White Paper Preview : The Gaming Industry

by Wendy Hall
Larta Staff Writer

February 17, 2003

As the rest of the economy continued to endure an ongoing downturn, 2002 saw computer and video game software sales reach $6.9 billion, an 8% increase from the previous year. As more console titles are scheduled to roll out in 2003, the interactive entertainment industry is expected to continue its almost decade-long upswing.

The Playing Field

Before Playstations began invading living rooms in the mid 1990s, interactive entertainment frontiers were being pushed via improved graphics and more complex architectures within the realm of the personal computer (PC). Subsequently, games were only bought and sold to the then relatively small demographic of PC owners. When hardware creators began selling console devices that were designed to exclusively run games, which were also significantly less expensive than a computer, gaming went from an amenity of the PC to one of the fasting growing industries in technology and entertainment. The advent of more powerful PC systems and multiple console gaming options helped the computer and video game audience surge and expand well beyond its initial limited demographic of mostly young males between the ages of 13 and 18. The console has now become the centerpiece of the gaming industry (2002 U.S. sales of console games totaled $5.5 billion while computer games accounted for $1.4 billion in sales*). Now the interactive entertainment industry is in the process of driving another evolution. Both Sony and Microsoft are ambitiously attempting to market the PS2 (Playstation 2) and XBox systems as all-in-one home networking/Internet/entertainment devices. How much that will stick remains to be seen and largely depends upon the success/extent of the adoption of broadband. Yet, the unique entertainment experience that gaming offers, and the technology within gaming which is constantly pushing new boundaries of possibility for the user, will continue to attract gaming consumers.

Computer and Video Game Usage by Age
(Source: CSFB, Hart Research)

61% over 18
39% under 18

"I think people appreciate that they're getting much more challenging game play, better graphics, sharper sound--everything. So the interest in buying more games is healthy for both new and more experienced gamers," says Wedbush Securities interactive entertainment industry analyst Michael Pachter. "As with all other forms of entertainment, the more rewarding the experience, the more willing people are to part with their money."

Online gaming: Untapped or unreal?

The debut of these long-touted console systems in 2001-2002 expanded the platform wars to the Web with the launch of online gaming ventures--subscription-based services that enables users to play against each other over the Internet.

"Really what we're focused on with the XBox is online gaming," Chief XBox officer Robbie Bach told CNN during the 2001 Electronic Entertainment Expo (before the debut of the console). "People are really excited about the opportunity to play against other people over the Internet, and XBox is the only console designed to do that. It enables you to do some very exciting things."

Although the industry is hoping to create a new sector in interactive entertainment by luring gamers online, there is some debate about whether the market for online gaming is rich and untapped, or simply non-existent. There are still only a few online titles, and because creating online games for millions of users to play simultaneously requires a huge investment, the rate at which online games become available is sure to be slow. Some feel that consumers will look to online gaming for the opportunity to communicate directly and creatively with other like-minded individuals, and that in a few years, as more titles are available, the businesses could be lucrative because of that. Meanwhile, others feel more skeptical that the amount of users who are interested in making their gaming experience a social one will support such high-cost ventures.

"The reason you play a videogame is so you don't have to engage with other people," says Pachter. "Although there are some real geeks whose only chance at interaction is through videogames, there aren't that many of them. I think down the line, online makes sense because you can deliver the product online. But they're dreaming about making a lot of money now."


Coming soon from Larta: The Gaming Industry

This next white paper from Larta will present an overview of the multi-billion dollar video game industry, which has positioned itself as the second most lucrative form of entertainment behind box office sales. With the recent launch of highly-anticipated console devices, and with software and hardware sales in an upward trend despite the soft economy, the business landscape of gaming will become even more competitive and complex. This paper will present current economic data, interviews with industry leaders, and analysis of what issues are shaping the direction of interactive entertainment.

*Source: ISDA