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KN92030 KEY NOTE ELECTRONIC GAMES DECEMBER 2000

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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,

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EXECUTIVE SUMMARY

The electronic games market was worth £1.43bn in 2000, an increase of 60.1 percent since 1996. Console games, like Sony’s Playstation, and hand-held games, like Nintendo’s 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 children’s toys is a false one: regular games buyers tend to be in their 20s or even 30s. The subject matter ranges from children’s 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.

Sony’s PlayStation, the clear market leader in consoles since 1996, was replaced in November 2000 by Playstation 2 (PS2). In 2001, Nintendo’s 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 UK’s 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.

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TABLE OF CONTENTS

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