Showing posts with label future trends. Show all posts
Showing posts with label future trends. Show all posts

Tuesday, May 19, 2009

RESEARCH: The top 12 trends of the video game industry

An Great report from Login that I had to share he does a great job of looking back at trends. I have always said one of the best routes to success is to look to the past..... well here is a little help.


Report By Dean Takahashi from the Login Conference


It's good to step back and get a good look at the various cross-currents in the games landscape. Over the last few weeks I've been surrounded by game developers at the Login online games conference in Seattle and the Quo Vadis game developers event in Berlin, both events where I was invited to speak, and have seen several trends emerging — some good, some bad. Here they are:

1. Game startup financings have slowed from last year. Everyone in the game industry is aware that sales for U.S. console games in March slowed by 17 percent and another 17 percent in April. That's not too alarming, since a year ago the launch of Grand Theft Auto IV was a huge event, and it's hard to beat the numbers from a year ago. But it's the first sign that the game industry can't work miracles in the midst of a recession.

Along with that, financings have slowed. So far this year, 25 companies have raised $126 million, according to our calculations. Game and virtual world fundings for 112 companies hit $936.8 million in 2008 by our count. That compared to $613 million raised by 62 companies in 2007, according to Jussi Laakkonen.

It looks like 2009's game venture fundings are not going to exceed last year's totals. The biggest funding so far this year was Offerpal Media, which monetizes social games with special offers for users. It raised $15 million. By comparison, the biggest funding last year was $100 million raised by China's 9You. While the funding environment's not as good as a year ago, it isn't so bad that game fundings have dried up.

2. The broader game industry continues to expand, command more respect, and draw outsiders. This isn't a contradiction to No. 1, in part because game startups are still a relatively small slice of the overall industry. Pricewaterhouse Coopers says the global game market will grow from $42 billion in 2007 to $68 billion in 2012. DFC Intelligence says online games will grow from $3 billion in 2005 to $12 billion in 2011. There's no question games are gaining market share on other forms of media, which is why the industry is drawing big investors, from USA Network to Time Warner.

While funding may drop for game startups this year it's interesting to see how far they've come. Five years ago, no respectable VC wanted to make a bet on hit-driven businesses. They stayed away from it the way they stayed away from Hollywood movies. But now the active VCs this year include some of the best-known in the venture capital industry: Charles River Ventures, Mohr Davidow Ventures, Kleiner Perkins, Norwest Venture Partners, Draper Fisher Jurvetson, D.E. Shaw, and Oak Investment Partners. Among those actively looking are Trinity Ventures, Lightspeed Venture Partners, Blue Run Ventures, and many others.

The ecosystem is healthy, and the reason is that games are constantly expanding their borders. The Wii has done a great job recruiting new gamers. But the monthly NPD sales numbers haven't captured the explosion of games on the iPhone, Facebook, casual games on the web, and PC online games. Even more immeasurable is Funware, which refers to the use of game mechanics in non-game applications. Other industries are recognizing that games are so engaging that they're trying to make their own products more game-like.

As Jordan Weisman, founder of 42 Entertainment, once said, "Games are like oxygen. They are part of every activity, from reading to toys to TV to any kind of experience. They can be played on any kind of platform," beyond the consoles. The broadening of the game market is why games can be somewhat resistant to the recession, even as other retail products suffer.

3. Competition is heating up and driving prices toward zero. Of course, if too many competitors enter the market, profits can tank and prices can crater. One of the bad things about having so many fundings last year is that, if you're raising money this year, you're going to have to compete with those 112 companies who, because of the way the recession is playing havoc with pre-recession business plans, are likely going to have to raise new rounds of money.

Even scarier is the rise of free games. There are a couple of thousand free games on the iPhone. There are thousands more on social networks and casual web portals. Perhaps 90 percent of players on the web are choosing to play games for free when they have a choice between a free version or a paid version. And the quality of the free games is getting better and better.

What happens when the user decides that free is best? This is the same problem that newspapers, movies, music, and other producers of content are facing as the Internet undercuts the traditional barriers that have kept prices high, as conveyed in Chris Anderson's recent book, Free.

