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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GAMES MARKET OVERVIEW<br />
2.3.4 Development of new platforms and<br />
e-commerce<br />
One of the major developments beginning <strong>to</strong> occur in<br />
the games market is the growth of new platforms for<br />
games playing. The PC and console platforms form<br />
the bulk of the market for games at the moment and<br />
are likely <strong>to</strong> do so for the foreseeable future, other<br />
platforms such as iTV, mobile and the Internet are<br />
now emerging. Although these are not expected <strong>to</strong><br />
compete directly with the more sophisticated and<br />
established PC and console markets, they do offer<br />
additional opportunities for different types of games<br />
experiences. However, their business models are as<br />
yet uncertain and it will take some time before these<br />
platforms present a major opportunity for the games<br />
industry.<br />
A detailed analysis of the development of new<br />
platforms for games playing is included in<br />
Appendix B - New Markets. This section contains a<br />
summary of the salient points of our analysis.<br />
a) iTV<br />
Games are amongst the most popular interactive<br />
services delivered through digital TV. For example,<br />
Tetris achieved over a million plays in a 21-day<br />
period on Sky's Open…. (now Sky Active) platform,<br />
at a charge of 25p per game 11 . Currently, around<br />
8.5 million homes receive digital TV, forecast <strong>to</strong> grow<br />
<strong>to</strong> half of UK homes by 2005 12 . While PCs have a<br />
comparable level of household penetration, PC<br />
penetration is expected <strong>to</strong> tail off at 54% of<br />
households compared with 98% for digital TV 13 .<br />
This suggests a significant potential for iTV games.<br />
However, while the UK market is highly developed,<br />
the global market is still relatively immature, business<br />
models are still emerging, iTV set-<strong>to</strong>p boxes have<br />
serious technical limitations compared with consoles<br />
and PCs, and technical standards are far from<br />
established.<br />
The drivers of demand for iTV gaming will be the<br />
availability of games designed <strong>to</strong> fit around the TV<br />
viewing experience, both a steady stream of new,<br />
simple games and ones based around TV<br />
programming, availability of bandwidth from iTV<br />
platform opera<strong>to</strong>rs and the development of a<br />
straightforward charging mechanism. Networked<br />
multi-player gaming, as recently launched on the<br />
Static 2358-owned PlayJam channel, is predicted <strong>to</strong><br />
be a key driver of consumer uptake in the longer<br />
term, allowing viewers <strong>to</strong> compete against each other<br />
11 Source: iTV games developer - IIR interactive games conference November 2001<br />
12 Source: Jupiter MMXI - European DTV Forecasts 2001-2007, 25th February 2002<br />
13 Source: Forrester<br />
14 Source: Spectrum games industry forecasts<br />
15 Source: EMC - Mobile Subscriber forecasts <strong>to</strong> 2005, January 2001<br />
14 Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report<br />
in real-time, but remains a niche opportunity for the<br />
present.<br />
We project the value of the iTV games market in<br />
Europe, the US and Japan will grow from £0.38bn in<br />
2001, <strong>to</strong> £1.75bn by 2005. However, this value will<br />
be shared across multiple players with channels and<br />
pay-TV platform opera<strong>to</strong>rs keen <strong>to</strong> gain a slice of a<br />
potentially lucrative market. The anticipated UK<br />
share is 29% in 2001, shrinking <strong>to</strong> 17% by 2005<br />
once other countries begin <strong>to</strong> catch up in terms of<br />
digital TV penetration. Europe, in particular the UK,<br />
with its high penetration of digital TV, will be<br />
instrumental in driving growth over the next few<br />
years 14 . (See Appendix C, Market Forecasts)<br />
b) Mobile<br />
Mobile network opera<strong>to</strong>rs are faced with the need <strong>to</strong><br />
develop new applications, beyond voice, that will<br />
stimulate network usage as they seek revenues <strong>to</strong><br />
support their investment in new high-speed networks<br />
and offset falling voice traffic prices. While many<br />
different applications are being developed, mobile<br />
games are considered <strong>to</strong> be a potentially lucrative<br />
area for handset manufacturers and network<br />
opera<strong>to</strong>rs alike.<br />
In 2001, there were just under 0.9bn mobile phone<br />
subscribers worldwide. 38% of these are<br />
European 15 . Many of these phones are capable of<br />
receiving SMS messages, but fewer are able <strong>to</strong><br />
handle WAP and fewer still are GPRS, Java or<br />
UMTS enabled. It will be a number of years before<br />
the current installed base of phones is replaced with<br />
handsets that are more capable and more suited <strong>to</strong><br />
games. Many mobile games developers believe that<br />
the capability of the handset - particularly the<br />
introduction of colour screens - will be the strongest<br />
driver of demand for mobile games.<br />
Due <strong>to</strong> the nature of the mobile device - the small<br />
size, limited processing power and low-resolution<br />
screen - mobile games need <strong>to</strong> be developed<br />
specifically for this platform. Already, handset<br />
manufacturers like Ericsson have bought licences<br />
from games publishers e.g. Tetris, <strong>to</strong> enable these<br />
games <strong>to</strong> be embedded on<strong>to</strong> the handset. Already it<br />
is possible for users <strong>to</strong> download new games from<br />
the network, and <strong>to</strong> pay for them directly via their<br />
phone bill. In addition, network games playing will be<br />
possible, creating valuable network usage revenues<br />
for the mobile opera<strong>to</strong>rs.