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Health e-Games Market Report: - Physic Ventures

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The $6.6 billion estimate reflects a bottom-up analysis<br />

detailed in the <strong>Market</strong> Profile section below.<br />

<strong>Health</strong> e-games leverage the easy-to-use, highly engaging<br />

and interactive nature of electronic gaming to increase<br />

health literacy, empower behavior change, and promote<br />

professional education. The health e-games market is<br />

comprised of four consumer categories and one professional,<br />

including:<br />

• Exergames<br />

(e.g. fitness, coaching, health promotion)<br />

• Brain Fitness<br />

(e.g. cognitive fitness, brain training)<br />

• Condition Management<br />

(e.g. diabetes, asthma, cancer, pain management)<br />

• <strong>Health</strong>y Eating<br />

(e.g. weight management, obesity)<br />

• Professional Training<br />

(e.g. simulations for training surgeons, pilots, soldiers)<br />

Growth of the overall video gaming industry is expected<br />

to be significantly impacted by the non-traditional gaming<br />

markets which include serious games, casual games<br />

and health e-games. The growth of the health e-games<br />

segment is being fueled by two primary market forces:<br />

(i) the popularity and commercial success of Nintendo’s<br />

interactive exergames Wii and Wii Fit and (ii) the growth<br />

of the casual gaming market. In fact, Nintendo’s guiding<br />

corporate strategy driving their innovation is what their<br />

executives call “productive entertainment.” Productive entertainment<br />

is an experience that is fun, family oriented,<br />

socially connecting and delivers a benefit. 3 The four<br />

consumer health e-game categories would fall within the<br />

definition of productive entertainment.<br />

• Wii and Wii FIT EXERGAMES: Nintendo reports that<br />

29.6 million Wii consoles have been sold worldwide<br />

in just 19 months from the November 2006 launch<br />

through June 2008, equating to approximately $8.9<br />

billion in sales assuming a $300 average selling price,<br />

or $5.6 billion annualized. Wii Fit sold 4.6 million units,<br />

or approximately $622 million, in the 7-month period<br />

December 2007 through July 2008 despite not<br />

being released into the United States until May 2008.<br />

Together, these exergaming products have generated<br />

approximately $6.2 billion in annualized sales for<br />

Nintendo and have forever changed the video gaming<br />

industry. The Wii is so popular there is a website,<br />

www.wiialerts.com, which alerts perspective buyers<br />

to Wii availability.<br />

• Casual Gaming: Another significant growth factor<br />

is the mass acceptance of casual gaming which is<br />

expanding the video game industry in new customer<br />

segments. In particular, casual games are unlocking<br />

market demand among women aged 30-50; driving a<br />

20% annual growth of this $2.2 billion market.<br />

Nintendo’s Brain Age and Brain Training, casual games<br />

which are brain fitness health e-games, have sold 13<br />

million units and generated approximately $260 million<br />

in sales over the 34 month period May 2005 to<br />

March 2008.<br />

Product and Services<br />

<strong>Health</strong> e-games include three primary product types: (i)<br />

video games, (ii) immersive learning simulations and (iii)<br />

virtual worlds. This report will primarily focus on consumer-facing<br />

video games and will largely omit discussions<br />

of professional-focused immersive learning simulations<br />

and virtual worlds, which are used for training, military<br />

preparation, 3D visualization of medical information and<br />

other instruction. <strong>Health</strong> e-games are presented to users<br />

through multiple platform types including consoles, computer,<br />

online, and mobile (e.g. iPhone, Nintendo DS and<br />

other mobile internet devices). More than 300 health<br />

e-games are currently offered across multiple platforms.<br />

59

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