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This report covers: console systems, PlayStation, video games, handheld games, Game Boy, PC games, computer games, pokemon, Mario, N64, Gamecube, Dreamcast
Companies covered include: Sony Corporation, Nintendo Company, Sega, Electronic Arts, Eidos,

The electronic games market was worth £1.43bn in 2000, an increase of 60.1 percent since 1996. Console games, like Sonys Playstation, and hand-held games, like Nintendos Game Boy, accounted for £775m of this, while £650m of consumer spending was on leisure software for personal computers (PCs).
More UK households have electronic games every year, although the media impression of electronic games being childrens toys is a false one: regular games buyers tend to be in their 20s or even 30s. The subject matter ranges from childrens characters, such as the popular Pokémon series for Game Boy, through sports games to action, driving and other themes.
In console games, over 60 percent of consumer spending goes on software that is, games bought separately for consoles but the hardware market will be boosted throughout 2000 and 2001 by the eagerly awaited launch of three new 128-bit consoles, more powerful and versatile than ever seen before.
Sonys PlayStation, the clear market leader in consoles since 1996, was replaced in November 2000 by Playstation 2 (PS2). In 2001, Nintendos latest console, the Gamecube, will launch. The other console company, Sega, which once led the UK market, entered the 128-bit arena at the end of 1999 with Dreamcast. The new generation of consoles offer such superiority for playing games that demand for PC games may suffer, with the home computer increasingly being used for other functions such as education, e-mail (electronic mail) and the Internet.
The software sector is fairly fragmented across small, creative developers and publishers, with the outstanding corporate names including the UKs Eidos PLC and Electronic Arts (US).
Although the market grows over the long term, it has a volatile pattern. The current period (2000/2001) is one in which industry observers are waiting to see whether the PS2 is as popular as the first PlayStation, or whether the entry of Microsoft (which plans to launch a console called the X-box in 2001) will transform the market once more. Whichever brand takes the lead, the consensus is that stand-alone consoles will continue as a major market and will not be incorporated into multifunction home entertainment systems, nor will they lose their market position to games played on home computers.
Key Note estimates that the market for electronic games will increase by 26.6 percent to £2.03bn, between 2001 and 2005.
| Executive Summary | 1 |
| 1. Market Definition | 2 |
| INTRODUCTION | 2 |
| MARKET SECTORS | 3 |
| Console Versus Hand-Held | 3 |
| Hardware Versus Software | 3 |
| By Proprietary System | 3 |
| MARKET POSITION | 4 |
| Table 1: Position of Electronic Games in Consumer Spending (£bn and percent), 1999 | 4 |
| MARKET TRENDS | 5 |
| Advances in Console Processing Power | 5 |
| Other Technological Improvements | 6 |
| Development of Home Computing | 6 |
| Trend to Market Concentration | 6 |
| 2. Market Size | 7 |
| THE TOTAL MARKET | 7 |
| Table 2: The UK Electronic Games Market | |
| by Sector by Value (£m at rsp), 1996-2000 | 7 |
| BY MARKET SECTOR | 8 |
| Table 3: The UK Electronic Games Market | |
| by Sector by Value (£m at rsp), 2000 | 8 |
| Consoles Versus Hand-Held | 9 |
| Hardware Versus Software | 9 |
| Peripherals and Accessories | 10 |
| SOFTWARE SECTORS | 10 |
| Software Prices | 10 |
| Software Genres | 11 |
| Table 4: Genres of Electronic Games, | |
| 2000 | 11 |
| LEADING GAMES SYSTEMS | 13 |
| Console Games | 13 |
| Table 5: Market Shares for Console Systems | |
| - Hardware and Software by Value ( percent), | |
| 2000 | 14 |
| Hand-held Games | 14 |
| PC Games | 14 |
| A GLOBAL PERSPECTIVE | 14 |
| Table 6: Imports of Electronic Games by Country ( percent), 1997 and 1999 | 15 |
| 3. Industry Background | 16 |
| RECENT HISTORY | 16 |
| Console Games | 16 |
