From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
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This chapter provides an introduction <strong>to</strong> the games<br />
industry. It offers a brief analysis of the overall<br />
industry structure and examines the role of each of<br />
the sub-sec<strong>to</strong>rs (an area explored in more detail in<br />
Chapter 4). The chapter also provides data on the<br />
size and value of the global market and considers<br />
some of the key fac<strong>to</strong>rs driving growth in demand for<br />
each platform. Finally, the chapter explores some of<br />
the key trends and developments affecting the<br />
industry and their likely development.<br />
2.1 Games industry structure<br />
2.2 Global market size<br />
2.3 Key developments<br />
2.1 Games industry structure<br />
The computer games industry is similar in structure<br />
<strong>to</strong> other creative and software industries such as film,<br />
music, computer software and books in that it is<br />
based around the creation, publication and<br />
distribution of intellectual property products. The<br />
industry value chain is illustrated below.<br />
Exhibit 2: The games industry value chain<br />
Licence holder<br />
Platform owner / console<br />
manufacturer<br />
Middleware & services company<br />
Developer<br />
Financial institutions<br />
Recruitment<br />
Training education<br />
Lawyers<br />
Technology suppliers<br />
Other services<br />
Agent<br />
Source: Spectrum analysis<br />
Publisher<br />
Peripherals<br />
manufacturers<br />
Distribu<strong>to</strong>r<br />
Key:<br />
Retailer Consumer<br />
The core participants in the value chain are briefly<br />
described below:<br />
A<br />
B<br />
C<br />
D<br />
Core value chain - Not interviewed<br />
Core value chain - Interviewed<br />
Core value chain - Focus of study<br />
Peripheral <strong>to</strong> value chain - Interviewed<br />
1 Source: Spectrum interview with industry analyst<br />
2 Source: Screen Digest - Interactive leisure software, market assessment and forecasts <strong>to</strong> 2005<br />
GAMES MARKET OVERVIEW<br />
• Developer: Games developers are responsible for<br />
the process of creating a game. This task has<br />
evolved from something which could be<br />
undertaken by one or two programmers part-time<br />
<strong>to</strong> a highly complex, intensive 1-2 year process<br />
requiring teams of dozens of specialised<br />
designers, programmers, artists, musicians,<br />
scriptwriters, project managers and possibly even<br />
ac<strong>to</strong>rs.<br />
• Publisher: Publishers are responsible for<br />
selecting games titles, either from independent<br />
developers or from in-house teams, funding their<br />
development, overseeing or terminating<br />
production by assessing progress against project<br />
miles<strong>to</strong>nes, management of testing, localisation,<br />
marketing, manufacturing and, <strong>to</strong> varying extents,<br />
distribution <strong>to</strong> retailers.<br />
• Distribu<strong>to</strong>r: Distribu<strong>to</strong>rs are intermediaries<br />
between publishers and retailers. Their original<br />
role was more that of a wholesaler when the UK<br />
games retail market was primarily composed of<br />
small independent s<strong>to</strong>res. However, more recently,<br />
increased consolidation in the publishing and retail<br />
areas has led <strong>to</strong> a shrinking of the distribu<strong>to</strong>r's role<br />
<strong>to</strong> more of a simple fulfilment and delivery function<br />
as publishers increasingly deal directly with large<br />
retailers. Some publishers will also form exclusive<br />
relationships with distribu<strong>to</strong>rs.<br />
• Retailer: Retail s<strong>to</strong>res are by far and away the<br />
most common channel for sales of games. UK<br />
retail is now highly concentrated among the large<br />
retail chains, with one chain in particular, games<br />
specialist retailer Electronics Boutique, now<br />
rebranded as GAME Group, having an estimated<br />
25% market share 1 and less than 10% of the<br />
6000 s<strong>to</strong>res remaining independent 2 . Retail<br />
s<strong>to</strong>res face potential threats from online retail and<br />
delivery of games, but the games industry in<br />
general believes that physical media sold through<br />
s<strong>to</strong>res will remain the dominant retail channel for<br />
the foreseeable future.<br />
• User platform: Games are now played on a wide<br />
variety of devices, including PCs, dedicated<br />
games consoles, mobile phones, on the Internet<br />
and on interactive TV (iTV) platforms. The primary<br />
markets are PC and console games, but the<br />
Internet, mobile and iTV are emerging as new<br />
means by which <strong>to</strong> reach game-playing<br />
cus<strong>to</strong>mers.<br />
Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report 9