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WWW.IBISWORLD.

COM Video Games in the USSeptember 2014   1

Level complete: Demand for video games will


increase as disposable income grows

IBISWorld Industry Report NN003


Video Games in the US
September 2014 Sarah Kahn

2 About this Industry 21 International Trade 39 Operating Conditions


2 Industry Definition 23 Business Locations 39 Capital Intensity
2 Main Activities 40 Technology & Systems
2 Similar Industries 25 Competitive Landscape 42 Revenue Volatility
3 Additional Resources 25 Market Share Concentration 43 Regulation & Policy
25 Key Success Factors 44 Industry Assistance
4 Industry at a Glance 26 Cost Structure Benchmarks
27 Basis of Competition 45 Key Statistics
5 Industry Performance 28 Barriers to Entry 45 Industry Data
5 Executive Summary 30 Industry Globalization 45 Annual Change
5 Key External Drivers 45 Key Ratios
7 Current Performance 31 Major Companies
10 Industry Outlook 31 GameStop Corporation 46 Jargon & Glossary
13 Industry Life Cycle 32 Microsoft Corporation
33 Activision Blizzard Inc.
15 Products & Markets 35 Nintendo Co. Ltd.
15 Supply Chain 36 Electronic Arts Inc.
15 Products & Services 37 Sony Corporation
19 Demand Determinants
20 Major Markets

www.ibisworld.com | 1-800-330-3772 | info @ibisworld.com


WWW.IBISWORLD.COM Video Games in the USSeptember 2014   2

About this Industry

Industry Definition The Video Games industry includes the segment. The development and
broader operations of all video games manufacturing of games, consoles and
components in the United States. Gaming accessories also constitute a notable share
consoles, games made for those consoles of the market. Moreover, growing revenue
and games produced specifically for from online gaming subscriptions
personal computers make up the retail complements industry products.

Main Activities The primary activities of this industry are


Developing video game software
Publishing video game software
Retailing video game software
Manufacturing video game software
Retailing video game consoles
Developing video game accessories
Retailing video game accessories
Providing online game subscription services

The major products and services in this industry are


Accessories
Consoles
Online games and software
Physical games and software

Similar Industries 33431 Audio & Video Equipment Manufacturing in the US


The use of consoles is closely tied to the number of TVs and, increasingly, audio systems used in conjunction
with them.

42392 Toy & Craft Supplies Wholesaling in the US


While much of the industry avoids wholesaling, the manufacture of consoles and accessories overseas
ensures some need for wholesalers.

44311 Consumer Electronics Stores in the US


Consumers may purchase video games and equipment from consumer electronics stores, among many
other outlets.

45211 Department Stores in the US


Department stores are prominent retail outlets that sell video games and equipment.

53221 Consumer Electronics & Appliances Rental in the US


Consumers can rent equipment from this industry in lieu of purchase.

54142 Industrial Designers in the US


Industrial designers assist in developing consoles and accessories.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   3

About this Industry

Similar Industries 51121e Video Game Software Publishing in the US


Video game software is the primary output of the video game industry.
continued

Additional Resources For additional information on this industry


gamedevmap.com
Gamedevmap
www.theesa.com
The Entertainment Software Association
www.census.gov
US Census Bureau
www.vgchartz.com
VGChartz

IBISWorld writes over 700 US


industry reports, which are updated
up to four times a year. To see all
reports, go towww.ibisworld.com
WWW.IBISWORLD.COM Video Games in the US September 2014   4

Industry at a Glance
Video Games in 2014

Key Statistics Revenue Annual Growth 09-14 Annual Growth 14-19


Snapshot
$40.9bn 0.7% 3.0%
Profit Exports Businesses

$3.3bn $7.1bn 29,514


Revenue vs. employment growth Time spent on leisure and sports
Market Share
GameStop 24 5.30
Corporation 16.2%
18 5.25
Microsoft Corporation
11.6% 12
5.20
% change

Activision Blizzard

Units
6
Inc. 5
 .5% 5.15
0
Nintendo Co. Ltd.
5.10
4.1% −6

Electronic Arts Inc. −12 5.05


3.3% Year 06 08 10 12 14 16 18 20 Year 05 07 09 11 13 15 17 19
Revenue Employment
Sony Corporation 3.1%
SOURCE: WWW.IBISWORLD.COM
p. 31
Products and services segmentation (2014)

Key External Drivers 8.8%


Accessories
Per capita disposable
income
Time spent on
leisure and sports 17.2%
Consumer
Online games and software
41.4%
Physical games and software
Confidence Index
Percentage of services
conducted online
Trade-weighted index

p. 5 32.6%
Consoles SOURCE: WWW.IBISWORLD.COM
SOURCE: WWW.IBISWORLD.COM

Industry Structure Life Cycle Stage Growth Regulation Level Light


Revenue Volatility Medium Technology Change High
Capital Intensity Low Barriers to Entry High
Industry Assistance None Industry Globalization Medium
Concentration Level Low Competition Level High

FOR ADDITIONAL STATISTICS AND TIME SERIES SEE THE APPENDIX ON PAGE 45
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   5

Industry Performance
Executive Summary   |   Key External Drivers   |   Current Performance
Industry Outlook   |   Life Cycle Stage

Executive Following a dramatic pullback in video games. However, growing


Summary consumer spending as a result of the consumer incomes, the late-2012 release
financial crisis, the video Games industry of the Wii U and the 2013 release of Xbox
is slowly recovering some of the One and PlayStation 4 are anticipated to
momentum it accumulated earlier in the lead to 4.3% revenue growth in 2014.
decade. However, the emergence of Future growth expectations for the
low-cost games for mobile devices has Video Games industry have been
slowed demand for other games and may significantly moderated, as the picture of
continue to temper growth opportunities the market for gaming on mobile
in the foreseeable future. platforms becomes clearer. Since mobile
In the five years to 2014, industry games are sold at a much lower price
revenue increased at an average annual compared with traditional console and PC
rate of 0.7%. In 2014, revenue is expected games, their rise may foretell a slowdown
of the video game market in the United
States. While the recent launch of the next
The
emergence of low-cost games for generation video game consoles is
mobile devices may temper future growth expected to rekindle interest in the more
expensive console gaming market, the rise
opportunities of the low-cost, low-margin mobile
gaming market may weigh on the overall
to total $40.9 billion, well below the gaming market. Consequently, this is
prerecessionary peak of $42.9 billion. expected to pull revenue downward as
Due to the lengthy wait period between consumers pay, in aggregate, less per hour
new console releases, the industry has for gaming entertainment. Nonetheless,
long been dependent on add-ons and IBISWorld anticipates future growth due
accouterment to retain consumer to an expanding population and an
interest. The release of Kinect, a motion increased percentage of Americans who
sensor for the Xbox 360, partially offset play video games, as the game-playing
significant declines in industry revenue. generation ages. As a result, revenue is
The growing library of games for each of expected to reach $47.4 billion in 2019,
the major consoles has steered many representing average annual growth of
consumers toward low-cost, preowned 3.0% in the five-year period.

Key External Drivers Per capita disposable income students, represent the primary
Video games are considered discretionary demographic for video games. While the
purchases. As disposable income rises, industry now serves a broader audience,
consumers will be more likely to spend leisure time is a major restrictive factor
their money on video games. Conversely, in consumers’ ability to play and spend
consumers are more likely to withhold money on video game products. Time
purchases of video games when spent on leisure and sports is expected to
disposable income falls. Per capita decrease slowly in 2014, resulting in a
disposable income is expected to increase potential threat for the industry.
in 2014.
Consumer Confidence Index
Time spent on leisure and sports The consumer sentiment index reflects
Traditionally, individuals with abundant how consumers view the current
leisure time, such as children and economy (i.e. positively or negatively)
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   6

Industry Performance

Key External Drivers and their expectations over the next expected to increasingly use these online
continued several months. When consumers have a features. The increasing percentage of
generally positive view of the economy, services conducted online throughout
they are more likely to purchase 2014 represents a potential opportunity
discretionary goods, such as video games. for the industry.
The Consumer Confidence Index is
expected to increase over 2014. Trade-weighted index
The trade-weighted index represents the
Percentage of services conducted online value of the US dollar against the
Video games commonly feature currencies of other major trading
enhanced content and features for partners. The lower the value of the US
players with broadband internet dollar against these currencies, the more
connections. These features include competitive US-produced goods are
multiplayer modes, downloadable relative to goods produced abroad. The
content and in-game chat functions, trade-weighted index is expected to
which can be free or provided on a fee or increase over 2014, representing a
subscription basis. Consumers are potential threat to the industry.

Time spent on leisure and sports Per capita disposable income

5.30 3

5.25 2

5.20 1
% change
Units

5.15 0

5.10 −1

5.05 −2
Year 05 07 09 11 13 15 17 19 Year 08 10 12 14 16 18 20

SOURCE: WWW.IBISWORLD.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   7

Industry Performance

Current The Video Games industry has yet to fully


recover from the financial crisis and
game entertainment, such as used video
games and low-cost mobile games. In
Performance ensuing recession. Although revenue is 2014 alone, revenue is expected to grow
estimated to rise at an annualized rate of 4.3%, largely stimulated by low-cost
0.7% to $40.9 billion over the five years options and new consoles.
to 2014, this figure remains well below With consumers searching for low-cost
the industry’s prerecessionary peak of entertainment in a period of economic
$42.9 billion. Amid falling disposable uncertainty, the manufacturing of almost
incomes and rising concerns about job all hardware in the industry has been
security, consumers were quick to cut outsourced to low labor cost countries,
back their discretionary video game- while imports from Asia have soared.
related expenditures. Nonetheless, the Overall, imports increased 7.9% over the
entertainment value offered by video past five years to account for $13.4 billion
games in terms of cost per hour, in 2014. Over the same period, industry
especially when compared with other exports have increased at an average rate
forms of leisure, continued to encourage of 5.7% to $7.1 billion, accounting for
spending even during the downturn. 17.4% of revenue in 2014. Most original
Many customers simply shifted their development of video games still takes
habits toward less costly forms of video place in the United States and Japan.

Aging consoles While the industry’s slowdown can in part


be blamed on the financial crisis, another Alongwith the recession,
likely culprit is the time that has elapsed
since the previous generation of home
the lengthy time period
video game consoles. For example, the between console releases
original Xbox was launched in late 2001
and its successor, the Xbox 360, was
hurt growth
launched in late 2005. Moreover, its
competitors, the Nintendo Wii and the on the hard drive size), yet was estimated
Sony PlayStation 3, were launched in late to have cost more than $800 to produce.
2006. It took another six years for the It was not until 2009, three years after
companies to launch the next generation. launch, that the costs of production
Nintendo’s Wii U was released in 2012, began to approach the selling price. In
while Sony’s PlayStation 4 and Microsoft’s the four years since the PlayStation 3’s
Xbox One were released in 2013. As more launch, the division in which it operates
time lapses between the production of lost almost $4.5 billion, yet consumers
video games, foot traffic in retail stores still found the price too high. The
declines, pushing sales down. PlayStation 4 cost a lower $399 upon
Part of the reason for the delay is the release. Manufacturers are still
large cost incurred by each console recovering from the costly rollouts,
manufacturer in the initial offering of looking to extend the life of the current
their consoles. The PlayStation 3 was generation of consoles; some have done
initially offered to US consumers at a so by introducing new controllers to
high price of $499 or $599 (depending expand the methods of play available.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   8

Industry Performance

Input devices While alternative input devices have a Microsoft released input devices intended
long history with entertainment consoles, to capture full-body movement, rather
from Nintendo’s NES Zapper for the than mere button presses. While Sony’s
original Nintendo Entertainment System, implementation was not incredibly
to a litany of joysticks and steering successful, Microsoft’s Kinect has been
wheels, the success of the Nintendo Wii fairly well received by its broader base of
and its motion-sensing input wand consumers. As a result, revenue for
clearly demonstrated consumer demand Microsoft’s Xbox 360 platform jumped
for novelty. In response, both Sony and 49.0% in 2011 to $8.1 billion globally.

Used games While new input devices staunched and publishers decry GameStop and other
slightly reversed the receding tide of retailers’ practice of selling used copies of
video game spending in the United recent games next to new copies at a slight
States, the real success has been in used discount, while capturing all of the revenue
video-game sales. GameStop, the United of the used-copy sale. As a result, gross
States’ largest used-games retailer, profit for used games is typically near
experienced a used-game revenue jump 46.0%, well above the 20.0% of gross profit
of $1.8 billion in 2011. The age of earned by new-game sales. While movie
consoles and library of games that has retailers are prohibited from selling
been amassed contributed to the second-hand copies of films in the same
popularity of used games. As a result, retail space as new copies, no such
GameStop significantly increased its protection exists within the game industry.
number of locations, a major component Video game publishers are heavily
of the expansion in industry dependent upon retail sales, while stores
establishments over the past five years. like GameStop would likely abandon new
However, the used-game business model game sales before their enormously
is not without controversy. Many game profitable used-game business.

