Preview

Video Game and Software Industry

Powerful Essays
Open Document
Open Document
1221 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Video Game and Software Industry
Introduction

The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industry, video game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements in technology which have a huge impact on the video game industry by enforcing constant growth. Aside, threats like new competitors, substitutes, and regulation influence the video gaming and software industry every day, making the market even more competitive, while an increasing desire for fun and unique products on the customer side force companies to steadily create new and innovative technology. Therefore, competition among companies in this industry can be fierce, with each video game company struggling against the others for market share.

Sales According to the Entertainment Software Association (ESA) (Exhibit 2) game sales hit $7.0 billion in 2005 for total sales in the U.S. game software market for game consoles (PlayStation, XBOX, etc.) and PC games. With $6.06 billion, the lion 's share of the overall sales came from console game sales, while $.953 billion were cumulated through PC game sales. Expressed in units of games sold, in 2005 190.5 million units were sold for console systems compared to 38 million units for PC games. Historically sales of video games have grown in almost every year since 1996. US based sales (Exhibit 1) in 1996 were $2.6 billion (74.1 million units) and rose to $7.4 billion in 2004 (250 million units), which was an increase about roughly 300%. For 2006, statistics show that 42% of the target audience purchased or planned to purchase one or more games. The following games are the top selling game titles for 2005



References: "Essential Facts About The Computer and Video Games Industry 2006" by the Entertainment Software Association. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf 2006 "Essential Facts About The Computer and Video Games Industry 2005" by the Entertainment Software Association. http://www.theesa.com/files/2005EssentialFacts.pdf 2005 "Survey Reveals U.S Gamer Market Is Diversifying" by Parks Associates. http://www.parksassociates.com/press/press_releases/2006/gaming_pr4.html August 29, 2006 "Game sales hit record highs" by Beth Winegarner - GameSpot http://www.gamespot.com/news/6117438.html January 28, 2005 "Global Electronic Gaming Industry Will Approach $60 Billion by 2011" by BCC Research http://www.bccresearch.com/editors/RIFT052A.html June 7, 2006

You May Also Find These Documents Helpful

  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    Final Report - CanGo

    • 2171 Words
    • 9 Pages

    Offering a new product will bring in additional revenue. According to market researcher DFC Intelligence, the video game industry is expected to grow from $66 billion worldwide in 2010 to $81 billion by 2016.…

    • 2171 Words
    • 9 Pages
    Powerful Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Better Essays

    a. According to entertainment software association gaming is a 10.5 billion dollar industry that has influenced the lives of 62% of Americans. This growing industry involves more men & women to play in the variety of new developing consoles and handheld devices. With all these new consoles and games, the introduction of many exciting accessories and devices that help gamers…

    • 993 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    Applied Management Project

    • 13570 Words
    • 55 Pages

    31. David Edery, Ethan Mollick, 2009,Changing the game: How Video Games Are Transforming The Future Of Business, Pearson Education Inc.(pg:40-60)…

    • 13570 Words
    • 55 Pages
    Powerful Essays
  • Satisfactory Essays

    Video game consoles have continued to dominate the youth market not only in the United States but overseas as well. With three primary focuses, Playstation, Xbox and the Wii, game consoles have invaded households worldwide. Although Microsoft’s Xbox is has enjoyed owning the the market share as the top dog for the last several years with its first and second generation platforms, Sony’s Playstation 4 has seen record sales across the United States and Canada and over the last quarter has taken the lead with its next generation console, selling its five millionth console as of February 18, 2014, according to Richi Jennings of ComputerWorld magazine. With news that gaming consoles are in high demand, the development of next generation games is important to keep up with the supply and demand of fantastic games. This is why my choice product is a sim-game which markets to both China and India called, “The Early Empire.”…

    • 690 Words
    • 3 Pages
    Satisfactory Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    We have turned digital games for computers, mobile phones and home entertainment systems into what is expected to be a $68 billion industry annually by the year 2012. So we are creating a massive virtual effort and emotional energy and attention on game worlds instead of on the real world.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Powerful Essays

    Game Console Industry

    • 585 Words
    • 3 Pages

    Sales of video game consoles, software, and accessories reached a record high of $23.1 billion in 2008. Despite the increasing intensity of competition, the video gaming industry as a whole had continued to grow through the end of 2008 in the face of the downturn in the general world economy.…