4. Advertising in games has taken a hit. Free gaming was supposed to be supported by advertising. In-game advertising, where the ads run inside a game as players play, got off the ground in 2004, picked up momentum in 2006 when Microsoft paid a lot of money for Massive. A bunch of rivals entered the market, including Google. The peak of the market had to be when the Obama campaign ran ads on billboards inside a racing game. Then the recession hit. Ad budgets began to dry up. Now IGA Worldwide, an in-game ad company, is up for sale, and Microsoft's Massive in-game ad division just laid off 28 percent of its staff.

In-game advertising may turn out to be a great market. But this is what happens when expectations race too far ahead. Back in the days of the building of the transcontinental railroad, everyone was optimistic about railroad companies. But many of them went bankrupt, just like a lot of the companies that poured money into the dotcom market. From the point of view of venture investors, the in-game ad market has "jumped the shark," a phrase I'm told means passed its peak. It just means that the people who are going to make big money here have already invested, and there's no way you can make money by chasing their exhaust. Or so the thinking goes.

While in-game ads may be suffering, other ad-based game businesses can still grow. Video-based wrapper ads are growing so much for Wild Tangent that the company posted 65 percent growth in its ad-based revenues in the first quarter. Analyts Edward Hunter of market researcher comScore disagrees with me that in-game ads are sinking. He notes that in-game advertising will show faster growth if it's measured properly by independent media trackers. And he notes that while total ad views on the Internet dropped 20 percent in December of 2008, in-game ads saw a rise of 8 percent. Once the advertisers catch on, they may pile into this sector, he says. But in the meantime, the layoffs suggest there is a big reset in expectations happening.

5. Virtual goods are benefiting from the weakness in ads. Virtual goods businesses are taking off on Facebook and at other companies such as China's Tencent. My colleague Eric Eldon estimates that virtual goods micro-transactions could generate $500 million in revenue for game and app makers on Facebook this year. Zynga, which makes games such as Texas Hold 'Em Poker, has become the top third-party company on Facebook. It looks like such games are creating real, sustainable businesses on Facebook. Zynga is reportedly on a run rate to make $50 or $60 million. Playfish and Playdom are likewise on track to make tens of millions of dollars. Their games get real cash, albeit in small chunks of change, from users. They're spending real money on virtual items like poker chips or a better weapon. When you have 12 million active monthly users like Texas Hold 'EM Poker, the change adds up.

PlaySpan has stepped into the market to provide everything from a payment system to handle virtual goods to in-game virtual goods sales processing to retail game cards that let kids who aren't old enough to have credit cards purchase virtual goods. Some of the games are getting pretty clever at integrating virtual goods. You can buy a virtual race car in Upshift Strike Racer, a racing game on Gala-Net. Then, after you put some miles on the car, you can sell it as a used car to another player. PlaySpan's chief executive, Karl Mehta, predicts the company will handle a billion transactions, worth a total of $100 million, this year.

Other companies in the larger space of monetization include Twofish, LiveGamer, Fatfoogoo, Offerpal, Super Rewards, Viximo, and Jambool. Outspark, which is importing free-to-play games to the U.S., has said 10 to 13 percent of its users are buying virtual goods. And of those, the average revenue per user is $45. That's so high that those players would be better off paying a subscription. This virtual goods wave has swept through the whole world. It's wonderful that the game industry is returning to that micro-transaction currency that's served it so well in the past: the quarter.

6. Don't believe too much of the hype about Chinese game companies taking over. Will the rise of new business models in Asia, and the rise in game company valuations, enable them to take over those in other territories?

Virtual goods started thriving as a business model for companies such as Shanda in China a few years ago. Online games thrived in China because they enabled operators to authenticate users and thereby beat rampant piracy. World of Warcraft did great in China's Internet cafes, but the free-to-play model is taking over, according to market researcher Niko Partners.

Will this become a global advantage for the Asian companies that have embraced this business model first? It was a couple of years ago that Shanda said it would switch all of its games to virtual goods models. And now Shanda is the biggest online game company in China with $500 million in revenues. In my speech in Berlin last month, I brought up the topic of geographic arbitrage. I noted that a couple of books by Annalee Saxenian, Regional Advantage, published in 1996, and The New Argonauts, published in 2007, showed how differences between regions could make a big difference in terms of who thrives and who doesn't.