Subscription model In the PC game sales’ segment, the single


and online content most successful game of the past five Downloadable content
years has been Activision Blizzard’s
(formerly Blizzard) World of Warcraft
is allowing publishers
(WoW), which retained a user base of to forgo production and
more than 10 million users, seven years
after its release in late 2004. Despite its
distribution costs
currently shrinking user base, its business
model has been so successful that most compared with consumers of other types
software publishers, particularly of software, the SaaS model has not been
enterprise and analytics developers, have embraced by video game consumers due
since reimagined their products as to the low number of hours the average
subscription-based software as a service game is active. Industries that use the
(SaaS). However, charging a monthly fee SaaS model heavily, such as security
by itself is not a sufficient incentive to software or business analytics software
entice consumers, and the game has been publishers, publish software that run for
slowly losing subscribers. In addition, much longer and benefit from regular
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   9

Industry Performance

Subscription model incremental updates. The only games multiplayer modes, to be sold straight to
and online content expected to succeed with a SaaS model gamers for a small fee. Publishers offer
are games that derive most of their DLC over the game’s website (for PCs) or
continued revenue from gamers who play console online markets (such as the Xbox
repeatedly. These games are typically only Live Arcade for Xbox 360 or the
massively multiplayer online games PlayStation Network for the PS3).
(MMOG). MMOGs have increasingly used Similarly, online distribution platforms
the SaaS model, but this trend has yet to for PCs, namely Steam from Valve
cross over to other game types. Software and Origin from Electronic Arts,
In addition, publishers are increasingly allow consumers to purchase full games
turning to downloadable content (DLC) on their release date for download
to supplement their games. Especially for straight to their PCs. Publishers have
AAA releases, publishers will develop embraced DLC because it forgoes the cost
additional content for games, such as of physical media production,
maps, single-player missions or distribution and retailing.

Mobile gaming The rise of smartphones has led to an


explosion of independent game Thenumber of enterprises
developers. Smartphone games can be
much simpler than their console and PC has jumped due to
counterparts; as a result, a single person or low entry barriers for
a small group of people can develop
profitable games. These games are then
smartphone games
put on the Apple App Store or Google Play
for users to download, providing addition, total industry employment has
developers with revenue through a risen at an annualized rate of 7.6% over the
purchase fee or in-game advertisements. same period to reach 170,018. However,
The low barriers to entry, when compared due to the low retail price of these games
with console and PC game developers, (most games are offered free and
have caused the number of video game supported through in-game ads, while the
publishing enterprises to explode over the rest retail for less than $5), smartphone
past five years, growing an estimated games have not yet had a significant effect
annualized 37.2% to 29,514 in 2014. In on total industry revenue.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   10

Industry Performance

Industry Over the coming five years, the Video


Games industry is expected to grow at a Revenue vs. exports
Outlook moderate pace, reflecting the release of
18
pent-up demand as consumers’
disposable incomes improve. In addition, 12
new console releases are expected to help
reinvigorate the industry, bringing 6

% change
consumers back into video game stores,
albeit at a heavy cost to hardware 0

manufacturers. Imports, largely


−6
dominated by hardware from low labor
cost countries, are expected to continue −12
increasing at a 5.3% annual rate over the Year 06 08 10 12 14 16 18 20
next five years, accounting for $17.4 Revenue Exports
billion in 2019. Exports are expected to SOURCE: WWW.IBISWORLD.COM

increase at an annualized rate of 5.0% to


$9.1 billion over the same period, with 2019, industry revenue is anticipated to
major design offices from the vast reach $47.4 billion, representing an
majority of the world’s largest software average annual growth rate of 3.0% over
developers based in the United States. By the coming five-year period.

New consoles While only a few major manufacturers technologies. Nintendo has openly
have debuted their next-generation admitted concern that its focus on input
console, Nintendo’s Wii U, Microsoft’s devices watered down its reputation
Xbox One and Sony’s PlayStation 4 were among core gamers. Manufacturers are
all released in time for the 2013 holiday also focused on extending the life of the
season. These releases should help boost current generation of consoles in order to
industry revenue significantly, while also increase their profit margins.
reducing the drag imposed on the The development of motion capture
industry by used video game resellers. software and its widespread use among
However, as the launch of previous video game developers has the potential
generation consoles proved, new releases to lower video game production costs by
can be incredibly expensive and risky cutting animation time. Motion capture
because consoles are sold for less than is the process of recording a live motion
their manufacturing costs with the hope event and translating it into data that
that high revenue sales and service enables a 3D recreation of the
revenue will make up for these losses performance and alterations. Dramatic
over time. IBISWorld expects improvements in character realism,
manufacturers to be less audacious with especially in facial movements and
hardware configurations for their next- full-body interaction with the
generation consoles, hoping instead that surrounding environment, have emerged
technological advancements made since in large part due to motion capture. The
the previous generation will entice precision of data recorded and the
customers. While the Wii U features a versatility of the systems render the
controller with integrated display, input industry suited to serve many others, but
devices will likely remain novelties as the video game production industry
Xbox and PlayStation focus on core remains the largest market for this
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   11

Industry Performance

New consoles software. Certain genres, such as sports Even more surprisingly, women over the
continued and role-playing games (RPGs), are age of 18 represent 36.0% of the game
anticipated to demand motion capture playing population, while boys aged 18
technology at greater rates due to their and younger, traditionally considered the
reliance on humanoid characters. As the industry’s main target market, represent
software becomes more widespread and a mere 17.0%. Consumers aged 36 and up
decreases animation time, production make up the largest group of game
costs are expected to decrease, and new players, followed by 18 to 35 year olds,
consoles are expected to be produced and followed by people under the age of 18.
released at a faster speed. Additionally, 44.0% of gamers play on
New games and consoles are expected their smartphone, while 33.0% of gamers
to reflect the changing demographic of play on their wireless device. Video game
video game players as well as the developers are expected to adapt to these
changing hardware on which the games major changes in the coming years,
are played. According to the targeting women and an older population
Entertainment Software Association, and creating games that are easily played
48.0% of all game players are women. on mobile devices.

Decline of a giant and The performance of the subscription Once players leave WoW, there’s no
the subscription gaming segment will depend on how guarantee they will pay money
operators adapt to the decline of World previously spent on WoW to other
model
of Warcraft (WoW). Many companies subscription-based video games. It is
have attempted to siphon some of the likely that WoW’s successor will
game’s user base and attendant revenue, integrate some mobile gaming
but none have been successful. There is component to make the game accessible
also an expectation that the massively everywhere. WoW already offers an
multiplayer online game (MMOG) space, Android app with access to the game’s
having been opened by WoW, will auction house, enabling the buying and
remain available for others to capitalize selling of in-game items. The success of
on as WoW declines. However, very few this app will likely encourage software
consumers need to spend money on companies to develop apps that perform
monthly subscriptions for video games. other gameplay tasks for WoW players.

Mobile gaming The mobile gaming space is expected to


grow extensively over the next few years. Thenumber of firms will
However, because 60.0% to 70.0% of
downloaded mobile games are free, users
rise as small mobile gaming
increasingly hesitate before paying for a development firms enter
mobile video game. Consumers are
unlikely to switch their purchase
the industry
preferences from free games to higher-
priced mobile games. While the global to the mobile game space, it is unlikely
mobile gaming market may reasonably be that late adopters of smartphones in the
expected to grow as globalization and United States will spend increasing
inexpensive handsets increase accessibility amounts of money on games for their
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   12

Industry Performance

Mobile gaming mobile devices. IBISWorld anticipates independent firms seeking to establish
continued mobile gaming in the United States will themselves. As a result, the number of
remain a small component of the total firms participating in the industry is
Video Games industry, with several projected to grow to 40,502 in 2019,
successful outliers (e.g. Angry Birds) and a representing a 6.5% annualized growth
vast number of far less successful rate. The increase in smaller firms will
aspirants. Reduced potential for payoff result in a marginal increase in total
may lead major players to abandon efforts employees, which is expected to grow at
to engage the mobile gaming industry, an annualized 0.8% over the period,
leaving it wide open for smaller reaching 176,965 in 2019.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   13

Industry Performance
Life Cycle Stage Because players continue playing games as they
age, new gamers add to an existing market
The industry’s share of GDP has grown over the
past five years and will continue to increase
New consoles ensure that interest in games
and accessories is renewed periodically
Female gamers represent a new market, and online
gaming is displaying extraordinary growth

20 Maturity Quality Growth


% Growth in share of economy

Key Features of a Growth Industry


Company High growth in economic
consolidation; importance; weaker companies Revenue grows faster than the economy
level of economic close down; developed Many new companies enter the market
importance stable technology and markets Rapid technology & process change
Growing customer acceptance of product
15 Rapid introduction of products & brands

10

Quantity Growth
Many new companies;
minor growth in economic
importance; substantial
5 technology change

Computer Toy & Craft Supplies Wholesaling


0 Peripheral
Manufacturing Video Games
Consumer Electronics Stores

-5 Decline
Shrinking economic
importance
Audio & Video Equipment Manufacturing
Computer Manufacturing
-10
-10 -5 0 5 10 15 20
% Growth in number of establishments
SOURCE: WWW.IBISWORLD.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   14

Industry Performance

Industry Life Cycle The industry is in a position that other Women comprise about 48.0% of
industries must view with great envy. It game players, indicating the level of
has a loyal client base that is regularly growth available to the industry, as there
This industry expanded by a fresh generation of users, are very few titles designed specifically to
is G
 rowing and older users have not deserted their target this demographic. Offerings such
favored toys at an age that they were as Nintendo’s Wii Fit indicate the
originally expected to. The average age of attention that women can expect to
a game purchaser today is about 35, and receive, as their dollars are actively
it is rising as older players continue to chased. Currently, about 42.0% of
update their game consoles. households in America have a gaming
The Video Games industry is currently console, which allows for considerable
in the growth phase of its life cycle, with growth as video games become pervasive
revenue increasing at close to double-digit as a means of entertainment. This
rates, new firms entering the market number is indeed growing: In 2006,
despite high barriers to entry, and about 35.0% of households had a console,
customers unwilling to forego their suggesting that the broad popularity of
entertainment spending when times get the Wii and DS gaming systems is already
tough. Industry value added, a measure of having a marked effect on the industry’s
the industry’s contribution to the overall previously untapped markets.
economy, is expected to grow at a 1.9% In the coming years, the growing
annualized rate from 2009 to 2019, availability of games via online services
compared with GDP growth of 2.7% over through consoles will open up more
the same 10-year period. The rate is new markets. Similar to apps on the
slower than that of GDP as consumers iPhone, small, easy to play, low-cost
hesitated before reopening their wallets games will likely become very popular
for discretionary games after the financial among older and female gamers,
downturn. Nevertheless, revenue has been further increasing potential
and is expected to continue increasing. opportunities for industry growth.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   15

Products & Markets


Supply Chain  |   Products & Services  |   Demand Determinants
Major Markets  |   International Trade  |   Business Locations

Supply Chain KEY BUYING INDUSTRIES


9901 Consumers in the US
The retail of games, consoles and accessories is universally to consumers, and it constitutes
about 50% of revenue.

KEY SELLING INDUSTRIES


33411a Computer Manufacturing in the US
While manufacturing takes place offshore, some components are developed locally.
33411b Computer Peripheral Manufacturing in the US
While manufacturing takes place offshore, some components are developed locally.
48411 Local Freight Trucking in the US
The distribution of goods, undertaken by publishers, is necessary, but it is becoming less so as
online delivery becomes more common.
54181 Advertising Agencies in the US
Software publishers and console manufacturers are intensely competitive, and they have
extensive advertising and marketing budgets.

