...SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT’S INSIDE WHO IS PLAYING 2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games? AT PLAY 4 4 5 5 6 6 7 What Type of Online and Mobile Games are Played Most Often? How Many Gamers Play on a Phone or Wireless Device? How Many Gamers Play Games With Others? How Long Have Gamers Been Playing? Parents and Games Do Parents Control What Their Kids Play? Top Reasons Parents Play With Their Kids THE BOTTOM LINE 8 9 10 11 What Were the Top-Selling Game Genres in 2012? What Were the Top-Selling Games of 2012? Sales Information: 2002–2012 Total Consumer Spend on Games Industry 2012 WHO WE ARE 12 12 About ESA ESA Members OTHER RESOURCES 13 ESA Partners The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2013. The annual research was conducted...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...One Step Ahead Consultant CanGo Week 4 Analysis Team B: One Step Ahead Submitted By: Vivian Thomas, Isabella Rishmawy, Joyce Kimani and Rachelle Green March 31, 2013 One Step Ahead Consultant CanGo Week 4 Analysis Team B: One Step Ahead Submitted By: Vivian Thomas, Isabella Rishmawy, Joyce Kimani and Rachelle Green March 31, 2013 One Step Ahead Consultant is looking into focusing on improving CanGo operation system which involves the implementation of the best layout system that will provide an effective flow of production such as barcoding of each product and to advance to a more efficient technology system such as the ASRS (automated storage and retrieval system). The expectation of the ASRS will cut down the production time tremendously and eliminate a lot of human error that can take place during the production stage. The expectation of the new layout will also contribute to decreasing the production time but also generate a better flow of product(s) that take place from the input of raw material to the output of finished goods and to the hands of each of CanGo consumers. Overall the ending result is to ensure that CanGo consumers receive quality products that they can rely on, that will contribute to increasing the company brand and to meet their short and long term strategic goals. Another section that One Step Ahead Consultant group will like to focus toward is improving the online service provided to CanGo consumer to ensure that each online shopping...
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...century on this planet, everyone on this planet has to dramatically increase the amount of time on playing video games. She specifically states that playing video games will solve the world’s biggest problems like poverty, hunger, climate change, global conflict, and obesity. She believes that gamers are “super-empowered hopeful individuals” meaning that they are individually capable of changing the world. However, they are only capable of changing the virtual world but not the real world. Solving first world problems require people to actually go out into the real world, engaging with other people, trying to encourage politicians to raise awareness, and putting a lot valuable time and effort to solve the...
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...Analysis Does the different genre of a video game effect the time it takes to react? A scary video game would make the time it takes to react less than a calm game. The independent variable in this project was the genre of the video game and the DV was the reaction time of playing a videogame.There were many control variables like the location, the participants, and the video games they played. Experimental group contains the calm and scary games and the control group is the reaction time of a person who does not play video games. Timing the participants on their reactions was easy while using a camera to record the reaction and time it that way so there would be more accurate data. In this experiment there were lots of things that could of messed up the research data. The average time for calm games was 0.26 seconds and for the scary game’s average was 0.22 seconds. The first step is to gather participants and get the first person ready. Then to start the test with a calm game. To time the participants use a stopwatch or a camera for more precise data. The participants will either be jumpscared in a scary game or be frightened by an upcoming object in a calm game. Then you time...
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...“When life imitates video” by John Leo, I have chosen this article due to the fact it explains how video games have a negative impact that cause violence. Especially how video games have an impact on children. The writer induce the peruses to acknowledge his thoughts of how computer games have a negative effect towards kids. He gives great cases of how a young person are brought on by computer games. Leo correlation between high schooler savagery and computer games The Littleton slaughter, a genuine bloodbath brought about by two young understudies who shot and executed kindred schoolmates and an instructor, furthermore ending their lives shooting themselves in the head. Another example that pertain in the article was him introduces David Grossman a retired army officer who makes a...
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...The article When Life Imitates Video” by John Leo is the most persuasive. In the article he clearly stated his stand toward the influence video games has on kids and its association with violence he try to illustrate his points with research data and facts. According to the article, hurting and maiming other is the core fun activity in video games played additively by kids. He also supported his statement by presenting a research date which involve kids between grade 4 and 8 . In this particular study more than half of the children stated that their favorite video game involve violence. The author clearly demonstrated that those kind of video games have impact on the character of children on the real life since children do not differentiate...
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...is supposed to write an academic essay on video games. Kevin is an avid gamer. He logs about 4-6 hours playing video games each day. He plays with other online gamers around the world. He intends to assert that playing video games can be good for brain development. He also wants to recommend a certain amount of game playing time per day in order to aid that development. His claim will be: “Playing video games is beneficial to brain development.” He already anticipates that some parents will be against his claim. In order to validate it, he will be backing it up with reliable sources. He will be including a list of these sources at the end...