Geographic arbitrage means that you exploit your region's advantage. For a time, the French stock market overvalued game companies. That gave rise to Infogrames, which used its valuation to buy other game companies. One of the most symbolic occasions of the French invasion of the video game industry happened when Infogrames bought Atari. DFC Intelligence has noted that much of the profits of the game industry have migrated from the money-losing Western companies to the Far East.

In Berlin, I all but predicted that the Koreans and Chinese would take over here. But we've seen some abortive attempts at crossing borders. NCSoft made a fortune with Lineage in Korea and tried with Destination Games in the U.S. But NCSoft's Tabula Rasa failed and was shut down. And Perfect World has launched a couple of games in the U.S. but hasn't yet acquired anyone. The whole Chinese online games market is expected to be $3.8 billion in 2009, according to Niko Partners. It is growing at a rate of 38 percent.

But here's the reality check. The revenues for Shanda are still only about an eighth of the revenue at Electronic Arts. ChangYou had one of the only IPOs in the past few months. The Chinese company raised $200 million in its debut on the NASDAQ. The Chinese companies are not yet in a position to come into the U.S. market and take over. The wave could happen someday, but not just yet.

The market capitalization of the top eight Chinese game companies is about twice that of EA's That will get bigger. The Chinese companies are scouting now in anticipation of buying more later. Maybe they'll do better than the Koreans. But troubled U.S. companies can't look to the Chinese as saviors.

7. Social gaming is spreading beyond the borders of game platforms. Social gaming has caught on along with virtual goods because it's a lot of fun to play with your real friends with real identities on social networks such as Facebook. There are now more than 5,000 games on Facebook.

Companies such as Zynga, SGN, and Playfish are thriving on Facebook. They're taking advantage of the ability to spread games in a viral fashion to stand out. If you can get your users to spread your game for you, then you don't have to worry as much about marketing costs. Thanks to viral marketing, it's possible for small titles to get noticed in the long tail of thousands of games all competing on the Facebook platform, which has 200 million users.

Zynga, SGN and other Facebook companies are moving to the iPhone. Playdom is moving from MySpace into Facebook games. One of these days, somebody is going to build a cross-platform social games empire.

8. Creative destruction rules the game job environment. Are these new businesses with new business models going to grow up and threaten the big console companies? Michael Pachter, an analyst at Wedbush Morgan, said he thought there were a lot of cool companies in the space. But he doubts that the startups will overtake the traditional console startups anytime soon. It will be interesting to see if jobs created at the new companies can compensate for jobs lost at the old ones.

Wanda Meloni of M2 Research came up with some interesting data about this last week. She said that since July, 2008, 60 game companies/studios have publicly announced layoffs that have eliminated 8,450 jobs. Most of those are in North America, where there are an estimated 53,900 people working at game companies, according the Game Developer Census. She calculates that roughly 12 percent of the whole game industry has been hit by the layoffs. That sounds awfully depressing.

But there are thousands of people now jumping into iPhone game development, or development of games for smart phones. Moblyng just announced last week that it developed games that could be quickly and easily ported across all smart phones. Just as some big companies die, new ones are being born.

People call it creative destruction when one thing collapses and another takes its place. The big companies cut back, and the game startups form to fill the void. 3D Realms, the maker of Duke Nukem, closed its doors the same day WonderHill announced it raised $7 million. The lesson of 3D Realms is, don't take more than 13 years to develop your game.

9. Apple and Nintendo are at war. There were only 1,500 games on the iPhone in December. Five months later, there are more than 9,000. Clearly, some of those unemployed game developers are trying their hand at striking it rich by uploading a game or two to the AppStore. At the very same time that many companies are crumbling, we're witnessing a Cambrian explosion of indie game companies. These companies are all capital efficient, which is music to the ears of recession-ravaged investors.

Nintendo has sold more than 100 million DS units since 2004. Apple has sold 37 million iPhones and iPod Touches in little less than two years. At that rate, Apple is likely to overtake the Nintendo DS. Maybe that's why Nintendo lowered its forecast for DS games in the coming year. I don't know. But it's worth pointing out that DS games sell for $30, while at least half of Apple's games sell at 99 cents. Jeremy Liew of Lightspeed Venture Partners estimates that the whole AppStore has generated no more than $45 million in revenue for Apple. As you can see from the price difference, it's going to be a long time before Apple knocks out Nintendo.