Products & Services While the industry’s largest participants Development is one of the fastest-
are manufacturers of consoles like growing sectors for game-related revenue.
Microsoft and Sony, it is not the focus of Companies are investing increasing
the market. Consoles are merely vehicles amounts of money in the creation of their
by which games and accessories can be games, particularly those with a
sold, making them a loss-making preexisting brand. Therefore, the fees that
enterprise. Therefore, games are the developers charge publishers are rising
inevitable focus of the industry. commensurately. Investment in game
This difference between revenue- development is becoming fundamental to
making and profit-making goods and competitiveness among publishers, as new
services is important, as the eventual console systems drive up demand, and
sales of games and accessories is the quality gaming experiences raise customer
pivotal driver of company profitability. expectations. Game development revenue
Console makers or major developers has been growing rapidly as a result of this
license most games, and sales of marquee shift in industry emphasis.
games are the most important product to Video game software publishing
the industry. (IBISWorld report 51121e) operates in a
similar manner to book publishing:
Not the only game in town developers are the authors, but
Money spent on games in the United publishing represents a larger slice of the
States filters through the various software pie than software authoring. As
sectors of the industry to different gaming becomes more common, the
operations involved in their release. value of brand-name game titles, such as
Retailing of games generates the largest Halo, Super Mario, Grand Theft Auto
share of income for games-related and others are of greater value to the
activities. IBISWorld estimates that the industry. Their popularity allows
sale of console games, PC games and publishers to charge significant amounts
used games generate about 41.4% of for their distribution, as retailers need
industry revenue. these marquee names on their shelves.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   16

Products & Markets

Products & Services Products and services segmentation (2014)


continued
8.8%
Accessories

17.2%
Online games and software
41.4%
Physical games and software

32.6%
Consoles
Total $40.9bn SOURCE: WWW.IBISWORLD.COM

These prominent brands are also a that way, while only 2.7% of console
strong driver of retail. Video game games fall into that category. Attempts to
retailing is the largest single segment in bring real-time strategy games to console
the industry, but is also among the most systems have consistently disappointed
volatile, with the purchase of games industry operators.
closely tied to the release of new console The prevalence of children’s games on
systems. Historically, the two years PC also indicates the predilection of
following new consoles’ emergence on parents to favor the PC as a gaming and
the shelves is when games are sold in educational offering. Also, since the PC
large quantities. There are various has been available for longer and boasts
reasons for this trend, but the prohibitive greater penetration across the
cost of new consoles ensures that only population, older Americans are more
die-hard gamers buy them so early. Also, comfortable using it rather than a
programmers and developers require console. Action games, which cover
time to perfect the new language and everything from platform games to the
styles inherent in making games for a Wii’s party games, are growing rapidly on
new system. video game consoles, as developers
For retailers and publishers that attempt to target female gamers.
attempt to corner specific niches of the The tendency of parents to favor
gaming market, the genres of games that playing games with their children is
they produce and sell is crucial. On PCs another factor that is driving growth of
(which male gamers are more inclined to the industry. According to NPD, 93.0% of
use than female), strategy and role- parents who play video games have
playing games are far more popular. This children who also play them. Nearly half
trend is not only due to demographic of the games sold in 2007 held an “E”
differences, but the mechanics and rating, which indicates that the game is
practicalities of using a mouse or suitable for all ages. Furthermore, the
keyboard rather than a customized average age of the game buyer was 40
controller. The point-and-click nature of years old during the same year,
the mouse on the PC is perfectly suited to suggesting that many children’s games
strategic, real-time games; therefore, are bought by their parents and then
35.4% of PC games are designed to play played with them.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   17

Products & Markets

Products & Services Build it and they will come ever since the release of the next
continued To sell games, there needs to be a medium generation of consoles, since the console
on which to play them. While consoles are is considered a cheaper alternative. Also,
loss-making enterprises, they also drive there is a large stable of games already
gaming revenue towards those who hold made for that system, which are now
the rights to the products. And while cheaper than in the past due to the
games sell in much higher unit volumes presence of newer competitors.
than consoles, the consoles retail at a The sale of older games and
much higher price, making them the encouraging growth in new consoles is
second highest product segment in this made more appealing to those with older
industry. The retail, distribution and consoles through backwards
development of consoles in the United compatibility of new platforms. For
States is valued at about $12.5 billion, or example, this factor means that games
32.6% of all income in the industry. The designed for the original Xbox can be
development of new console technology played on the Xbox 360, encouraging
represents about 25.0% of revenue, as existing Xbox owners to upgrade to the
dominance of the console market leads to new system. This technology applies in
the flow of gaming dollars toward that different ways to the PS2 and PS3 also.
console’s maker. Handheld consoles have surged in
With the introduction of the Wii, popularity, with the PlayStation Portable
Nintendo has significantly altered the and Nintendo DS selling in high volumes.
complexion of the console market. In the As parents become increasingly time
past, the console market has been poor, consumers view handheld games as
dominated by two players, such as Sega and an ideal way to keep the kids under
Nintendo during much of the 1990s. This control in the backseat of the car. Also,
trend continued with Sony and Microsoft this trend ties in with the emergence of
until 2006 when Nintendo released the Wii, enormous sales of iPods and other
which has surged to become the most portable music players. Portable
popular stationary console. electronic entertainment has
In recent years, Sony has dominated demonstrated resurgent growth for an
the market, which is evidenced by the increasingly mobile public. These units
number of sales of PlayStation 2 (PS2), and their games sell for considerably less
which still stands as the most popular than their larger equivalents, not
console ever. Sales have remained strong contributing as greatly to overall revenue.

Share of console retail sales


2009 2010 2011 2012
Console (%) (%) (%) (%)
Wii 30.8 28.7 14.6 18.7
PS3 13.5 20.3 19.6 17.2
Xbox 360 21.8 25.3 39.2 29.5
PSP 5.8 4.7 2.8 4.8
DS 23.5 18.2 7.6 13.9
PS2 4.7 2.9 1.8 N/A
3DS N/A N/A 14.4 15.8

SOURCE: VGCHARTZ.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   18

Products & Markets

Products & Services Still, it is a market that the major In addition, publishers are
continued companies are focused on controlling. increasingly turning to downloadable
content (DLC) to supplement their
Online games: the future games. Especially for AAA releases,
While game sales and development and publishers will develop additional
new consoles are still going strong, the content for games, such as additional
real story of industry growth is the maps, single-player missions or multi-
move of gamers online. Competitive player modes, to be sold straight to
and co-operative gaming are simpler gamers for a small fee. Publishers offer
when used in an online format, and DLC typically over the game’s website
there are more options for gamers such (for PCs) or console online markets
as expansion pack downloads for (such as the Xbox Live Arcade for Xbox
existing games, and online universes 360 or the Playstation Network for the
that are growing in popularity, notably PS3). Similarly, online distribution
World of Warcraft. platforms for PCs, namely Steam from
However, above and beyond these Valve Software and Origin from
reasons lies the potential for game Electronic Arts, allow consumers to
publishers and console manufacturers to purchase full games on their release date
corner a guaranteed market share for download straight to their PCs.
through online service delivery. For Publishers have embraced DLC because
example, Apple’s iTunes’ effect on iPod it forgoes the cost of physical media
sales through proprietary software production, distribution and retailing.
demonstrates the possible revenue
streams that can be generated from this Gamers like to accessorize
market. If Microsoft’s Xbox Live service The development of accessories is
offered free downloads of games for a emerging as a major part of profitability.
month after purchase, it can encourage The rampant success of games that
families and friends to buy an Xbox 360, incorporate extra equipment such as
since they can then share games and play SingStar (microphones) and Guitar Hero
together. This factor would, in effect, (toy guitars) is encouraging greater
encourage the purchase of more games investment in this field. Accessory sales
later on. are becoming a popular method of
However, PC games remain the propping up revenue during slow years,
primary domain of online gaming, since leading up to the release of new
the infrastructure already exists to play generation consoles (see Current
games via the internet. The use of online Performance section).
services on consoles is still in its The introduction of the Wii, with its
beginnings, as consoles require a emphasis on the use of the infrared
connection to the internet and payment paddle will likely spur even greater
of a subscription to a separate online growth in accessory sales and
service on top of internet connection development. In particular, its success
fees. Revenue from online game with female gamers and the console’s
subscriptions is the hottest growth design lends itself to the development of
segment, increasing at an annualized numerous accessories. Already, consoles
rate of over 40.0% during the five years offer accessories such as DVD remote
to 2014. In 2009, World of Warcraft controls, steering wheels, joysticks,
accounted for about half of all online guns, the balance board for Wii Fit, the
game subscription revenue, a staggering Wii Fit Mat, covers for various
feat in a crowded marketplace. accessories, guitar controllers and the
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   19

Products & Markets

Products & Services Nunchuk Controller. In 2012, Xbox Microsoft. As more games are designed
continued 360’s Kinect was successful at specifically with accessory sales in mind,
generating additional revenue for this segment will continue to grow.

Demand An intuitive analysis of video games, who have grown up with consoles are
Determinants accessories and consoles would suggest generally more comfortable with buying
that it is an industry of luxury goods. This their offspring this form of
factor assumes that if belts are tightened entertainment, and they offer more
and pennies are counted, people who support than they received themselves.
were once inclined to splash out money The tendency to buy children games is
on a state-of-the-art system may be boosted by higher disposable income
persuaded otherwise. However, this levels. Any reduction in disposable
factor does not appear to be the case, and income will likely affect an individual’s
in its current incarnation, the industry propensity to spend on video games.
can weather a recession without too Falling income levels during the
much damage. recession proved the negative effect
According to the ESA’s 2011 report lowered disposable income has on the
some of the top reasons why gamers industry’s overall growth. Nevertheless,
purchase a computer or video game are the industry rebounded strongly due to
the quality of game graphics, an the aforementioned growth in the
interesting storyline, a sequel to a potential market.
favorite game, and word of mouth.
Catch and release
Customer loyalty to die for First and foremost among the industry’s
The reason that there is so little volatility growth drivers is the release of new
in the industry’s incredible growth is the consoles. The retail of games and consoles
fact that it is not old enough to have lost is spurred by the release of new systems,
customers. The first commercially as improving technological capacity
accessible video game console was improves the overall gaming experience.
released in 1972, and they did not Leading up to the release, developers
become commonplace until the early of games and consoles receive more
1980s when Atari released Asteroids. funding since there must be sufficient
Those who took up these games as software ready upon release to justify any
children or teens are now likely to be in marketing hype. During the years leading
their 40s. up to the release of a new console,
Year after year, more children have accessories sales begin to rise. Developers
become new users of video games, and and publishers work to ensure that
their parents, who are now veteran revenue remains buoyant during the lull,
gamers, refuse to cease. Therefore, the as consumers hold off new purchases
pool of potential game players continues until the product is available. In this
to grow. However, this factor is not sense, the industry is able to generate its
determining demand itself. Children are own demand.
driven to use computer games via a Another technological progression that
considerable amount of peer pressure. has spurred demand for video games has
Games are still aimed overwhelmingly at been improvements in home
younger players, and children feel driven entertainment equipment, namely
to have the most recent consoles. Parents televisions, stereos and home theater
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   20

Products & Markets

Demand systems. As the gaming experience has alternative entertainments, such as


Determinants become more immersive and cinema like, attending spectator sports, movies and
the demand for games is enhanced. concerts or buying DVDs, CDs or music
continued
and film online. The propensity to buy
Playtime these forms of entertainment, as well as
The availability of time to play games is a video games, is one that will be partly
key driver of customers’ willingness to part pushed by the national birthrate. Any
with their cash for new games and noteworthy increase in the number of
consoles. One of the main reasons that younger Americans will likely result in
people may find themselves with more time more spending on entertainment including,
to play is an increase in the price of other but not exclusive to, video games.

Major Markets Major market segmentation (2014)

2%
Women older than 45
8% 6%
Women younger than 18 years old Men older than 45

19%
36%
Men 18 to 45 years old
Men younger than 18 years old

29%
Total $40.9bn Women 18 to 45 years old
SOURCE: WWW.IBISWORLD.COM

Younger male gamers have According to its press release, the highest
predominantly been the lifeblood of the number of gamers are still core gamers
industry. However, companies are – those who spend at least 18 hours a
beginning to look for fresh markets week playing games. However, the study
among aging gamers and women. Growth found that digital gamers, those who
in the women’s market segment stalled spend more than 16 hours a week in play,
for a period during the late 1990s and acquired more games over a three-month
early 2000s, as the number of women period. This study indicates that the
happy to play games designed primarily industry’s largest consumers may not
for men reached a critical mass. have the most spending power.
However, recent developments in game
design and marketing have opened up Female gamers
female gamers as a potential growth While existing game titles
market in the industry. comprehensively cater to the young male
A study conducted in February and (i.e. under 40) demographic, the female
March of 2011 by market analysis firm market is currently the focal point. It is
the NPD group shows the shifting tide of one of the demographic groups that
the primary market in the industry. remain readily available to the industry
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   21

Products & Markets

Major Markets and operators are focusing on women developers and publishers to cross. This
continued like never before. They represent 48.0% trend has already begun, with Nintendo’s
of game players, 50.0% of game buyers DS Brain Age games, and it is expected
and about 39.0% of total revenue to go on as the industry faces a
generated by the industry, yet they are a diminishing number of potential new
market segment that this industry was customers in the future. This segment is
long renowned for ignoring. A report expected to contribute an increasing
recently published by the Entertainment percentage of revenue to the industry as
Software Association showed that women the young men and women who grew up
over 18-years-old now represent a larger playing video games bring their habits
portion of the game-playing population into their adulthood.
than boys under 18, previously
considered the main target of video game Young males
developers. Couples play and mobile However, despite all of the attention
gaming have both given female gamers a currently being lavished on female
boost in numbers. Historical efforts to customers, the vast bulk of gamers
attract female gamers were often (55.0%) are male and aged younger than
considered half-hearted, but over the 45 years old. Regardless of moves made
past five years, this segment has by the industry’s largest companies to
increased its contribution to revenue and capture new markets, these male
developers have been increasingly customers make up the lifeblood of
focusing on this new target market. industry revenue, and they will remain
so indefinitely, with women and adults
Gamers older than 45 only slowly eating away at its
Until recently, individuals who were the contribution to revenue.
teenaged pioneers of video games 25 The biggest selling games in the world
years ago were younger than 40 years in recent years include Halo 3, Grand
old. Today, those gamers are approaching Theft Auto IV, Grand Turismo 5 and
their mid- to late 40s, with 50 around the Metal Gear Solid 4, which are all
corner. In order to retain those original distinctly masculine in their focus. Thus,
fans, games designed specifically to video gaming is an industry that still
appeal to older players are most likely the predominantly caters to the younger
next (and perhaps final) frontier for male market.