| Other Formats and Technologies | 16 |
| Market Growth | 17 |
| INDUSTRY CONCENTRATION | 17 |
| DISTRIBUTION | 18 |
| Table 7: Retail Distribution of Electronic | |
| Games by Value ( percent), 2000 | 18 |
| Retailers by Sector | 19 |
| Other Distribution Aspects | 20 |
| TRADE ASSOCIATIONS | 20 |
| European Leisure Software Association | 20 |
| British Toy and Hobby Association | 20 |
| Scottish Games Alliance | 20 |
| 4. Competitor Analysis | 21 |
| THE MARKETPLACE | 21 |
| MARKET LEADERS AND THEIR | |
| BRANDS | 21 |
| Table 8: Selected Leading Suppliers to the Electronic Games Market by Turnover (£m), 1999/2000 | 22 |
| Leaders in Consoles and Hand-Held | |
| Games | 22 |
| Sony Corporation (Japan) | 22 |
| Company Structure | 23 |
| Table 9: Divisional Structure of Sony Corporation (Sales in ¥m), 1998/1999 | 23 |
| Brands in Games | 23 |
| Financial Results | 24 |
| Table 10: Sony Corporation Games Division Sales (¥m), Year Ending March | |
| 1995-1999 | 24 |
| Financial Results | 24 |
| Nintendo Company (Japan) | 25 |
| Company Structure | 25 |
| Brands in Games | 25 |
| Financial Results | 25 |
| Sega (Japan) | 26 |
| Company Structure | 26 |
| Brands in Games | 26 |
| Financial Results | 26 |
| Leaders in Games Development and | |
| Publishing | 27 |
| Table 11: Leading Publishers of Electronic Games by Country, 2000 | 27 |
| Electronic Arts Ltd | 28 |
| Financial Results | 29 |
| Eidos PLC | 29 |
| Financial Results | 29 |
| Other Games Publishers | 29 |
| Arcade Games Suppliers | 30 |
| ADVERTISING AND PROMOTION | 30 |
| Table 12: Main Media Advertising | |
| Expenditure for Electronic Games (£000), | |
| Year Ending September 1997-2000 | 30 |
| Table 13: Main Media Advertising | |
| Expenditure on Leading Brands of | |
| Electronic Games (£000), | |
| Year Ending September 2000 | 31 |
| 5. Strengths, Weaknesses, Opportunities and Threats | 34 |
| STRENGTHS | 34 |
| WEAKNESSES | 34 |
| OPPORTUNITIES | 34 |
| THREATS | 34 |
| 6. Buying Behaviour | 35 |
| CONSUMER PARTICIPATION | 35 |
| Table 14: Number of Adults Who Ever Buy Electronic Games ( percent and million adults), | |
| 1995-2000 | 35 |
| Table 15: Amounts Spent on Computer | |
| and Video Systems and Games | |
| ( percent of adults), 1995-2000 | 36 |
| PROFILES OF GAMES BUYERS | 37 |
| Table 16: Analysis of Electronic Games | |
| Buyers by Sex, Age and Social Grade | |
| in the Last 12 months ( percent), 1995-2000 | 37 |
| Table 17: Detailed Analysis of Electronic | |
| Games Buyers by Sex and Number of | |
| Children in Household ( percent), 1996-2000 | 38 |
| COMPUTER BUYERS | 40 |
| Table 18: Penetration of Personal | |
| Computers for Leisure in the Home | |
| by Function ( percent of adults), 1995-2000 | 40 |
| 7. Outside Suppliers to the | |
| Industry | 41 |
| GAMES DEVELOPERS AND | |
| CONVERTERS | 41 |
| GAMES PUBLISHING AND | |
| DISTRIBUTORS | 41 |
| 8. Current Issues | 43 |
| NEW LAUNCHES | 43 |
| Sega Dreamcast | 43 |
| Playstation 2 | 44 |
| 9. Forecasts | 45 |
| MARKET PROSPECTS | 45 |
| Impact of PS2 in 2001 | 45 |
| Nintendo Launches Gamecube | 45 |
| Microsoft Plans for 'X-Box' | 45 |
| DEMOGRAPHIC CHANGES | 46 |
| Table 19: Population Changes for Selected | |
| Age Groups (millions), 1999-2004 | 46 |
| MULTIFUNCTIONAL OR DEDICATED | |
| GAMES CONSOLES? | 47 |
| Table 20: Forecast UK Electronic Games | |
| Market by Sector by Value (£m at rsp), | |
| 2001-2005 | 48 |
| 10. Company Profiles | 49 |
| Eidos PLC | 50 |
| Electronic Arts Ltd | 52 |
| Sega Europe Ltd | 54 |
| Sony Computer Entertainment UK Ltd | 56 |
| 11. Glossary | 58 |
| 12. Further Sources | 59 |
| Associations | 59 |
| Periodicals | 60 |
| Directories | 61 |
| General Sources | 61 |
| Bonnier Information Sources | 62 |
| Government Publications | 64 |
| Other Sources | 64 |
| Understanding TGI Data | 66 |
| Number, Profile, Penetration | 66 |
| Social Grade | 67 |
| Standard Region | 67 |
| Key Note Research | 68 |
| The Key Note Range of Reports | 69 |
Text © 2000Key Note
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Last updated by Jacob van Eldik 09th February 2001