The difference in approaches is going to be a fascinating experiment in capitalism. Nintendo deliberately limits its own games on its platforms and closely regulates what games can be published for the Wii and the DS. There are only dozens of WiiWare downloadable games on the Wii, whereas Apple has opened the floodgates. Apple clearly offers its consumers more choice in games, but iPhone developers may have a terrible time getting noticed on the iPhone and keeping hits alive for more than a couple of weeks. Nintendo says it prefers to have healthy developers on its platform. The suggestion is that Apple's platform won't truly take off until it provides ways for developers to make money. If you know who's going to win, tell me.

Apple has a popular and fast-growing platform. With the iPhone 3.0 software, it's going to have new game-friendly features such as virtual goods. But it is leaving the game development to its developers. At some point, it would be great to see dueling keynotes between Nintendo CEO Satoru Iwata and Apple's Steve Jobs at E3.

10. Gesture-based control systems will spread industry wide. Just about everything Nintendo starts turns into an industry-wide trend. The company started the wave of brain-training games with Brain Age. And then it started the fitness craze with the launch of Wii Fit. Now everyone from Lumos Labs to Electronic Arts with EA Sports Active is piling into those markets.

With the Wii, and soon the Wii MotionPlus, it has redefined the game controller and inspired a wave of gesture-based technology companies that include PrimeSense, 3DV Systems (acquired by Microsoft), Canesta, Softkinetic, Omek Interactive, and others. Microsoft is rumored to be working on its own gesture-control system, and Sony will likely go farther with this technology as well.

11. Backfill strategies may work. Companies such as Quick Hit are trying to take on Electronic Arts' Madden franchise by launching a free-to-play online football game. The plan to attack Madden via the online route reminds me of a strategy I call backfill.

It's like in real estate. A whole neighborhood gets built out, but there are a few empty lots. Some companies just move on to new neighborhoods because they figure the game is over in the old ones. But then the backfillers go back to the empty lots and build houses on them.

I thought of this strategy when I heard about Virtual Families. This game from Last Day of Work is focused on taking on The Sims, which has sold more than 100 million copies. This category of people simulation has been dominated by Electronic Arts. Most people would, and have, stayed away from this neighborhood. But Virtual Families is shooting to produce a much more casual experience than The Sims.

Along the same lines, Thriller New Media, headed by Wild Bill Stealey and Fred Schmidt of MicroProse fame, are trying to do a backfill in the military simulation space. The market moved away from the hardcore military games as the console market broadened. It no longer made sense to make games that only 100,000 people played. But so many companies left the space that Thriller is trying to go back and replant on old soil. They're applying new tricks, such as social networking and free-to-play business models, to online military simulations. There is even a generational play here, just like how Disney creates movies that appeal to both kids and their parents. The parents get a kind of retro nostalgia while the kids enjoy something they haven't seen before.

12. Digital distribution is gathering steam. GameStop has more than 4,000 stores across the country. But retailers had better pay attention to the gathering momentum of Valve's Steam service, which distributes games direct to users over the Internet. OnLive, meanwhile, dispenses with the downloading. When the company launches its video games on demand service this fall, you can play games that are stored on distant servers as if they were right on your home PC. For a subscription fee, you'll be able to play fast-action games on low-end machines. This will become a viable distribution channel, even if it doesn't kill retail, and even if Valve and OnLive aren't the ones that succeed. It's like gravity, with the full force of the Internet behind it.

Conclusion: Games deserve the same kind of financial maturity that others have enjoyed. Why should you only be able to get rich -– or lose your shirt — at a Web 2.0 company? Or at an investment bank? Or a cleantech company? Games are a haven from the storm. More venture money is bound to flow into games as VCs retreat from shell-shocked markets into ones that are better off. Big game companies such as Gazillion (which has a license to make Lego and Marvel massively multiplayer online games) and OnLive, which is creating a server-based games on demand service, are tapping the financial community in a big way to get what they need. These are the kinds of companies that have the potential to be home runs.