International Trade The rapid shift of the industry to provide a great deal of manufacturing taking
online content will likely be a main cause place in China, Vietnam and Japan.
of future reductions in the import level. While a move to online product delivery
The manufacturing of almost all consoles, will drop the need to manufacture the
games and accessories takes place physical media of game discs, the need to
offshore and the eventual move to deliver build consoles as cheaply as possible
as many software titles as possible online remains, since they continue to be a
means that imports will drop. loss-making enterprise.
On a design front, boutique game
Cost-effective manufacturing design houses exist in nations around the
The low cost of building consoles and world, predominantly in Japan and
accessories in Asian countries and the Europe, and the purchase of intellectual
industry’s close ties with Japan has led to property from these developers also
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   22

Products & Markets

International Trade comprises part of the industry’s imports. majority of the world’s largest software
continued In 2014, imports are expected to account developers, such as Electronic Arts,
for about 28.4% of total domestic demand, Activision and Atari, have major design
at $13.4 billion, up from 21.2% in 2009. offices in the United States, and they are
In terms of exports, the industry is expected to export about $7.1 billion of
rapidly increasing the rate at which it is developments in 2014, once again,
exporting intellectual property. The vast primarily to Europe and Japan.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   23

Products & Markets

Business Locations 2014

West
AK
0.0 New
England
ME
Great Mid- 0.4

Lakes Atlantic 1 2
NY 3
WA MT ND 9.8
5 4
1.5 0.1 MN
Rocky
0.2 3.3
WI
OR Mountains SD
0.1
Plains 1.8 MI
2.8
PA
2.9
6
7
1.2 ID IA OH 9 8
0.3 WY 4.2
0.1
NE
0.8
IL IN WV VA
6.4 1.3 3.2

West NV
0.4 0.1
KY
UT MO
0.8 NC
0.5
1.4 CO KS 1.8 2.8
2.4 0.7 TN
SC
Southeast
1.6
CA 0.6
13.5
OK AR GA
0.6 0.4 AL 3.8
AZ MS 0.4
2.3 NM
0.6 Southwest 0.1

TX LA
0.7 FL
6.5 6.0

West
HI
0.2 Additional States (as marked on map) Establishments (%)

1 VT 2 NH 3 MA 4 RI Less than 3%
0.4 0.4 3.0 0.6 3% to less than 10%
10% to less than 20%
5 CT 6 NJ 7 DE 8 MD 9 DC
1.7 2.6 0.2 2.1 0.6
20% or more

SOURCE: WWW.IBISWORLD.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   24

Products & Markets

Business Locations The West region of the United States


Distribution of establishments vs. population
contains the headquarters of Microsoft
and EA and Sony’s US base. Silicon
30
Valley, south of San Francisco, is home
to the greatest concentration of
software designers in the world, while 20
California has the highest per capita
number of game retail outlets.

%
GameStop, the nation’s largest video 10
games retailer, has more than 50
outlets in the greater Los Angeles area
alone, contributing to this factor. 0
Beyond the West, there is little by way

West

Great Lakes

Mid-Atlantic

New England

Plains

Rocky Mountains

Southeast

Southwest
of developers or publishers, and retail
outlets are the predominant industry
establishment. The bulk of retail outlets
are GameStop, Electronics Boutique or
Toys “R” Us. Aside from these outlets, Establishments
many department stores, like Sears, also Population
stock video games. SOURCE: WWW.IBISWORLD.COM

Many retail industries tend to follow


disposable income trends. While there is concentrate on urban areas with a high
a close correlation between the number proportion of young families. While the
of retailers and population, the ability of demographics of cities are fluid, the
the populace to spend more on luxury lifespan of an individual game outlet is
goods such as video games varies with brief enough to allow retailers to focus
income levels in different regions. Within their operations on regions where
individual states, retail outlets demand will be greatest.
WWW.IBISWORLD.COM Video Games in the US September 2014   25

Competitive Landscape
Market Share Concentration  |   Key Success Factors  |   Cost Structure Benchmarks
Basis of Competition  |   Barriers to Entry  |   Industry Globalization

Market Share The Video Games industry has a low World of Warcraft, Diablo and
Concentration market share concentration, with the StarCraft game franchises, which have
top four firms contributing about 36.3% consistently received top marks from
of total industry revenue in 2014. critics and consumers in every version
Level
Higher concentration exists within each to date.
Concentration in type of business, though, as GameStop While the development and production
this industry is L ow dominates the retail market; Microsoft, of consoles is unprofitable, it allows firms
Nintendo and Sony dominate the to control the licensing and publication of
hardware market and Activision software from developers and on-selling
Blizzard and Electronic Arts (EA) it to retailers. The buying power they
dominate the software market. When it wield, and the investment they have
comes to producing and selling video made in producing consoles that sell in
games and consoles, reputation and the millions mean that gaining the rights
brand recognition are essential (see to develop a game for their systems can
Barriers to Entry). Breaking into the be a major windfall for smaller
industry is extremely challenging when developers. The game developers
faced with some of the behemoths that segment is the most highly fragmented,
sit astride the peak of the video games with startup costs, operating costs and
world with strong consumer loyalty. required branding far lower. Retailers are
Activision Blizzard, the fourth-largest less fragmented than game developers,
major player, exemplifies the value and profiting from the sale of secondhand
importance of reputation; the Blizzard games, consoles and accessories, in
division created and publishes the which they have clear dominance.

Key Success Factors Ability to quickly adopt new technology Economies of scale
In such a technologically advanced Many participants in design, publishing
industry, the reliance on boasting the and retail possess significant economies
IBISWorld identifies highest quality hardware and software is of scale, allowing greater investment in
250 Key Success perhaps the most important selling point. product development.
Factors for a Having a quality console first to market can
business. The most deliver a major competitive advantage. Aggressive marketing/franchising
Given the high level of competition,
important for this
Downstream ownership links promotion is absolutely crucial in
industry are: Companies like Sony, Microsoft and retailing consoles, as consumers have
Nintendo develop consoles and publish little means to test the different consoles
software. This allows the consoles to against each other.
drive game revenue.
Development of new products
Establishment of brand names New products are essential to
In tandem with a focused marketing maintaining market share. A new product
campaign, brand loyalty to particular with superior appeal to the market can
consoles or game developers can boost rapidly impinge on sales, such as the
sales substantially. introduction of the Wii.
WWW.IBISWORLD.COM Video Games in the US September 2014   26

Competitive Landscape

Cost Structure The area that industry companies spend a sub-standard game can significantly
Benchmarks their money on varies greatly, depending devalue the brand of a franchise.
on which segment they operate in. At the The average cost of developing a game
retail end of the supply chain, companies ranges from $1.0 million to about $20.0
spend most of their revenue on buying million, though marquee titles are now
games, consoles and accessories that they commanding development budgets up to
sell, at low margins, to the consumer. $100.0 million. However, while the
Meanwhile, developers have substantial development of hardware is still
wage and R&D costs and often operate at increasing in the amounts spent (with
a loss. R&D budgets approaching 12.0% of
Purchases are the overwhelming and console segment revenue), it is not a
predominant cost that the retail segment profitable exercise. Accessories are
faces. Retailers are required to purchase increasingly profitable, but the production
products that have already experienced of consoles is solely a driver of games
substantial value-adding via revenue; therefore, it runs at a loss.
development, publishing and
manufacture. Then, they attempt to sell Profit moving online
them in a highly competitive Online gaming services are undeniably
marketplace. Since retail constitutes becoming a profitable operation. For the
about 50.0% of all industry revenue, development costs of one large game, an
these high purchase costs are prominent. initial investment in the requisite server
However, the need to turn a profit on the capacity and minimal staff, massive
sale of these goods ensures that wages in multiplayer online games (MMOGs) can
retail stores remain low. This factor charge a subscription fee to millions. They
stands in opposition to much of the rest generate ever-growing revenue and face
of the industry, where the research and minimal increases in costs. This segment
development focus ensures that high- is one of the most profitable areas in the
skilled employees are well paid, and industry, particularly since many software
operators spend considerable cash testing publishers have loss-making enterprises
and validating new technology. in console design as well.
The two exceptions to these examples For PC-based online games, profit is
are the software publishing and online taken almost exclusively by the companies
games segments. Marketing and the that operate the online systems.
purchase of rights from developers Fortuitously for game developers, these
constitute the bulk of publishers’ costs, are often the same company. For example,
taking into account that many major Blizzard Software (now part of Activision
publishers also have software development Blizzard), which designed Warcraft and its
operations under the same banner. online successor, World of Warcraft, also
operates the online operations, taking all
Development revenue profit. Console producers also have a large
Software developers are having their share of the online revenue, since they
moment in the sun. The costs that often publish the software and operate the
publishers and retailers face are expected online service, such as Xbox Live.
to go up, as they have been in recent Console makers, rather than game
years. In an effort to maintain the designers or publishers (though publishers
reputation of major titles, increasing are often console makers), almost
amounts are being invested in the exclusively take profit from online gaming.
development of new releases. An Games are now expected to feature online,
intensely competitive market means that multiplayer functions, and their rights are
WWW.IBISWORLD.COM Video Games in the US September 2014   27

Competitive Landscape

Cost Structure correspondingly more valuable. Beyond small-scale expansion packs. Growing
Benchmarks 2014, online game providers are projected numbers of subscribers will not require a
to become even more profitable, as existing commensurate increase in staff, making
continued
titles now have established a loyal each new gamer more profitable than the
following and regular updates are all that last. As the industry becomes more
is required, rather than a new program competitive with other established forms
entirely. While the specific cost of of entertainment (TV and movies), the cost
producing the game is not public, costs of R&D and marketing will rise, limiting
incurred during 2009 simply involved profit growth. However, online firms will
maintenance and the development of keep reaping big dividends.

Sector vs. Industry Costs

Average Costs of
all Industries in Industry Costs
sector (2014) (2014)
100 ■ Profit
11.2 8.0 ■ Wages
■ Purchases
■ Depreciation
80
20.9 ■ Marketing
39.5 ■ Rent & Utilities
■ Other
Percentage of revenue

60
25.9

40
7.1 28.9
7.0
4.8 2.2
20
12.8
23.1
3.0
0
5.6
SOURCE: WWW.IBISWORLD.COM

Basis of Competition The competitive intensity between Sony, successfully combining the myriad of
Microsoft and the resurgent challenger, factors that influence a customer’s choice.
Level & Trend Nintendo, is immense. Console sales are Research and development of new
fiercely fought over, in the knowledge console technology is the frontline in
 ompetition
C in this that most gamers will only buy one winning over potential buyers. Having a
industry is H
 ighand console and that every console purchase product that can support superior games,
the trend is S teady represents a near-guarantee of future particularly with outstanding graphics
game sales. Attaining a competitive capabilities, can win over undecided
advantage in this all-important battle for shoppers. In addition, gamers compare
gamers’ hearts and minds depends on the available game libraries of the various
WWW.IBISWORLD.COM Video Games in the US September 2014   28

Competitive Landscape

Basis of Competition systems before making a purchase, so a competition for contracts with the major
continued console needs to have a competitive publishers, which finance the
stable of critically acclaimed games development of games. A reputation for
available in order to claim a significant successful and profitable games is
share of the market. invaluable for smaller developers;
Having a product first-to-market is of however, a short succession of failed
equal importance, and a balance must be titles will likely severely hamper efforts to
struck between spending time refining a gain future contracts.
console and releasing it. Once a
consumer has purchased a console, they External competition
will not likely purchase a second, with the Among retailers, competition is not so
exception of a small proportion of strident. With the exception of
dedicated gamers. As these loyal gamers GameStop/EB, which dominate specialty
are expected to buy the console anyway, retailers, department stores and major
their dollar is not fought for as bitterly. toy stores consider video games to be a
Therefore, much of the struggle for growing sector but still only a fraction of
market share is conducted via marketing their total sales offering. Therefore, they
campaigns. Informing a potential only occasionally use discounted games
customer of the benefits of a certain to lure customers.
gaming system is equally important to Meanwhile, video game developers
actually having the benefits. must always compete with other forms
Specialization and name recognition of entertainment. As luxury time
are also important advantages. A gamer becomes more scarce, consumers must
knows that they can purchase anything choose between an increasing number of
they may need for their console at one ways to spend the time, such as reading,
place, so they are automatically inclined watching movies, seeing friends, and
to shop there. There is strong playing video games.

