Executive Summary Scoffed at by many during its infancy, the global video gaming industry has become a multi-billion dollar enterprise today that promises continued strong growth in the future. With several platforms and thousands of game titles available in hundreds of languages, video gaming systems are increasingly popular among young and old players alike. Although uptake patterns continue to shift among major target countries, video game demand, particularly online gaming, remains strong in countries such as South Korea. The objective of this report was to identify a country in Asia that would be a favorable market for a product launch from Krome Studios, currently Australia's largest video game developer. Krome Studios has a proven track record of success that makes it especially well situated to expand its international operations into a growth market such as South Korea. In this regard, the results of the research showed that South Korea represents the most favorable target country at present for Krome's business goals and recommendations are provided in support of this initiative. Table of Contents Page 1. Introduction ……………………………………………………………………… 1.1 Overview of Product and Company ……………………………………… 1.2 Purpose of the Report ……………………………………………………… 2. Country Selection ……………………………………………………………… 2.1 Rationale for Choosing South Korea for Product Launch ……………… 2.2 Plan for Entering South Korean Market ……………………………… 3. Situation Analysis
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive environment. The strategic objective we wish to accomplish in this analysis is to formulate a viable strategy that will continue GameStop’s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast.
In December of 2007 the merger of Activision and Blizzard was announced. Blizzard Entertainment, one of four divisions of Vivendi games, was the key ingredient for synergy between the two firms. First, an introduction to the video game software industry is pertinent. This will be followed by some discussion regarding the major trends and major players in the industry. Second, some insight will be provided on the merging companies, Activision and Blizzard. Third, the potential value of the merger will be explored, along with some analysis of the partnership. Lastly, I will give my personal views of the merger itself.
According case 15, author talked about how game industry increases recently and what situations for game industry are. He also divided game industry for several segments, such as video game, pc game, massively multiplayer online game and mobile game. He also discussed how each segments is developed. Moreover, the author also describes Electronic Art’s situations in some parts, such as developing process, strategies, suppliers, distribution and competitors.
The lifestyle of a hardcore gamer is to be antisocial around human beings, but through the connectivity of the Internet to be social and build friendships and relationships through video games. Xbox has created a live chat while playing video games to verbally speak to the gamers or instantly chat. The social class gamer is divided by the income category that they fall on. Upper and middle class have the ability to spend money on new consoles in the gaming industry, while the lower class does not have the funds to invest in all of the new consoles that are released. The most important key point of the demographic component is the behavior of a gamer. It is important to have a strategic target plan for any new consoles; however, behavior gamers are the marketing targets to any new innovation. Behavior gamers are the most loyal consumers and it has a significant amount of the profitability to the company. As a result, the three different components makes up the target market and is very crucial to be strategic with the plan and know the potential
The mainstream gamer enjoys games but may not finish every game they buy and doesn't have time for long MMO (Massive Multiplayer Online) quests. The mainstream gamer represents approx. 15% of the gaming market.
Though there have been so many factors to determine the success of a game especially in sports, there are only few that provide real life experience. With the growing gaming market and the increased number of gamers who are aware of the world market in games and sports, the requirements to keep up a competitive game system is essential to the business of gaming (Ruggill & McAllister, 2011).
401 Games has a wide variety of customers due to extensive amount of diverse games that are offered in their store. When analyzing 401 Games as a whole, we decided on two determining variables and one qualifying variable for the best target market. We chose buying behavior and loyalty status as our two determining variables. For our qualifying variable, we selected location.
As is the case with the music industry, one of the biggest shifts to happen in the Videogames industry is the increase in accessibility of the tools and knowledge required to both develop and release videogames. This has given rise to the ‘Indie’ game movement, which consists of studios that are usually self-funded, have very few people working as staff and have the goal of successfully creating and releasing videogames without the need for financial help from any of the established videogame publishers. As a result of this, there is now an increase in demand for people working in videogame development.
Though gaming has its drawbacks, it also has many benefits to cover them. If controlled, gaming is extremely useful and with the amount of gamers in the world today, it proves that it is not just for children or for teenagers. There are millions of adult gamers that understand the importance of gaming in the under the existing circumstances of the world. Individuals that have studied gamers believe that gaming in today’s
With the competition in the video games industry getting more intense, the next steps of the video game companies become more crucial for their positioning on the market. Due to the low product differentiation, the next market leader will be the platform provider that manages to offer an innovative gaming experience and a wider population of buyers that include all demographics. Although the industry is being totally dominated by Nintendo’s console, the industry is still considered to show a
Future growth expectations for the Video Games industry have been significantly moderated, as the picture of the market for gaming on mobile platforms becomes clearer. Since mobile games are sold at much lower prices compared to traditional console and PC games, their rise may foretell a slowdown of the video game market in the United States. While the recent launch of the next generation video game consoles is expected to rekindle interest in the more expensive console gaming market, the rise of low-cost, low-margin mobile gaming market may weigh on the overall gaming market. Consequently, this is expected to pull revenue downward as consumers pay less per hour for gaming entertainment. Revenue is expected to reach $47.4 billion in 2019 as a result of the expanding population and an increased percentage of Americans
Sometimes it seems like the computer game industry is dying, crushed to death by its own bulk. Every year more and more gaming companies get gobbled up into huge conglomerates like Electronic Arts, companies that mostly put out trash that is technically and visually impressive, but devoid of concept and content. However, there are some small gaming companies that buck the trend. While mostly just small groups of programmers and artists, some are huge unions of fans who, irritated with the dropping quality of computer games, have decided to use the power of the internet to get together and to produce games tailor-made to their personal preferences.
The role of technology is vital in this industry as it focuses on technological efforts for competitive advantage. Every new development uses new technology. Though there are restricted innovations in the gaming industry, the speed of technological transfer is very high. Nintendo’s role from playing cards to toys to video games and then with each console introduced, included many technological changes. Technological up gradation increased hardware costs and discouraged innovation. The online capability of Nintendo Wii was a major change in the technology of the video game industry though they were not able to do as well as their competitors (Sony, Microsoft).
In the gaming marketing agency over the past few years, many of the video game publishers have been pushing for higher revenues and returns from their investments in games. This has been proven to be the norm from smaller, free-to-play titles, all the way to the largest game developers on the market. For many developers, this means more advertisement promotion of their games on the internet and on television or to try and improve their game to add more content for the buyers. As the case is for many other developers however, their solution in recent years seems to consist of using the tactic of microtransactions. As one may assume, this has led to many problems in the video game industry.