As VCs pour money into the different markets, some segments will become saturated. Virtual worlds accounted for more than half of the fundings last year. There are now 200 kids virtual worlds in development. But there are promising new areas in brain training, funware, games for health, educational games, music games, exercise games, and sports 2.0. I can only imagine that some more exciting than the iPhone, perhaps a new version of it, will come and blow us all away with its gaming capabilities. And, of course, it's not too early to start thinking about next-generation game consoles. There are great riches on the horizon, as long as you don't step into that ditch right in front of you.

Do the trends matter for those starting businesses? Let's consider the trend related to movie games. Brash Entertainment, a movie game company that shut down in November, was the latest to prove that bad movie games really suck as a business.

Movie games come and go, as does Hollywood's interest in games. Certainly, they generate a ton of revenue. The latest Lord of the Rings game from Electronic Arts got bad reviews, but it still sold a million copies. Most of us would like movie games to fail, just because they are so cynically piggybacking on something better.

But even inside a lousy trend, it's possible to build an interesting company. Exponential Entertainment won both the judge's pick and people's choice at GamesBeat. They're making a casual game site with movie-related material. These folks were the makers of SceneIt?, the DVD trivia game that has generated $500 million in sales. Here they are in a new company that takes the same kind of movie trivia game to the web. They're looking to raise just a small amount of money.

Even though you can be aware of what's a good trend or a bad trend, you can ignore them when you're thinking about your own game. What a game really needs is a combination of passion, innovative thinking, and execution. If you have all of that, then you can pull off something great no matter what the trends are.


[link to original | source: VentureBeat | published: 3 days ago | shared via feedly]


Monday, April 20, 2009

NEWS: Tracking the tech and media markets

ALL THE STORIES LINK



European Release Date For HTC Magic Set At May 5th - "HTC's second Android handset looks as though it's been subjected to its last delay, with a listing for a May 5th release on Vodaphone UK's website.

Expect Google supported by T-mobile to push Android in the same direction as the iphone in terms of content delivery, make lots of apps, low cost and accessible. Question is can the others keep them from talking over.

TRIP HAWKINS TALKS iPHONE

I have cut through the waffle and highlighted the main points he made.....

'Trip' Hawkins III left Apple when he left in 1982 to form EA Arts which became the world's largest video game publisher. He left EA in the early '90s to form 3DO which, thanks to Sony and the Playstation, was a venture of rather less success.

Hawkins formed Digital Chocolate in 2003. The now 350 person company has developed on multiple ombile platforms and won numerous awards.

Four of the five iPhone games DC has released since December have hit No. 1 in the App Store

Hawkins quote "the iPhone presents a rare opportunity for Digital Chocolate and that it is really incomparable as a game platform to the myriad of mobile handsets on the market"

It’s by far our most effective platform. We make as much money with these games on one device as we do putting a game on 100 different cell phone platforms. Between the iPod Touch and the iPhone, I think the platform is freaking out Sony and Nintendo. Apple has sold 30 million units so far and it has created tremendous awareness. It has taken ground all over the world. But it has only penetrated one half of one percent of its total market.

Verizon Wireless 4G specifications for developers

Verizon Wireless released its initial set of technical specifications for devices that will run on its Long Term Evolution (LTE) fourth generation (4G) wireless network. The specifications are available for download at http://www.verizonwireless-opendevelopment.com

AT&T doubling 3G capacity

AT&T is in the process of doubling the capacity of its 3G networks, using software enhancements to squeeze one last boost in bandwidth from its current generation networks before it begins its migration to evolved 3G and eventually 4G. AT&T is increasing the downlink capacity on its high-speed packet access (HSPA) from 3.6 megabits per second to 7.2 Mb/s through software upgrades at the base station, said Scott McElroy, AT&T Mobility vice president of technology realization.

Internet Ad Spending Increase Stands Alone in 2009 Forecast (click for full story)

current ad expenditure forecasts predict a steeper decline in North America and Western Europe, with all regions joining in the general decline. The report forecasts global ad expenditure to shrink by 6.9% over the course of 2009.

Entering Q2, 2009 says the report, there is limited long-term visibility in the market as most advertisers wait until the last moment to confirm their spending commitments. Many are treating advertising as a discretionary expense, and one they find convenient to cut. Unprecedented economic problems and events affecting the predicted 6.9% decline in global ad expenditure in 2009 include:

* Lack of quadrennial events (Olympics, elections) creates tough year-on-year comparisons for markets like the US
* Poor corporate confidence means very limited visibility in the market
* Consumers are putting off big purchases and shifting consumption from premium to value products, opening opportunities for advertisers with value to offer
* Consumers are spending more time at home, consuming more media, particularly television and the internet
* Search is driving internet growth as consumers use it to find bargains

Here is WHY!