Barriers to Entry Those assessing the feasibility of starting 2011. The entry of a company without
up a new venture producing video game substantial experience in electronics and
consoles may reconsider the investment gaming is unlikely. New developers face
Level & Trend after a closer look at the cost. The spiraling costs of software development,
 arriers to Entry
B barriers preventing new entrants are with major titles costing between $10
in this industry prohibitive. The most recent entrant into million and $100 million to create.
are H ighand the console segment was Microsoft, Meanwhile, a retail outlet such as
whose Xbox (released in 2001) was able GameStop stocks about 4,500 units of
Increasing
to claw out a market share due to the games and 300 units of accessories,
massive financial support that tech giant which collectively retail for about
Microsoft could put behind it. The cost of $390,000, not including costs of the
exposing the new technology to a global store’s rent and design.
marketplace is enormous. Existing Since the inception of the industry
brands of consoles tend to elicit nearly 30 years ago, there have been only
considerable loyalty from gamers. five console manufacturers to achieve
The costs of design and manufacture noteworthy market share. These
alone are prohibitive. Microsoft’s manufacturers are Atari, Sega, Nintendo,
Entertainment and Devices division had Sony and Microsoft. While the first three
operating costs of nearly $7.6 billion in were pioneers of the technology, Sony
WWW.IBISWORLD.COM Video Games in the US September 2014   29

Competitive Landscape

Barriers to Entry and Microsoft entered the industry later


continued on the back of long histories in similar Barriers to Entry checklist Level
industries. Similarly, retailers are in the Competition High
position to prevent new players from Concentration Low
eating into their market share. The bulk Life Cycle Stage Growth
of retail revenue is earned by large sellers Capital Intensity Low
such as Walmart, Toys R Us or Technology Change High
GameStop. The economies of scale they Regulation & Policy Light
possess due to their size allows them to Industry Assistance None
effectively price new opponents out of the
market and have widely acknowledged SOURCE: WWW.IBISWORLD.COM

brand awareness in the market.


There is some room in the developers’ athletes and stunt players that enact
market for new blood as the demand from elements of the game. Creating the video
consumers and publishers grows. In order game using mocap rather than computer
for a new design house to gain prominence, animations saves the company time and
they often need to produce a quality game money while expanding on the realistic
without any backing from the big names features of the game and players.
like Sony or Nintendo, and then they sell There are big competitors in software
the finished product. This factor requires design as well. Electronic Arts earned
an investment that may be beyond new $4.2 billion in 2009, through a
companies, as the costs of developing combination of development, publishing
increasingly advanced software on and distribution operations. That kind of
increasingly advanced hardware grows. influence allows its games to receive
The increasingly widespread use of vigorous promotion, crowding smaller
motion capture technology in the making titles out of the market, unless they are
of video games has decreased the cost of truly exceptional. Therefore, in order for
creating the games, and thus, the small developers to succeed, they need to
barriers. Motion capture is the process of find talented designers, programmers,
recording a live motion event and artists, sound engineers and testers, all of
translating it into actionable data that which drives up the costs of starting out
allows for a 3D recreation of the in this highly competitive marketplace.
performance. Uniting human and Finally, with the rise of smartphones,
technological elements, video game games can be made cheaply for the Apple
developers compete to produce games of App Store or Google Android Market by a
higher quality with detailed and perfected small team of developers. Barriers to
aesthetic qualities. For example, entry for the smartphone market are
Electronic Arts Inc.’s Madden NFL significantly lower, but the market itself
thrives on the realistic nature of the is substantially smaller as well, in
game, thanks to technical experts, addition to being highly competitive.
WWW.IBISWORLD.COM Video Games in the US September 2014   30

Competitive Landscape

Industry While the original development of video has long established itself as a leader in
Globalization games took place in various locations all the design of award-winning games. The
over the world, Japan and the United software development sector is the most
States have dominated the industry active globally, with domestic game
Level & Trend almost since its inception. All of the large designers contributing markedly to the
 lobalization
G in companies involved in the design of industry’s level of exports.
this industry is hardware and software are in those two The level of globalization is significant
Mediumand the countries; these companies include EA, for developers. Since the United States is
Sony, Microsoft, Atari, Activision, the largest market, there is demand to
trend is I ncreasing
Nintendo and Sega. The manufacturing design games specifically for the market
of almost all hardware in the industry (i.e. with American accents and
takes place in Asia, then it is exported. geographic locations). Alternatively, some
However, there is a vibrant software designers are requested to alter games
development industry around the world, that are not geographically specific and
particularly in Europe, where Germany tailor them to the appropriate market.

International trade is a Trade Globalization Going Global: Video Games 2000-2014


major determinant of
an industry’s level of
200 Export Global 200 Export Global
globalization.
Exports offer growth
opportunities for firms. 150 150
Exports/Revenue
Exports/Revenue

However there are legal,


economic and political risks 100 100
associated with dealing in
foreign countries.
Import competition can 50 50
bring a greater risk for Video Games 2000 2014
companies as foreign 0 Local Import 0 Local Import
producers satisfy domestic 0 40 80 120 160 0 40 80 120 160
demand that local firms Imports/Domestic Demand Imports/Domestic Demand
would otherwise supply.
SOURCE: WWW.IBISWORLD.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   31

Major Companies
GameStop Corporation   |   Microsoft Corporation   |   Activision Blizzard Inc.
Nintendo Co. Ltd.   |   Electronic Arts Inc.   |   Sony Corporation   |   Other Companies

Major players Nintendo Co. Ltd. 4.1%


(Market share) Sony Corporation 3.1% Microsoft Corporation 11.6%

56.2%
Other
Activision Blizzard Inc. 5.5%
Electronic Arts Inc. 3.3% GameStop Corporation 16.2% SOURCE: WWW.IBISWORLD.COM

Player Performance Texas-based GameStop Corp., the world’s GameStop, EB Games and Micromania.
largest multichannel video game retailer The United States has 4,249 of those
and employer of 17,000 people, sells new stores. GameStop also operates Game
GameStop and preowned video game hardware, Informer magazine, a digital PC game
Corporation physical and digital video game software, distribution platform, and an online
Market share: 16.2% video game accessories, mobile and consumer electronics marketplace.
consumer electronics and other Since GameStop and Electronics
Industry Brand Names
merchandise. The company operates in a Boutique (or EB Games) merged in 2005,
EB Games
technology brand segment and four video later acquiring Micromania, France’s
game brand segments: United States, Leading Video Game Retailer, the entity
Canada, Australia and Europe. Each of has been successful. The growing video
the segments consists primarily of retail games industry has created greater
operations, with all stores engaged in the awareness of the benefits of shopping at a
sale of new and preowned video game specialty video games retailer, which has
systems, software and accessories. helped GameStop advance at an
Digital products include downloadable extraordinary rate, beyond growth from
content, network points cards, prepaid the merger. Over the past five years, the
digital and online timecards and digitally company has made other significant
downloadable software. The company acquisitions, including the 2010 purchase
network operates 6,675 stores in the of Kongregate Inc., the operator of an
United States, Australia, Canada and online video gaming site that offers
Europe, primarily under the names free-to-play video games and the 2012

GameStop Corporation (US video games segment) – financial


performance*
Revenue Operating Income
Year** ($ million) (% change) ($ million) (% change)
2009-10 6,233.6 -3.6 437.4 -17.5
2010-11 6,681.2 7.2 530.8 21.4
2011-12 6,637.0 -0.7 501.9 -5.4
2012-13 6,192.4 -6.7 501.9 0.0
2013-14 6,160.4 -0.5 465.3 -7.3
2014-15 6,607.6 7.3 466.3 0.2

*Estimates, **Year-end February


SOURCE: ANNUAL REPORT AND IBISWORLD
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   32

Major Companies

Player Performance purchase of BuyMyTronics, an online Although net sales for fiscal 2014
continued consumer electronics marketplace. decreased 0.5% compared with fiscal
2013, the decrease was primarily due to a
Financial performance decrease in the number of domestic
The release of the previous generation of stores. The increase in comparable store
consoles (Xbox 360, Wii and PS3) sales was primarily due to a significant
delivered strong sales growth, selling in increase in hardware units sold due to
record numbers. The sale of accessories the launches of the Microsoft Xbox One
is also a growth sector, as a specialty and the Sony PlayStation 4 in November
store can stock a wide variety of goods. 2013. Over the five years to fiscal 2015,
The primary reason behind GameStop’s revenue is expected to increase an
dominance is its control of the average annual 1.2% to $6.6 billion. The
secondhand market. The continued slow growth is partly due to the
viability of older consoles despite the company’s decision to abandon its Spawn
release of newer generations, is a Labs business in 2013, as well as a
contributing factor to the sale of used decline in sales prior to the launch of the
games and consoles. next generation consoles.

Player Performance Founded by Bill Gates in 1975, Microsoft caused a loss for the EDD segment of
Corporation boasts overall revenue of nearly $1.9 billion globally in 2007.
about $77.9 billion in fiscal 2013. Nevertheless, the Xbox 360 surged in
Microsoft Headquartered in Seattle, Washington, popularity in fiscal 2008, leading to a
Corporation the company employs 99,000 people on a 33.7% revenue increase for Microsoft’s
Market share: 11.6% full-time basis, 58,000 of them in the video game segment.
United States. Microsoft operates in five In fiscal 2014, Microsoft released its
Industry Brand Names
segments: the Windows division, which next generation console, the Xbox One.
Xbox 360
develops and markets operating systems; This new console faces fierce competition
Kinect
server and tools, focused on software and from Microsoft traditional competitors
Halo
cloud-based services; online services, Nintendo and Sony, but also from Apple
with offerings such as Bing and MSN; the and Google in the area of content
Microsoft business division, which products and services to the customer.
develops and markets the Microsoft Most of manufacturing activities for the
Office system; and the entertainment and Xbox 360 and related games are
devices division (EDD), which develops contracted to third parties such as IBM.
video games (the Xbox) as well as Skype
and Windows phone. Financial performance
Prior to 2008, Microsoft had yet to Microsoft’s overall entertainment and
convert the success of the Xbox 360 into devices division (EDD) generated $10.2
a profitable operation, since the costs of billion in 2013. EDD revenue increased in
developing products overshadowed fiscal 2013 but this success was driven by
income derived from sales and licensing. Windows phone and Skype, while Xbox
Increasing costs of manufacturing Xbox 360 revenue decreased significantly.
consoles also counteracted some of Video game revenue was already in
Microsoft’s revenue growth. Microsoft decline in fiscal 2012. Revenue declined
expected to dominate the console over 2009 and 2010 due to falling
market with the Xbox 360, but the disposable income and increased
unexpected success of Nintendo’s Wii competition. However, the increasing use
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   33

Major Companies

Player Performance of Xbox Live to download content 2010, Kinect game software and the
continued increased the division’s profitability, due release of a major proprietary title under
to the low costs of distributing software the Halo franchise. Over the five years to
over the internet. In fiscal 2011, industry 2014, revenue is expected to increase
revenue jumped as a result of the 10.2% to $4.7 billion, with the release of
successful Kinect peripheral device for the Xbox One in the second quarter of
the Xbox 360, released in November fiscal 2014.