    • 585 Words
    • 3 Pages
    Powerful Essays
  • Powerful Essays

    Videogame Censorship

    • 3194 Words
    • 13 Pages

    Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked ." PBS 06 January 2008 <http://www.pbs.org/kcts/videogamerevolution/impact/myths.html>.…

    • 3194 Words
    • 13 Pages
    Powerful Essays
  • Good Essays

    Research Paper

    • 3207 Words
    • 13 Pages

    Believe it or not, video games can be traced all the way back to the late 1940s. An early cathode ray tube- based missile defense system was technically the very first video game program (Princeton para 1). The missile defense system was not adopted into a simple video game till the 1950s. By the late 1950s and the 1960s, more and more computer games were developed. Thus, computer games would increase in sophistication and complexity. Who would have thought this was only the beginning? Eventually computer games began to diversify into the media that we see today.…

    • 3207 Words
    • 13 Pages
    Good Essays
  • Best Essays

    Supportive Work Culture

    • 3625 Words
    • 15 Pages

    References: David Hinkle. (2011, July 5). Report: Game Industry worth $74 billion in 2011. Retrieved from: http://www.joystiq.com/2011/07/05/report-game-industry-worth-74-billion-in-2011/ Don Reisinger. (2010, December 21). Call of Duty Black Ops hits $1 billion milestone. Retrieved from: http://news.cnet.com/8301-13506_3-20026321-17.html CBC News. (2006, October 19). Video games can reshape education: U.S Scientists. Retrieved from: http://www.cbc.ca/news/technology/story/2006/10/19/videogames-education.html Medical News. (2011, September 20). Gamers crack AIDS puzzle. Retrieved from: http://www.medicalnewstoday.com/articles/234664.php Ea_spouse. (2004, November 10). EA: The Human Story. Retrieved from:http://easpouse.livejournal.com/274.html Simon Carless. (2004, November 11). ‘EA Spouse’ weblog Raises Issues On Game Development Quality Of Life. Retrieved from: http://www.gamasutra.com/php-bin/news_index.php?story=4543 Kristan Reed. (2004, February 20). Team Bondi – The First interview. Retrieved from: http://www.eurogamer.net/articles/i_teambondi Brendan Sinclair. (2006, September 25). Rockstar gets L.A Noire. Retrieved from: http://uk.gamespot.com/ps3/adventure/l-a-noire/news/6158595/rockstar-gets-la-noire Nathan Brown. (2011, October 5). Team bondi to close. Retrieved from: Ravi Shankar Jayaraman 211586823 Page 11…

    • 3625 Words
    • 15 Pages
    Best Essays
  • Powerful Essays

    CMNS110

    • 2414 Words
    • 10 Pages

    According to the NPD Group, a global market research company, in 2009 video game industry has made a total of 10.5 billion in revenue with a sold of 273 million units. Therefore, this makes the video games become one of the biggest entertaining media industries. Video games are like most other forms of media, may be categorized in to genres based on many factors such as method of game play, types of goals, art style and more. For instance, if a gamer is interested in soldiers, wars and combat, he or she will be more likely to choose a First Person Shooting Game such as the famous series Call of Duty or Battlefield. Another example to illustrate this is strategy games which require lots of thinking…

    • 2414 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    Microsoft and the Xbox One

    • 3692 Words
    • 14 Pages

    Microsoft entered the new console generation on the back of strong position it held with the Xbox and the Xbox 360. They have a strong following with an install base of over 75 million and online hit in the form of Xbox Live. The question was where could it go next and how could it position itself for the new generation. Were they a gaming console or an all in one box that would be the centre of your entertainment unit?…

    • 3692 Words
    • 14 Pages
    Powerful Essays
  • Good Essays

    Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.…

    • 713 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Copy Paste

    • 1902 Words
    • 8 Pages

    • Total Gamers = 430M in 2003 (1/4 are online) • Over US$ 20B compared to US$ 70B in movie industry • EA, 4th largest software company in 2003 • In the Asia…

    • 1902 Words
    • 8 Pages
    Satisfactory Essays