Ad expenditure correlates strongly with corporate profits, acknowledges the stuey, and the ad market is unlikely to start its recovery until profits start to pick up again. The current barriers to recovery include lack of trust in the credit markets, and low confidence in prospects for short-term growth. In addition:

* Consumers are spending less, saving more, and spending more time at home. (great for the games industry)

Consumers are putting off the purchase of big ticket items and shifting their consumption habits from premium products to budget brands
* In the retail sector premium stores are bringing in value lines and advertising their presence
* In the finance category, corporate advertising has fallen off quite sharply, but consumers' increased appetite for saving and risk aversion means that savings accounts and certain types of insurance are still growing
* Spending by CPG advertisers has generally held up well; There has been a clear shift from premium to value products as companies respond to consumer demand
* The automotive industry is suffering from long-term problems that the downturn has exposed and exacerbated, but not caused. Regulations, high labor costs and other structural problems left auto manufacturers with very thin margins. In France and Germany, however, government incentives have led to increased sales in the short term, and increased automotive advertising. Smaller, generally foreign, brands have managed to gain market share by promoting their value proposition
* Businesses have cut back their travel expenses, causing a large drop in premium traffic for airlines. But leisure travel is still popular to countries where exchange rates now look very favorable to consumers spending in euros or US dollars. Airline advertising to consumers is still active in markets with strong exchange rates

The strategists at Take-Two have a problem on their hands. They made the best-reviewed game ever for the Nintendo DS. And no one seems to care.

There's a major disconnect here. Take-Two's "Grand Theft Auto: Chinatown Wars," the newest game in the franchise, was released a month ago for the Nintendo DS. According to numbers released yesterday, the game sold under 90,000 units. For anyone unaware of the nuances of game sales figures, let me translate: the game flopped. Big-time.

What's interesting has been the commentary about why it's flopped. Most are saying it was remiss to release a "GTA" game on a platform primarily targeted at children. However, I'm not so sure I agree. The sheer numbers of DS systems out there suggest at least a few million. If only 20% of the Nintendo DS audience consisted of "core" gamers, that's still an audience of over six million in the U.S. I think the central issue is one of conflicting brands.

Sun Microsystems directors have approved Oracle Corporation’s bid of $7.4 billion ($9.50 a share) or $5.6 billion after including debt.

I.B.M. recently concluded talks with Sun after I.B.M. lowered it’s offer from $10 to $9.40 a share.

Oracle Chief Executive Larry Ellison said in a statement:

“The acquisition of Sun transforms the IT industry, combining best-in-class enterprise software and mission-critical computing systems. Oracle will be the only company that can engineer an integrated system – applications to disk – where all the pieces fit and work together so customers do not have to do it themselves. Our customers benefit as their systems integration costs go down while system performance, reliability and security go up.”

The company added that the acquisition of Java “is the most important software Oracle has ever acquired.”

federal broadband stimulus program is already churning up activity
among lower-tier carriers that had previously fallen into malaise, according to Adtran, the access equipment vendor that reported first-quarter earnings exceeding Wall Street expectations today.

On an earnings call this morning, Adtran Chief Executive Officer Tom Stanton reported seeing a “change in tone” among tier-two and tier-three carriers attributable to anticipation over broadband stimulus funds. “The amount of activity in that space has gone up dramatically,” Stanton said. “I’m not saying orders. I’m saying planning.”

Initially the passage of broadband stimulus legislation put a chill on the market as carriers mulled how their existing and future plans could be affected by the program. “That’s easing to some extent,” Stanton said. “Every month it gets better.” When the government further clarifies the terms and criteria it will use to award funding, he added, activity should increase further.

IPTV looking robust, wards off expected nosedive


Published Wednesday, April 15, 2009
More than 35 new IPTV operations began trials or deployment across the globe in the past six months, suggesting opportunity in the market despite the economic downturn and rise of alternative options for video. Only two trials took place in North America, with the majority occurring in emerging markets, but the US has done better than originally expected, according to Gary Schultz, chief executive officer of analyst firm Multimedia Research Group. MRG actually had to increase its forecast for global IPTV subscriber growth, which it had lowered back in August when it last published ..