Microsoft Corporation (US video games segment) – financial


performance*
Revenue Operating Income
Year** ($ million) (% change) ($ million) (% change)
2008-09 2,903.1 N/C 158.8 N/C
2009-10 2,815.4 -3.0 239.4 50.8
2010-11 3,875.6 37.7 548.2 129.0
2011-12 3,641.7 -6.0 144.2 -73.7
2012-13 3,239.1 -11.1 270.2 87.4
2013-14* 4,728.5 46.0 370.5 37.1

*Estimates, **Year-end June


SOURCE: ANNUAL REPORT AND IBISWORLD

Player Performance Activision Blizzard is a worldwide The two publishers have different
publisher of online, PC, video game business models. Activision licenses and
console, handheld, mobile and tablet publishes the Call of Duty and Skylanders
Activision Blizzard games that employs about 6,900 people. franchises. A substantial portion of
Inc. Activision Blizzard operates its business Activision’s development efforts are
Market share: 5.5% in three distinct operating segments: invested in the development of sequels,
Activision Publishing, Inc., which expansions and special editions of these
Industry Brand Names
publishes interactive entertainment popular franchises, although further
Warcraft
software products and downloadable expansions of the Guitar Hero franchise
StarCraft
content; Blizzard Entertainment, Inc., have been canceled. In October 2013,
Diablo
which publishes real-time strategy Activision launched Skylanders SWAP
Guitar Hero
games, role-playing games and online Force, the third title of the franchise
Call of Duty
subscription-based games; and Activision which now includes “smart toys”. This
World of Warcraft
Blizzard Distribution, Inc., which handles strategy is very similar to Activision’s
logistics and licensing of Activision rival, Electronic Arts (EA), which
Blizzard titles in Europe. Activision publishes the Madden series of football
Blizzard was formed July 9, 2008, with games for console systems. Activision
the merger of Activision and Vivendi and EA frequently license and publish
Games, of which Blizzard Entertainment games developed by small independent
was the largest asset. Each division development studios in hopes of finding
continues to operate in a largely the next big thing. This strategy results in
independent manner. very stable revenue streams overall,
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   34

Major Companies

Player Performance though many games do not sell well or much longer periods of time than
continued receive critical acclaim. Blizzard, on the traditional single-player games; the
other hand, has fewer overall releases constant stream of new content,
that are generally met with high combined with the social aspect of
commercial and critical success. The playing in a game populated largely by
merger combined Activision’s regular other players, has spurred MMO games’
succession of familiar titles and Blizzard’s popularity. Furthermore, the periodic
massively multiplayer online games updates of games are far less labor-
(MMOG) business providing internal intensive and less costly than developing
financing for more speculative projects. a game from scratch.
World of Warcraft is the most
financially successful example of the Financial performace
massively multiplayer online role-playing Activision Blizzard is one of the largest
game (MMORPG) genre exploited by US-based video game and PC game
Blizzard, which uses a highly unorthodox publisher. Activision’s headquarters and
business model. In September 2013, main studio are in Santa Monica, CA,
Blizzard released Diablo III for the PS3 while Blizzard’s studio is located in
and Xbox 360, and confirmed plans to Irvine, CA. Since the company does not
adapt the game to the PS4. In addition, it release video game software sales in the
also maintains a proprietary online US, industry-specific data is estimated. In
gaming service, Battle.net, of which it 2013, Activision Blizzard brought in
provided a new version in 2010. global revenue of $4.6 billion, with North
Traditionally, video game publishers earn America accounting for 52.7% of sales. As
revenue on their games through licensing of December 2013, the Call of Duty,
fees and in-store sales. With MMO Skylanders and World of Warcrafts
games, players pay a monthly fee for franchises combined accounted for
access to the game, which is partially 80.0% of overall revenue, 8.0% more
used to fund ongoing additions to the than in 2012.
game and server maintenance. This new In November 2012, the company
business model can significantly improve achieved the largest entertainment launch
profitability for publishers because in history with the release of Call of Duty:
players play and pay for these games for Black Ops II, which earned $5,000 million

Activision Blizzard Inc. (US video game software publishing segment) –


financial performance
Revenue Net Income
Year ($ million) (% change) ($ million) (% change)
2009 1,995.3 N/C -12.1 N/C
2010 2,168.1 8.7 228.7 N/C
2011 2,164.5 -0.2 604.5 164.3
2012 2,192.4 1.3 655.1 8.4
2013 2,172.6 -0.9 650.4 -0.7
2014* 2,232.8 2.8 473.1 -27.3

*Estimates
SOURCE: ANNUAL REPORT AND IBISWORLD
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   35

Major Companies

Player Performance worldwide in revenue within 24 hours. boost to the company’s profit margin. In
continued This broke the previous record, held by its the five years to 2014, Activision Blizzard’s
predecessor, Call of Duty: Modern industry-specific revenue is expected to
Warfare 3. The strong performance of the increase an annualized growth rate of
Call of Duty franchise gave a significant 2.3% to $2.2 billion.

Player Performance The Nintendo Wii and DS represent a preparation for the arrival of the Wii.
seismic shift in the makeup of console Sporting a revolutionary controller
and game sales. Nintendo, the once system vastly different from the two-
Nintendo Co. Ltd. undisputed market leader in console handed, joystick-based controllers of
Market share: 4.1% sales and games publishing, retreated other consoles, the Wii approached
Industry Brand Names from the US market when Sony and gaming from an entirely new direction,
Nintendo Wii Microsoft upset the established Sega positioning the Wii as a communal party
Nintendo Wii U versus Nintendo dynamic of the 1990s. console in the traditionally individual-
Nintendo DS The Nintendo Entertainment System, focused video game market.
Nintendo DSi Super Nintendo Entertainment System The Wii threatened the accepted
Nintendo DS Lite and Nintendo 64 were the preeminent paradigm of console gaming, where there
Nintendo 3DS gaming consoles for a decade, across were only two major systems available.
three generations of gaming systems. Wii games are less sophisticated than
However, when the PlayStation 2 (PS2) their competitors, but their simplicity has
and Xbox emerged, consumers’ loyalty broadened the audience for video games,
shifted and Nintendo focused on its substantially expanding the industry and
Japanese operations for several years the company’s growth. Not only did the
before reemerging with the successor to Wii console boost hardware sales for
the GameBoy, the DS, in late 2004. It Nintendo, but it also bolstered the
sold more than 21 million units by company’s presence in the video game
mid-2008 and has since passed the software publishing industry. Nintendo
GameBoy as the second-most popular publishes a number of video game titles
console, selling more than 150 million for the Wii and its other consoles,
units worldwide and trailing only the PS2 including six of 2010’s top 10 titles in the
in all-time popularity. The DS United States: Wii Sports, Wii Sports
reestablished the Nintendo brand in Resort, New Super Mario Brothers, Wii

Nintendo Co. Ltd. (US video games segment) – financial performance*


Revenue Operating Income
Year** ($ million) (% change) ($ million) (% change)
2008-09 7,361.3 21.7 2,223.1 -2.9
2009-10 6,222.3 -15.5 1,546.8 -30.4
2010-11 4,326.3 -30.5 729.7 -52.8
2011-12 2,745.2 -36.5 -183.1 N/C
2012-13 2,259.9 -17.7 -25.2 -86.2
2013-14 1,693.9 -25.0 -6.7 -73.4

*Estimates, **Year-end March


SOURCE: ANNUAL REPORT AND IBISWORLD
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   36

Major Companies

Player Performance Fit Plus, Pokemon Heart Gold and Super again over fiscal 2013, as the Wii
continued Mario Galaxy. slipped further out of date and Wii U
sales remained weak. Nintendo
Financial performance resisted the advance of the smartphone
In the years since the Wii’s release, and refused to license popular games
Nintendo’s US video game segment like the Mario franchise for mobile
dropped in both total revenue and use. This expected drop is expected to
operating income, as the Wii console lead to an annualized revenue decline
became outdated and the market of 25.5% to $1.7 billion in the five
reached saturation. Revenue dropped years to fiscal 2014.

Player Performance Founded in 1982 as an early pioneer of However, this growth does not accurately
home gaming, Electronic Arts Inc. (EA) indicate the health of the company.
has grown to become one of the largest Deferred costs relating to packaged goods
Electronic Arts Inc. developers and third-party publishers of and digital content had a notable effect
Market share: 3.3% gaming software in the world. EA owns on overall costs for the year, indicating
Industry Brand Names the rights to numerous valuable gaming the company’s continued focus on
Madden NFL brands, including wholly-owned brands, gaining a share of the online market. This
Battlefield such as Battlefield, and brands based on trend has continued in 2013 as the
The Sims licensed intellectual property. company’s net revenue declined again. As
BioShock EA’s US video game software of March 2014, total net revenue
publishing revenue closely depends on amounted to $3.6 billion, supported by
the success of the games they develop or FIFA 13, Battlefield 3 and FIFA 12.
release. Weak years in fiscal 2010 and The release of the Wii U by Nintendo
2011 caused revenue declines of 15.4% and the announced release of the PS4
and 10.0%, respectively. In fiscal 2012, and Xbox One will require the
popular games such as Madden NFL ‘12, development of adequate technologies
Battlefield 3 and Need for Speed: The and accurate prediction of which
Run buoyed the company to a relatively platforms will be successful. The
strong year, as revenue grew 8.5%. increasing appetite for interactive

Electronic Arts Inc. (US video game software publishing segment) –


financial performance*
Revenue Net Income
Year** ($ million) (% change) ($ million) (% change)
2008-09 2,170.8 24.2 -426.2 83.7
2009-10 1,836.0 -15.4 -344.7 -19.1
2010-11 1,652.4 -10.0 -143.6 -58.3
2011-12 1,791.9 8.4 15.1 N/C
2012-13 1,530.9 -14.6 48.8 223.2
2013-14 1,359.0 -11.2 12.5 -74.4

*Estimates, **Year-end March


SOURCE: ANNUAL REPORT AND IBISWORLD
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   37

Major Companies

Player Performance entertainment available online has Chillingo Ltd., a leading independent
continued significantly increased the revenue games publisher; KlickNation, developer
derived from Internet-derived products of free-to-play social role-playing games;
and services. Firemint Pty Ltd., the leading
independent mobile development studio;
Financial performance and PopCap Games, a leading provider of
In response to a growing concentration of games for mobile phones, tablets, PCs
sales among the most popular games in and social network sites. Over the five
the industry, EA has reduced the number years to fiscal 2014, IBISWorld expects
of games it produces in order to focus on EA’s industry-specific revenue declined
its most promising intellectual an average 8.9% per year to reach $1.4
properties. EA produced 11 titles for billion. Deferred net revenue associated
consoles in fiscal 2014, compared with 30 with sales of online-enabled games
in 2011. The company has been engaged directly decreased the amount of
in an aggressive campaign of acquisition reported net revenue during the fiscal
and consolidation since 2008. year ended March 31, 2014. Net revenue
Acquisitions include Playfish, a leading for fiscal year 2014 was driven by FIFA
creator of social network games; 14, FIFA 13 and Battlefield 4.

Player Performance Sony is engaged in the development, of video game hardware and software.
design, manufacture and sale of various Sony Computer Entertainment America
kinds of electronic equipment, LLC markets and distributes the products
Sony Corporation instruments and devices, as well as game in the United States.
Market share: 3.1% hardware and software. The company Since the US release of the original
Industry Brand Names operates under five segments: imaging PlayStation console in 1995, Sony has
PlayStation products & solutions (IP&S), game, established itself as a leader in the highly
PlayStation 2 mobile products & communications competitive console market. The company
PlayStation 3 (MP&C), home entertainment & sound has concurrently generated massive sales
PlayStation Portable (PSP) (HE&S) and devices segments, as well as through the publishing of game titles such
PlayStation Network all other. Sony Computer Entertainment as the Gran Turismo, Grand Theft Auto
(PSN) is Sony’s subsidiary focused on research and Final Fantasy series. Sony faced the
PlayStation Vita (PS Vita) and development, production and sales risk of other consoles matching the

Sony Corporation (US video games segment) – financial performance*


Revenue Operating Income
Year** ($ million) (% change) ($ million) (% change)
2008-09 2,310 -12.9 -114 28.1
2009-10 1,999 -13.5 110 N/C
2010-11 1,872 -6.4 45 -59.1
2011-12 1,839 -1.8 36 -20.0
2012-13 1,178 -35.9 2.0 -94.4
2013-14 1,256 6.6 -13.1 N/C

*Estimates, **Year-end March


SOURCE: ANNUAL REPORT AND IBISWORLD
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   38

Major Companies

Player Performance PlayStation’s popularity and its system in November 2013 makes it the
continued competitive advantage diminishing. After direct competitor of Nintendo’s Wii U
the PS3’s release was delayed due to and Microsoft’s Xbox One. The new PS4
finalizing design and technical includes cloud technology which enables
specifications, it was a year behind the users to stream video content on the
release of major competitor Microsoft’s Internet. The launch has been successful,
Xbox 360. As a result, Microsoft gained a with 7 million units sold worldwide as of
substantial advantage in building brand April 2014, boosting Sony’s games sales
awareness, customer loyalty and a significantly in 2014. Industry specific
repertoire of games. However, strong revenue is expected to decrease an
demand for specific PlayStation 3 games average annual 11.5% in the five years to
has allowed the console to catch up. 2014. A 6.6% increase in 2014, however,
will bring revenue back to an estimated
Financial performance $1.3 billion, primarily due to the launch
The release of the PlayStation 4, Sony’s of the PS4 as well as the favorable impact
next generation computer entertainment of foreign exchange rates.