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...Dallas Brown Professor Espinosa Introduction to SGD 23 October 2013 Career Analysis: Video Game Programmer Video games have been part of my life for as long as I can remember, but several years ago I became increasingly interested in what goes on behind the scenes to make them work and that is why I am now aspiring to be a video game programmer. My overall goal is actually to become a lead video game designer. To achieve this goal I must first establish myself in the industry as a programmer because design jobs are typically not entry-level and require more experience. Before planning the steps I will need to take to become a video game physics engine programmer I must first analyze the responsibilities of a video game programmer; specifically a physics engine programmer. “A physics engine programmer is responsible for determining the physics that will be utilized in a video game.” Realism games will strive to simulate the most accurate real-world physics that they possibly can, which requires the programmer to have a great deal of knowledge in many different aspects of physics as well as a great deal of calculus. Although, a lot of games will produce their own laws of physics that correlate with game's world they are applying them to, the physics engine programmer will still need to have a wide range of knowledge in physics to actually determine the physical laws in the world and how they interact with each other. It is not uncommon to see only one physics programmer...
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...Five Forces Analysis of the Video Game Industry The five forces that drive industry competition, a model established by Michael Porter, are; threat of substitution, threat of new entrants, bargaining power of suppliers, bargaining power of buyers, and intensity of rivalry. The video game industry must deal with all five of these forces. The analysis of the strength of these five forces within the video game industry will help to draw a conclusion as to whether or not it is an attractive industry for Sony to be in. The threat of substitutes in the video game industry is relatively low. Most customers are looking for a console that they can play games on and there really isn’t much else to choose from. One could say that computer gaming, although still technically video games, is a potential substitute. Almost every household in America at least has one computer, so it is much easier for customers to just purchase games for their computer rather than buy a new console altogether. Computer gaming is not much of a threat to the video game industry because customers seek the different type of gaming experience that the consoles offer that a computer cannot, such as motion control for the Wii, and special controllers for the Xbox and the PlayStation 2. Clearly the threat of substitutes is not very large in the video game industry. The threat of new entrants in the video game industry is moderate. The three key players in the video game industry are Microsoft, Sony, and Nintendo...
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...Through the years, video games have become a daily routine for many teenagers, college kids, and even adults. Many of the first videos games such as, Tennis for Two and, SpaceWar, all were very simple. Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations. Also with each new generation of video games, people are spending more time and money on them. In this article the term video games will be used to define any interactive multimedia in which the human game player has control over the main "character" in a simulated game world. This can include all types of video games such as those played on...
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...Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an attractive industry for Sony. The video game industry has high entry barriers because of its high research and development costs, and capital investment needed to start a business in the console industry. The cost required to develop and manufacture a product that could be a decent competitor in this market is too great for a non-established company in this industry. The technology that is needed to be successful is too advanced for new competitors to achieve. For this reason, the threat to Sony, Microsoft and Nintendo of new entrants, was not very high in 2008. Additionally, Sony’s PlayStation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The prestige of these products was so strong that it...
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...This week’s reading topic is about the affection that video games have on your schoolwork. In the NBCNEWS article “ Study: Video games can hurt schoolwork” by Nicholas K. Geranios, it focuses on the negativity that video games can have on your schoolwork. In addition, Geranios, the author states that “ Parents who fear that buying a video game system will hurt their kids' schoolwork might be right.” Based on the new study, young boys who receive their first video game device don’t progress as quickly in school as the boys who don’t own the devices. Furthermore, according to a study in the University in Ohio, there’s no improvement on the score for the young gamer boys, the reading and writing scores remained the same during the first few weeks....
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...Five Forces Analysis of the Video Game Industry The five forces that drive industry competition, a model established by Michael Porter, are; threat of substitution, threat of new entrants, bargaining power of suppliers, bargaining power of buyers, and intensity of rivalry. The video game industry must deal with all five of these forces. The analysis of the strength of these five forces within the video game industry will help to draw a conclusion as to whether or not it is an attractive industry for Sony to be in. The threat of substitutes in the video game industry is relatively low. Most customers are looking for a console that they can play games on and there really isn’t much else to choose from. One could say that computer gaming, although still technically video games, is a potential substitute. Almost every household in America at least has one computer, so it is much easier for customers to just purchase games for their computer rather than buy a new console altogether. Computer gaming is not much of a threat to the video game industry because customers seek the different type of gaming experience that the consoles offer that a computer cannot, such as motion control for the Wii, and special controllers for the Xbox and the PlayStation 2. Clearly the threat of substitutes is not very large in the video game industry. The threat of new entrants in the video game industry is moderate. The three key players in the video game industry are Microsoft, Sony, and Nintendo....
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...Esmir Hadzic 661035592 Intro to Management 2/4/14 Five Forces Analysis of the Video Game Industry As in every industry, there are five competitive forces that determine the intensity of competition between the different players. These competitive forces are; the threat of entry of a new company in the industry, the threat of substitution by another product, the bargaining power of the buyers, the bargaining power of the suppliers, and rivalry among currently existing competitors. These competitive forces are easily seen in the video game industry, as there is already immense competition in the industry due to the similarities between the few major companies at play. Sony, Nintendo, and Microsoft are the three large players in the present day video game industry. Sony Computer Entertainment Inc. has been a dominant company in the industry for over a decade with the PlayStation 1 and PlayStation 2 platforms; however, it is struggling to stay at the helm of the industry due to the presence of these competitive forces. The threat of entry of a new company in the video game industry is a relatively weak competitive force for Sony. The video game industry is already dominated by three major players (Sony, Nintendo, and Microsoft), thus the possibility of a new entrant in the industry is very low. Nintendo was established well before Sony as a major player, and Microsoft came into the industry in 2001 with the original Xbox. When Sony came in with the PlayStation 1, they...
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