TOYS, APPAREL, VIDEO GAMES AND CONSUMER ELECTRONICS DROVE SALES FOR KIDS DURING 2008 HOLIDAY SHOPPING SEASON

2008 Bucked Traditional Shopping Trends as Black Friday Week Generated only 15 Percent of Total Holiday Sales

PORT WASHINGTON, NEW YORK, April 07, 2009 – According to Spotlight on Kids: Understanding Cross-Category Purchasing, the most recent report from leading market research company, The NPD Group, products within the toys, apparel, video games and consumer electronics categories were the most sought after for kids during the five weeks leading up to the 2008 holiday season.

Teens Are Changing How They Interact With Music
U.S. Teens Listening to More Music in More Formats, but Buying and Sharing Less

PORT WASHINGTON, N.Y., March 31, 2009 –According to The NPD Group, a leader in market research for the entertainment industry, teens (age 13 to 17) acquired 19 percent less music in 2008 than they did in 2007. CD purchasing declined 26 percent and paid digital downloads fell 13 percent compared with the prior year. In the case of paid digital downloads, 32 percent of teens purchasing less digital music expressed discontent with the music that was available for purchase, while 23 percent claimed to already have a suitable collection of digital music. Twenty-four percent of teens also cited cutbacks in overall entertainment spending as a reason for buying fewer downloads.

The downturn in paid music acquisition was matched by a downturn in the quantity of tracks downloaded from peer-to-peer (P2P) networks, which fell 6 percent in 2008. The number of teens borrowing music, either to rip to a computer or burn to a CD, fell by 28 percent.

”While we expected to see the continued decline in CD purchasing among teens in NPD’s music tracking surveys, it was surprising to see that fewer teens downloaded music from P2P sites or borrowed them from friends,” said Russ Crupnick, entertainment industry analyst for The NPD Group. “These declines could be happening due to a lack of excitement among teens about the music available, but it could also reflect a larger shift in the ways teens interact with music, given that so much music is now available whenever and wherever they want it.”

Thursday, April 2, 2009

TECHNOLOGY : ONLIVE may never make it ?

Why ON-LIVE will not be a console killer.

Don't get me wrong I am all for progress and service, how ever I'm not sure they even believe they can do it.

After giving this some thought and going over some basics here is my view on this topic

1.Realistically the technology wont be available and ready for the masses till 2012 to 2015.
You can read about this all over the web.

They plan to start in the US and what will happen is you get the early adopters going through the pain barriers and as long as the game play is not interrupted more than once may be just may be people will accept it.

But remember game play can not be interrupted, How many times does You Tube or other low quality stream slow down or stop on your PC. I am sure the demos worked amazing and they planned well for that at GDC....but wait till you have several hundred thousand people all wanting the same game at a very slightly different time.

So assuming that some people do stick with the service and they grow slowly they will not be making any money and will require more and more funding. They got around $12 million in 2007 for a second round.


2. The investment is pure speculation


So investors and future VC's will speculate based on the management background and the chance of this delivering a huge pay off....and that they could get control of or a big chunk of control of the video game industry right? Wrong they may at best get a share of the market. But this is where I don't think they are really interested, my gut tells me they are trying to convince people they have the best compression technology and hope that a huge company buys the IP for a tonne of cash.

3. Are you forgetting those other small companies in the industry?

Yes little Microsoft, quite shy Nintendo and that big sissy Sony......do you really think they will lie down and just give up and say yes you win....we don't care about the billions we invested in making this industry happen.....

Not a chance, here is what could happen.....all of the above companies launch similar services or HYBRIDS of the service like PS3 lite or XBOX lite (Microsoft already sells a lite version for XBLA) So part processing happens on line and the rest in home.

And or the Hardware just gets cheaper and cheaper......(historically this is what happens and is happening)

All of these companies have massive installed base across USA, Europe & Japan. As for Asia they don't have the bandwidth yet so forget Onlive for China's or India for the next 2 to 3 years.

4. The installed PC base

Who are your customers? well the ones with a PC or a TV who want to play high quality games. I am going to assume that people who invested in consoles are not the target. Also I would question if the PC owners who have great or decent spec machine at home and play games are the target either.

