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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

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