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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.

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