So are you after the 85 million online gamers in the USA from 2008 (stats provided by comscore) Then you need to take into account the number of women in that figure was around 45 to 48 % and then take into account age demographics and your target audience is reduced further.

My guess is they will also try to leverage deals with the cable providers and try to get into peoples homes through the TV.

Good idea? progress right. Sure choice is great.

Ok high quality games require high quality peripherals so if you play on the TV and want to compete with the consoles you will need:

Rockband Kit
Microphones
Dance Mat
Driving Wheel
Wii type contoller
Guitar

So all of a sudden we are in the family home and the choice is streaming games with no peripherals, less game choices or by a Wii or play the one we have. fun of what the above can provide. Hummm (please tell me If I got this wrong and you can just plug in to a port on the

5.NO exclusive content....

its nothing new just a new distribution method. Its not like they have Little big planet, GTA or Crash Bandicoute or Matrix or some amazing game to launch this service they just offer the same.

6. The future of gaming

Its all about how you can enhance your experience through community and better peripherals making controlling a game easier, expanding choice of titles (like casual)and all the big companies are way along with this process in addition to that they are offering better distribution models, Episodic content etc.....

If Onlive truly have amazing technology they will end up selling it or becoming like DOLBY and licensing it. They will not lead the games industry or have any chance of killing off the others.

I do believe in this technology and cloud computing will become the norm but at very best Onlive will sit way behind the others , but I can not see them making it as a replacement for PS3, XBLA or Nintendo.

Love to hear your thoughts please comment....

Here is some good reading


Onlive was a dumb investment

Dave Perry s take on things

Console sales data

Venture Beat

Venture beat ( read all the postings at the bottom of the page)

Crytek story


CAST YOUR VOTE ON LINKEDIN

Wednesday, April 1, 2009

TECHNOLOGY : TOP BROWSER ADD ONS


I live by these add-ons for Fire Fox

Cool Iris - heavenly for browsing images, and works great with Google images GET IT

Search ME - The best bookmarking tool to date! GET IT

And my latest discovery - Fox Tab - lovely 3D tab browsing works a treat. GET IT

Thursday, March 5, 2009

VIRTUAL WORLDS : A MUST SEE !

Ok once in while a film maker will come along and pull out all the ideas floating round in our heads an articulate them in such a brilliant way that you can not help but smile, and in other ways sent shivers down my spine as I have actually had those thoughts due to something that happened to me when I was younger. (the film will explain) The thing about this is the development, world builder tool used in the film is totally possible and I feel that this is a glimpse in to our future. It Begs the question what happens we can not tell the difference between what is reality and is computer generated? May be we are already there!


World Builder from Bruce Branit on Vimeo.

Wednesday, March 4, 2009

INDUSTRY TREND : DL starting to become the norm

There are 2 stories that I have picked up today that show increasing signs that DLC is becoming the standard against retail

One is the news about PSP dropping the UMD format from its next version. Read here

I for one think it makes sense, cheaper to make less moving parts and less cost for content distribution, more opportunities for episodic games.

And to reiterate past comments I think this platform (PSN) will become a serious force to be reckoned with for developers. (get in now while you can)

And the other is about Capcom saying DL is more important than retail....more here

A simple way for retail to pick up on this is offer a place where players can go try out games provide ultimate speed internet and do super fast downloads in store. The retail experience can still offer many things that online can not and well its time for retail to evolve for environmental issues and commercial.

Friday, November 28, 2008

BUSINESS: Change how games are developed and released

Maybe its because it I have a strong business background or my years of music production that allows me think about different approaches to console game development. However the good thing is its not just me. I have written 2 or 3 reports discussing potential changes so I wanted to share the thoughts of ATARI's Phil Harrison and Rares Mark BatteridgeMark Batteridge.

In essence its about engaging the audience as early as possible using rapid prototyping and trying to get industry to release little and often and I actually have interesting biz models that could be applied to this, and there could be some lessons learned from the Casual Gaming developers.

Phil also makes the important point about not moving past stages before you complete them which would make sense but has been ignored for years according to him. You would not start the second level of a house without having all the walls up?? No

Connected Story Montreal Games Summit

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