Other Companies Gaming revenue for large stores with a Toys R Us and Walmart have been selling
variety of goods is expected to be robust video games, consoles and accessories,
in the future, as accessory sales, in although their electronic games segments
particular, prove to be a valuable profit- have suffered from gamers switching to
making endeavor, with higher margins digital purchases in the form of
than most retail offerings. Stores like streaming or downloadable games.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   39

Operating Conditions
Capital Intensity   |   Technology & Systems   |   Revenue Volatility
Regulation & Policy   |   Industry Assistance

Capital Intensity Investing in the Video Games industry is


a variable proposition. Retailers have Capital intensity
Capital units per labor unit
little in the way of capital investment,
Level
and even less when it comes to video 0.5
The levelof capital game-specific capital costs. Software
intensity is L ow publishers also have negligible capital 0.4

investment, with no production costs, but 0.3


the distribution and marketing of games
take up the bulk of revenue. For every 0.2

dollar spent on salaries and wages, about 0.1


$0.08 is spent on capital.
Online game providers need to 0.0
Economy Information Video Games
maintain substantial server networks
that allow millions of players to Dotted line shows a high level of capital intensity
participate without experiencing poor SOURCE: WWW.IBISWORLD.COM

performance. Server banks are typically


kept in relatively remote areas, since space. Rapidly improving technology
they consume considerable energy and forces companies to regularly update

Tools of the Trade: Growth Strategies for Success

New Age Economy Investment Economy


Recreation, Personal Services, Information, Communications,
Health and Education. Firms Mining, Finance and Real
benefit from personal wealth so Estate. To increase revenue
stable macroeconomic conditions firms need superior debt
are imperative. Brand awareness management, a stable
and niche labor skills are key to macroeconomic environment
product differentiation. and a sound investment plan.

Capital Intensive
Labor Intensive

Video Games
Computer Peripheral Manufacturing
Toy & Craft Supplies Wholesaling
Traditional Service Economy Consumer Electronics Stores Old Economy
Wholesale and Retail. Reliant Audio & Video Agriculture and Manufacturing.
on labor rather than capital to Equipment Traded goods can be produced
sell goods. Functions cannot Manufacturing Computer using cheap labor abroad.
be outsourced therefore firms Manufacturing To expand firms must merge
must use new technology or acquire others to exploit
or improve staff training to economies of scale, or specialize
increase revenue growth. in niche, high-value products.

Change in Share of the Economy SOURCE: WWW.IBISWORLD.COM


WWW.IBISWORLD.COM Video Games in the USSeptember 2014   40

Operating Conditions

Capital Intensity their servers as well. While not needing State of the art computing equipment is
continued the same investment, developers have a required for the design and testing of
greater need for capital expenditure. new software.

Technology The Video Games industry encompasses programmer or two, a sound designer,
& Systems the production and distribution of video and a number of artists drawing the
games, but important technological sprites (2-dimensional entities) that
Level advances also occur in the medium itself. would be included in the game, the 3D
This section describes the state of the art production process allows for the de-
The level
of in each of these segments. skilling and compartmentalizing of every
Technology aspect of a game. Programming now
Change is H
 igh Production consists of engine programmers, who
These last ten years have ushered in the write the code that translates the abstract
age of the mega-game; video games with data into its visual representation;
budgets of $100 million and massive network programmers, who enable
marketing pushes designed to break games to communicate with one another;
single-week sales records. Call of Duty: gameplay programmers, who determine
Black Ops is a recent example of this how the game is represented within the
phenomenon, selling 8.4 million copies engine; tools engineers, who write the
in its first month, and eventually earning programs which enable other workers to
$1 billion in sales. Not incidentally, the do their jobs; and scripters, who may
onslaught of the mega-game coincided program artificial intelligences or other
with the rise of the dedicated 3D graphics in-game elements such as in-engine
processor, a piece of hardware cut-scenes. Elements of the engine, such
independent of the central processing as physics or particles or procedural
unit with its own processor and memory, vegetation generation, can be purchased
whose only purpose is to rapidly render and integrated into a proprietary engine
3D scenes – usually between 30 and 60 or one licensed from another game
times per second. First popularized by development company.
the Voodoo line of graphics cards in the Visual production has been broken
late 90’s, dedicated 3D processors down into a number of specialties as a
(nowadays routinely referred to as result of the transition to 3D game-
graphical processing units, or GPU’s) are making. Assets, the industry term for any
now standard for any system designed to 3D element such as a character or object,
play video games, and even new mobile are developed by modelers, texture
devices for whom gaming is not their artists, riggers (who prepare models for
target niche. animation,) and animators. Works in
Early gaming was not three- process are referred to as being in the
dimensional for the most part but once “pipeline,” the digital equivalent of Henry
the hardware became feasible the Ford’s assembly line, but one in which
industry quickly adopted it, to the multiple workers can work on different
exclusion of almost anything else. The phases of the same asset simultaneously.
reason is economic; 3D games, as At smaller scales of production,
opposed to 2D games, can be developed mid-sized games tend to utilize advanced
at a far more distributed level of production pipeline processes, but are
assembly. Whereas with 2D games, a less prone to shop out production to
production team might consist of a scores of workers, instead employing
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   41

Operating Conditions

Technology smaller teams with more individual video games. Steam was estimated in
& Systems responsibility. Smaller teams generally 2009 to control 70% of the online PC
allow for more creative expression, as game distribution market, and sells
continued
artistic vision does not have to be shared games from Activision, Take Two, and
across so large and disparate a group. Electronic Arts, among other major and
However, the final quality is more heavily independent producers.
dependent upon a single or small group Each of the major consoles offers its
of individuals, which can create the own marketplace for the purchase of
perception that the enterprise is more downloadable content – typically add-
risky. They often lack the marketing ons for purchased games or original
muscle to guarantee a minimal return on independent games. Sony does so via its
investment the way blockbuster games PlayStation Network, Microsoft via Xbox
and movies can. Live, and Nintendo via its Wii Shop
Next are the independent developers. Channel. Similarly, the mobile device
Independent development has blossomed market has implemented its own
in recent years thanks to the development distribution hubs, albeit segmented by
of low-cost or free tools, internet-based operating system. Apple devices have
distribution systems, and new mobile access to the iTunes App Store, Android
platforms such as smart phones and devices can access the Android
tablets which lend themselves to low- Marketplace, and BlackBerry devices can
budget casual-gaming. Most germane to access the BlackBerry App World.
this section are those development tools, Distribution of console games, which
such as Unity 3D, and managed makes up most of industry revenue, is still
frameworks designed to encourage primarily done via the retail distribution
development for nascent platforms or of physical game discs. Of the current
markets, such as the Android or Xbox generation of consoles, both the Nintendo
Live marketplace. Wii and the Microsoft Xbox use DVD’s as
their disc media, while Sony’s Playstation
Distribution 3 uses Sony’s proprietary Blu-ray discs,
Distribution has adapted to the internet, which can contain significantly more data
though not overwhelmingly so. Game than DVDs.
publishers have been reticent to fully
embrace online distribution out of fear Gameplay
that bundling their product in a manner In response to a staid market and public
that is easily distributed via the public claims of links between video game
network will in turn create a product that playing and childhood obesity, input
will lend itself to piracy, a major concern devices which interpret full-body
of the industry. Digital rights movement have become more prominent.
management (DRM) software has been The first to market was Nintendo’s
developed which is designed to preclude Wiimote, which utilized a gyroscope and
piracy, but often results in a diminished accelerometer to measure movement, as
quality for the final product. Pirated well as a sensor bar designed to track
games with the DRM removed often infrared light emitted by the Wiimote for
perform better than their encumbered, precise aiming. Sony emulated this with
legal counterparts. the Playstation Move, which featured
Online distribution of PC games is almost identical functionality, albeit with
largely concentrated in the Steam a multi-purpose digital camera instead of
platform, developed by Valve Software, the simpler sensor bar. Microsoft
the developers of the Half Life series of responded most recently with the Kinect,
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   42

Operating Conditions

Technology which dispenses with the hand-held Online connectivity has continued to
& Systems device and instead relies entirely upon its be a major technological component of
binocular sensor which tracks movement gaming. Online gaming against other
continued
via a standard camera and a second depth- humans is more engaging than gaming
finding camera. While these devices have against computer-driven artificial
sold well, they have not gained significant intelligences, and can build communities
traction with game-makers. The games which can themselves act as attractive
that do make use of the devices are elements, if not outright marketing
generally simplistic, arcade-type games, engines. Subscription-based online
with the physical movement designed to games also have the benefit of generating
directly translate to the action of an consistent revenue streams rather than
on-screen avatar, albeit less reliably than lump payments, making cash
standard input devices. management for publishers much easier,
Another emerging technology with the while generating significantly more
potential to dramatically affect game revenue overall. Online games are
development is 3D. Not 3D images typically hosted on one of the players’
projected on a 2-dimensional surface like computers, a dedicated server which may
a TV screen, but sending unique accept payments for guaranteed slots on
information to each eye so that the viewer the server, or the publisher’s servers. The
perceives the game as fully latter case is most prevalent when the
3-dimensional. Three-dimensional game requires a persistent world or more
televisions already exist, although many simultaneous users than a single
require special glasses which can be customer’s computer could be expected
expensive and painful to wear for to host. Both of these are the case in
extended periods. Nintendo’s newest massively multiplayer online role playing
handheld device, the Nintendo 3DS, games (MMORPG’s) such as
features autostereoscopy – it does not Blizzard|Activision’s World of Warcraft.
require any glasses to perceive its 3D Dedicated servers are more prevalent
images. Titles such as Super Mario 3D among team-based first-person shooters,
Land have received glowing reviews, where they can typically handle up to 40
though the technology has not yet simultaneous users. Client/servers are
received the fanfare or emulation that its more common in one-on-one games such
Wiimote did. as console-based fighting games.

Revenue Volatility Industry revenue is moderately volatile and gain popularity and many gamers hold off
closely tied to technological advances; new on major purchases in anticipation of a
console releases cause a surge in growth as new console. Accessories sales have
Level
early adopters, then other consumers, mitigated this somewhat, since they can
The level of upgrade to improved products. At the same provide a new dimension for existing
Volatility is M
 edium time, a raft of new game software is games, but the industry still retains a
released onto the market in the year after a distinct four- to six-year cycle.
console’s release, further boosting revenue Developers have less volatility, because
growth. In the two years leading up to the investment in new technology is ongoing.
release of a new generation of consoles Indeed, the years leading up to the
(which are released around the same time release of a new console are furiously
in order to lock in market share), sales innovative for developers, which devise
begin to slow, as secondhand game sales the new systems. However, game
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   43

Operating Conditions

Revenue Volatility developers are often busy working in the console. Since retail is such a
continued tandem with the console companies significant slice of revenue in the
(which often double as game publishers) industry, this cyclical nature ensures
to ensure that there is a library of some measure of volatility for all those
compatible games ready for release with involved in interactive gaming.

