Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
A CASE STUDY
VENKATESH KBS
TOPICS FOR THE DAY
CASE FACTS – PRESENT MARKET
THE BIG THREE
COMPETITIVE LANDSCAPE
BUSINESS MODEL
GAMING IN ASIA
IMPORTANCE OF EAST ASIA
PIRACY AND MODS
STRATEGIES TO COMBAT PIRACY
WTO
CASE FACTS- PRESENT
MARKET
Over the past decade, video game industry has grown into a
global colossus worth more than $20 billion a year in revenues.
The four largest markets for video games are the United states,
Japan, Canada and United kingdom.
Console and portable software sales: $6.2 billion, up 8% from
2003
Console and portable hardware and accessory sales: $3.7 billion,
down 35% from 2003
GLOBAL GAMES MARKET
THE BIG THREE
SONY MICROSOFT NITENDO
XBOX
PS2 GAME CUBE
COMPETITIVE LANDSCAPE
Market forces seem to dictate that there is only enough room in the games
console market for three major players.
in recent years Sega once a major player has been edged out of the hardware
market by both Sony and Microsoft.
Sony’s PlayStation2 was the most popular regular console in the 2003, the
machine dominating all the major console markets across the world.