Atari known as a pioneer in home gaming for years to come
  • 5. History - 1980’s Third Generation Games Nintendo Entertainment System (NES) debuts. Released in 1985 -Criticized for unreliability. -Product recalled and repaired. -Popularity takes off. Sega Master System (SMS) Released in 1986 -released to compete with NES. -Technologically better than Nintendo, but games less popular. -Technology for SMS made portable and used for Sega Game Gear
  • 6. History - 1990’s Fourth Generation Games Sega Master System II, Panasonic 3DO Interactive Fifth Generation Games Sega Saturn, Sony Playstation, Nintendo 64 Sixth Generation Games Nintendo Game Cube, Sony Playstation II
  • 7. Today Microsoft joins console competition with Xbox. Marks the entrance of the last of today’s major competitors. Currently 3 major console models: Nintendo Wii (2006) Sony PS3 (2006) Microsoft Xbox 360 (2005) Seventh Generation Games
  • 8. Typesof ConsoleGames Action games Activity games Driving games Flight Stimulation games Music games Quiz games Sports games Strategy games
  • 9. Global Industry – Major Markets Total worldwide hardware and software shipments revenue is around $ 29 billion
  • 10. Revenues US sales of Consoles & Handhelds, 2007 Hardware $4.6 billion  Games $6.5 billion Worldwide sales of hardware & software: 2007  $29 billion Projected for 2011 - $44 billion
  • 11. • Sony leads industry with 48% market share. • Expected to stay the same for next few years. • Nintendo & Microsoft will remain major competitors. •Other players: Sega, Atari, Konami, Viacom, Namco , THQ. CONSOLE GAMING – MARKET SHARE
  • 12. Target Consumers  Consumers Traditionally men aged 12-35.  By end of 2007, More than 2/3 of men 18-34 had access to console in their homes. 80% of boys 12-17 had access.  Women only 10% of video game players as of June, 2007.
  • 13. Consumer Behaviour Consumers Beginning to diversify. Consoles in 46 million homes in US. 148 million adults have access to a console. More than 1/3 of all adults online have game consoles. Average user plays for 2 hours, 15 minutes per day.
  • 14. TheIndian Industry Nascent industry. Providing game development services and selling original gaming content in India and worldwide Indian companies: Dhruva Interactive, Indiagames , Milestone Interactive, Paradox Studios Approximate size of industry: estimated at Rs 400 crores in 2007
  • 15. Indian Scenario Opportunities Qualified and quality manpower.  In 2 years the industry will need 5000 people, maybe more. The Animation industry will need another 5000 people Changing mindsets towards on entertainment over 550 million Indians are below 25 years of age, 200 + million middle class Cheap broadband will spur PC penetration –Broadband Mobile will spearhead the introduction of games to the Indian mass market Cyber cafes and Broadband enabled games for PC.
  • 16. SWOT Analysis Strengths Consoles are ultimate in interactive entertainment. Budgets can rival Hollywood productions. Large number of customers from various age groups. Weaknesses Brand Loyalty critical. Piracy losses amounts to billions of dollars annually. Devices & performance standards often obsolete within months. Must always release bigger & better to stay ahead of the competition.
  • 17. SWOT Analysis Opportunities Penetration into the casual gamers market is crucial to sustain and promote future growth Projected Growth around 44% till 2011 R&D in gaming console technology Threats Competition from mobile gaming, PC gaming and arcade gaming Increase in online gaming Increase in outdoor activities/sport of children Cultural and social impacts
  • 18. Marketing Strategies-MSXbox360 Viral marketing encompassing high-profile keynote speeches and a star-studded MTV special. Targeted segment is hard-core male gamers. Targeting on women who live with male gamers by incorporating multimedia features. Selling more consoles creates more developer interest, which encourages more demand for consoles and creates licensing revenue for Microsoft.
  • 19. Marketing Strategies– Sony Playstation Marketing through MySpace and Bebo, websites blogs, and by email. Targeting potential buyers who are not just hardcore games enthusiasts but anyone interested in the arts, culture digital media and content creation. Opened a branded venue in London's East End called Three Space. Used independent content and distribution partners. Marketed PS as an enabler and a platform for creative talent.
  • 20. Marketing Strategies- Nintendo Sell the idea that its game controls are more natural and it can exercise your mind and help to improve brain functioning. Targeted non core gamers(casual gamers) such as professional, party gamers, families and active adults. Blue ocean strategy: A strong value innovation for (many new) customers (i.e. motion stick) Cost reduction by eliminating features (i.e. no HD, no DVD, no Dolby 5.1, low processor speed)
  • 21. Supporters of gaming Gamers Game Developers Anti-Censorship Groups Critics of Game Content Legislators Religious Groups Parents Futureof ConsoleGaming
  • 22. Futureof ConsoleGaming Next generation technologies.  9GB DVD and using a red laser to read  HD DVD can contain about 15GB of data with a theoretical limit of 30GB  Blu-ray disk can contain 50GB with a theoretical limit of 200GB using 8 layers on a single disc  3D engine to create smooth animated graphics