A higher level of revenue Volatility vs Growth


volatility implies greater
industry risk. Volatility can 1000 Hazardous Rollercoaster
negatively affect long-term

Revenue volatility* (%)


strategic decisions, such as 100
the time frame for capital
investment.
10
When a firm makes poor Video Games
investment decisions it
may face underutilized 1
capacity if demand
suddenly falls, or capacity 0.1 Stagnant Blue Chip
constraints if it rises –30 –10 10 30 50 70
quickly. Five year annualized revenue growth (%)
* Axis is in logarithmic scale
SOURCE: WWW.IBISWORLD.COM

Regulation & Policy Overall, the industry faces minimal for games over E. Games that are
regulation. It subscribes to a voluntary considered inappropriate for those under
ratings system, much like the movie 17 years old are rated Mature (M). These
Level & Trend ratings system. These ratings are games may contain explicit and intense
 he level of
T instituted by the Entertainment Software violence, gore, sex, language or drug use.
Regulation is Ratings Board, which was created in 1994. Finally, Adults Only (AO) is for those
Lightand the The ratings are geared for several age over 18 years old. Games rated AO may
groups. Early Childhood (EC) is used for include pornographic games or have
trend is S
 teady
content suitable for young children who extreme violence or language.
are three years old and older. These games Online games are exempt from these
have no material that parents would find ratings, since online characters are
inappropriate. They are often educational controlled by other gamers; therefore,
and aimed specifically at that age group. cannot be rated. These games often come
Everyone (E) is a rating for games with with a disclaimer warning that the game
content suitable for children over five has not been rated. Ratings were
years old. Everyone 10 and up (E10+) introduced for games as a result of
includes some content considered growing consumer backlash against
unsuitable for children under 10 years perceived violence in games. The fact that
old. There may be mild language, games are interactive has raised concerns
occasional blood or some suggestiveness. concerning their effect on society. While
The Teen (T) rating is for children over 12 there are no conclusive studies to prove
years old. There may be some violence, or disprove that theory, game ratings will
language or gambling. Before the likely become an increasingly important
introduction of E10+, this was the default part of the Video Games industry.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   44

Operating Conditions

Industry Assistance The industry receives no assistance from owner, allowing wholesalers, libraries
the government or its agencies. It does, and individuals to see or lend their own
however, have a US association dedicated copies. The ESA also opposes the Fair
Level & Trend to serving the business and public affairs Use doctrine of the Act that allows
 he level of
T needs of video game publishers. The limited uses of copyrighted materials in
Industry Assistance Entertainment Software Association (ESA) ways that would otherwise be an
is N
 oneand the offers services such as a global content infringement of copyright.
protection program, business and The ESA opposes efforts to regulate
trend is S
 teady
consumer research, government relations the content of video games, including
and intellectual property protection efforts. their sales, rating systems and marketing.
The Video Games industry faces It also attempts to work with
several federal issues such as copyright congressional staff to obtain intellectual
protection, regulation of violence in the property protection and enforcement
media, trade and internet regulation. from foreign countries. In 2011, the
Industry operators depend upon the Supreme Court ruled in the case Brown v.
enforcement of copyright laws to protect EMA/ESA, striking down a 2005
their work. The ESA is actively involved California law that regulated the sale and
in policy debates on relevant issues. For rental of computer and video games,
example, the ESA opposed the Copyright barring the sale or rental of violent video
Act’s First Sale doctrine that allows the games to people under the age of 18.
owner of a particular lawful copy of a Several Federal Courts have agreed that
work to sell or dispose of that copy video games are a form of art, entitled to
without the permission of the copyright First Amendment protection.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   45

Key Statistics
Industry Data Industry
Revenue Value Added Establish- Exports Imports Wages Domestic Consumer Con-
($m) ($m) ments Enterprises Employment ($m) ($m) ($m) Demand fidence Index
2005 30,696.7 15,164.1 20,808 4,060 72,539 3,856.2 6,979.0 6,562.6 33,819.5 100.3
2006 34,540.2 17,062.8 21,970 4,462 83,523 4,393.9 7,479.0 7,476.7 37,625.3 105.7
2007 38,737.2 19,136.1 23,287 4,886 100,359 4,868.4 8,288.9 9,031.6 42,157.7 103.4
2008 42,950.7 21,217.6 24,612 5,363 113,601 5,238.8 9,236.8 10,298.2 46,948.7 58.0
2009 39,399.6 19,463.5 26,662 6,060 118,032 5,407.5 9,162.9 10,974.5 43,155.0 45.2
2010 35,944.6 17,756.6 39,700 9,564 124,403 5,509.1 10,386.8 11,786.1 40,822.3 54.5
2011 35,776.7 17,673.7 52,871 14,570 134,541 5,787.7 10,884.9 12,678.2 40,873.9 58.2
2012 35,602.9 17,587.9 63,255 16,483 144,797 6,168.6 11,601.2 13,721.6 41,035.5 67.1
2013 39,206.7 19,368.1 84,419 26,318 156,539 6,689.7 12,581.2 14,942.6 45,098.2 72.5
2014 40,877.4 20,193.4 98,715 29,514 170,018 7,118.9 13,388.3 16,164.3 47,146.8 77.0
2015 42,103.7 20,799.2 104,394 31,710 168,210 7,639.3 14,367.0 15,942.2 48,831.4 79.0
2016 43,408.9 21,444.0 115,348 36,192 157,788 8,139.6 15,308.0 15,976.8 50,577.3 82.2
2017 44,667.8 22,065.9 121,717 38,162 162,678 8,672.8 16,310.7 16,882.3 52,305.7 86.0
2018 46,365.2 22,904.4 126,708 39,284 170,487 8,898.3 16,816.3 18,553.6 54,283.2 93.6
2019 47,385.2 23,408.3 131,523 40,502 176,965 9,085.2 17,371.3 20,056.5 55,671.3 101.3
Sector Rank 10/91 8/91 2/91 4/91 9/91 1/8 1/8 5/91 1/8 N/A
Economy Rank 242/1288 146/1288 99/1287 196/1287 238/1288 56/397 44/398 112/1288 40/397 N/A

Annual Change Industry Establish- Domestic Consumer Con-


Revenue Value Added ments Enterprises Employment Exports Imports Wages Demand fidence Index
(%) (%) (%) (%) (%) (%) (%) (%) (%) (%)
2006 12.5 12.5 5.6 9.9 15.1 13.9 7.2 13.9 11.3 5.4
2007 12.2 12.2 6.0 9.5 20.2 10.8 10.8 20.8 12.0 -2.2
2008 10.9 10.9 5.7 9.8 13.2 7.6 11.4 14.0 11.4 -43.9
2009 -8.3 -8.3 8.3 13.0 3.9 3.2 -0.8 6.6 -8.1 -22.1
2010 -8.8 -8.8 48.9 57.8 5.4 1.9 13.4 7.4 -5.4 20.6
2011 -0.5 -0.5 33.2 52.3 8.1 5.1 4.8 7.6 0.1 6.8
2012 -0.5 -0.5 19.6 13.1 7.6 6.6 6.6 8.2 0.4 15.3
2013 10.1 10.1 33.5 59.7 8.1 8.4 8.4 8.9 9.9 8.0
2014 4.3 4.3 16.9 12.1 8.6 6.4 6.4 8.2 4.5 6.2
2015 3.0 3.0 5.8 7.4 -1.1 7.3 7.3 -1.4 3.6 2.6
2016 3.1 3.1 10.5 14.1 -6.2 6.5 6.5 0.2 3.6 4.1
2017 2.9 2.9 5.5 5.4 3.1 6.6 6.6 5.7 3.4 4.6
2018 3.8 3.8 4.1 2.9 4.8 2.6 3.1 9.9 3.8 8.8
2019 2.2 2.2 3.8 3.1 3.8 2.1 3.3 8.1 2.6 8.2
Sector Rank 37/91 37/91 7/91 11/91 17/91 4/8 2/8 17/91 3/8 N/A
Economy Rank 352/1288 400/1288 16/1287 24/1287 58/1288 98/397 94/398 87/1288 108/397 N/A

Key Ratios Imports/ Exports/ Revenue per Share of the


IVA/Revenue Demand Revenue Employee Wages/Revenue Employees Average Wage Economy
(%) (%) (%) ($’000) (%) per Est. ($) (%)
2005 49.40 20.64 12.56 423.18 21.38 3.49 90,469.95 0.11
2006 49.40 19.88 12.72 413.54 21.65 3.80 89,516.66 0.12
2007 49.40 19.66 12.57 385.99 23.32 4.31 89,992.93 0.13
2008 49.40 19.67 12.20 378.08 23.98 4.62 90,652.37 0.14
2009 49.40 21.23 13.72 333.80 27.85 4.43 92,979.02 0.13
2010 49.40 25.44 15.33 288.94 32.79 3.13 94,741.28 0.12
2011 49.40 26.63 16.18 265.92 35.44 2.54 94,232.98 0.12
2012 49.40 28.27 17.33 245.88 38.54 2.29 94,764.39 0.11
2013 49.40 27.90 17.06 250.46 38.11 1.85 95,456.08 0.12
2014 49.40 28.40 17.42 240.43 39.54 1.72 95,074.05 0.13
2015 49.40 29.42 18.14 250.30 37.86 1.61 94,775.58 0.13
2016 49.40 30.27 18.75 275.11 36.81 1.37 101,254.85 0.13
2017 49.40 31.18 19.42 274.58 37.80 1.34 103,777.40 0.13
2018 49.40 30.98 19.19 271.96 40.02 1.35 108,827.07 0.13
2019 49.40 31.20 19.17 267.77 42.33 1.35 113,335.97 0.13
Sector Rank 30/91 2/8 2/8 61/91 16/91 88/91 24/91 8/91
Economy Rank 266/1288 147/397 187/397 672/1288 172/1288 1180/1287 90/1288 146/1288
Figures are inflation-adjusted 2014 dollars. Rank refers to 2014 data. SOURCE: WWW.IBISWORLD.COM
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   46

Jargon & Glossary

Industry Jargon AAA (TRIPLE-A) GAMEGame released by a major DOWNLOADABLE CONTENT (DLC)Add-ons to games
publisher that has the full funding of the publisher that can be purchased and downloaded directly to
behind its development, marketing and distribution; consoles or computers.
typically the next entry in a long-running, highly MASSIVELY MULTIPLAYER ONLINE GAME (MMOG)
successful series. The major new growth market for gaming, played via an
CONSOLEA machine developed as a mini-computer online server where gamers around the world play with
with the express purpose of playing games programmed and against each other in real time.
and developed solely for that platform.
CONTROLLERThe primary means of operating video
games since the inception of the industry; however, Wii
and Xbox Kinect technology could make direct human
interaction the norm.

IBISWorld Glossary BARRIERS TO ENTRYHigh barriers to entry mean that IMPORTSTotal value of industry goods and services
new companies struggle to enter an industry, while low brought in from foreign countries to be sold in the
barriers mean it is easy for new companies to enter an United States.
industry. INDUSTRY CONCENTRATIONAn indicator of the
CAPITAL INTENSITYCompares the amount of money dominance of the top four players in an industry.
spent on capital (plant, machinery and equipment) with Concentration is considered high if the top players
that spent on labor. IBISWorld uses the ratio of account for more than 70% of industry revenue.
depreciation to wages as a proxy for capital intensity. Medium is 40% to 70% of industry revenue. Low is less
High capital intensity is more than $0.333 of capital to than 40%.
$1 of labor; medium is $0.125 to $0.333 of capital to $1 INDUSTRY REVENUEThe total sales of industry goods
of labor; low is less than $0.125 of capital for every $1 of and services (exclusive of excise and sales tax); subsidies
labor. on production; all other operating income from outside
CONSTANT PRICESThe dollar figures in the Key the firm (such as commission income, repair and service
Statistics table, including forecasts, are adjusted for income, and rent, leasing and hiring income); and
inflation using the current year (i.e. year published) as capital work done by rental or lease. Receipts from
the base year. This removes the impact of changes in interest royalties, dividends and the sale of fixed
the purchasing power of the dollar, leaving only the tangible assets are excluded.
“real” growth or decline in industry metrics. The inflation INDUSTRY VALUE ADDED (IVA)The market value of
adjustments in IBISWorld’s reports are made using the goods and services produced by the industry minus the
US Bureau of Economic Analysis’ implicit GDP price cost of goods and services used in production. IVA is
deflator. also described as the industry’s contribution to GDP, or
DOMESTIC DEMANDSpending on industry goods and profit plus wages and depreciation.
services within the United States, regardless of their INTERNATIONAL TRADEThe level of international
country of origin. It is derived by adding imports to trade is determined by ratios of exports to revenue and
industry revenue, and then subtracting exports. imports to domestic demand. For exports/revenue: low is
EMPLOYMENTThe number of permanent, part-time, less than 5%, medium is 5% to 20%, and high is more
temporary and seasonal employees, working proprietors, than 20%. Imports/domestic demand: low is less than
partners, managers and executives within the industry. 5%, medium is 5% to 35%, and high is more than
ENTERPRISEA division that is separately managed and 35%.
keeps management accounts. Each enterprise consists LIFE CYCLEAll industries go through periods of growth,
of one or more establishments that are under common maturity and decline. IBISWorld determines an
ownership or control. industry’s life cycle by considering its growth rate
ESTABLISHMENTThe smallest type of accounting unit (measured by IVA) compared with GDP; the growth rate
within an enterprise, an establishment is a single of the number of establishments; the amount of change
physical location where business is conducted or where the industry’s products are undergoing; the rate of
services or industrial operations are performed. Multiple technological change; and the level of customer
establishments under common control make up an acceptance of industry products and services.
enterprise.
EXPORTSTotal value of industry goods and services sold
by US companies to customers abroad.
WWW.IBISWORLD.COM Video Games in the USSeptember 2014   47

Jargon & Glossary

IBISWorld Glossary NONEMPLOYING ESTABLISHMENTBusinesses with WAGESThe gross total wages and salaries of all
no paid employment or payroll, also known as employees in the industry. The cost of benefits is also
continued nonemployers. These are mostly set up by self-employed included in this figure.
individuals.
PROFITIBISWorld uses earnings before interest and tax
(EBIT) as an indicator of a company’s profitability. It is
calculated as revenue minus expenses, excluding
interest and tax.
VOLATILITYThe level of volatility is determined by
averaging the absolute change in revenue in each of the
past five years. Volatility levels: very high is more than
±20%; high volatility is ±10% to ±20%; moderate
volatility is ±3% to ±10%; and low volatility is less than
±3%.
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