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KN92034 KEY NOTE ELECTRONIC GAMES MARCH 1994

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TABLE OF CONTENTS

Executive Summary
Industry Structure
BACKGROUND
PRODUCTS
PRICES
ELECTRONIC GAME USERS
INDUSTRY BODIES
Table 1: Prices of a Range of Electronic Games, February 1994
Consumer Profile
Table 2: Attitudes Towards Childrens' Use of Computer Games ( percent), 1993
Industry Supply
LICENSING, OWNERSHIP AND COPYRIGHT
DISTRIBUTION
ADVERTISING
Table 3: Electronic Games - Main Systems Supplied in the UK, 1994
Table 4: Retail Sales of Electronic Games ( percent), 1993
Table 5: Main Media Advertising Expenditure on Computer and Video Games and Consoles (£000), 1993
Market Size
THE ELECTRONIC GAMES MARKET
OVERSEAS TRADE
Table 6: Electronic Games Market (£m at rsp and percent change), 1989-1993
Table 7: Imports of Video Games (£m), 1990-1993
Table 8: Origin of Video Games Imports (£m), 1992
Table 9: Exports of Video Games (£m), 1990-1993
Table 10: Destination of Video Games Exports (£m), 1992
Developments
MONOPOLIES AND MERGERS COMMISSION
MONITOR MAN
TECHNICAL DEVELOPMENTS
HEALTH HAZARDS
INDUSTRY PERFORMANCE
Future Prospects
VIRTUAL REALITY
FAMILY ENTERTAINMENT CENTRES
FUTURE TRENDS
Table 11: Projected Population of Children and Teenagers (000), 1990-2001
Table 12: Forecasted Sales in the Electronic Games Market (£m), 1993-1996
Company Profiles
Further Sources
ASSOCIATIONS
PERIODICALS
DIRECTORIES
GENERAL SOURCES
ICC INFORMATION SOURCES
ICC INFORMATION GROUP LTD
GOVERNMENT PUBLICATIONS
OTHER SOURCES

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EXECUTIVE SUMMARY

The electronics games market, comprising systems and the games themselves, is about to break the £1bn barrier, from sales of just £20m only 5 years ago in 1989. The market was valued at £950m in 1993, an increase of 27 percent on the 1992 figure. However, the 1993 increase was modest compared to previous years, with sales increasing by a phenomenal 533 percent between 1990 and 1993. The electronic games sector has been the most dynamic sector of the toy and games industry in the last few years, but its growth has affected the sales of many traditional toys and games.

Market growth has been driven by the two market leaders Sega and Nintendo, and these two companies dominate the sector not only in the UK, but also in the major markets of Europe, US and Japan. These two companies, based in Japan, sell virtually all of the static games consoles in the UK with brands such as Sega MegaDrive, Sega MegaCD, and Super Nintendo Entertainment System (SNES). The major hand-held consoles are GameBoy (Nintendo) and GameGear (Sega). Other hardware suppliers include Commodore, Atari and Philips. The games are published by various suppliers including Nintendo and Sega, but encompassing a range of other publishing and software houses which have sprung up in recent years.

Electronic games have proved most popular with boys between the ages of 10 and 15 years-old, although younger children and some adults are also users. With an estimated 20 percent of UK households owning a games machine, penetration is low compared to the US and Japan, and further growth in ownership is expected over the next few years. Specialist toy outlets have largely ignored electronic games and the major retailers are the electrical chains, High Street multiples like Woolworths and Argos, and mail order channels. Only Toys `R' Us represents toy retailers as a major distribution channel.

The spectacular market growth of the early 1990s is unlikely to be repeated in the next few years, although suppliers are hoping that developments in hardware technology will boost sales. More powerful systems, such as 64-bit machines, and new systems using CD technology are coming onto the market and other companies from the electronics and international media sectors are entering the market. The effect is likely to be a loosening of the hold that Sega and Nintendo currently have on the market. Overall sales in the market are forecast to reach £1.6bn by 1996.

Fears about excessive violence in some games have prompted the games industry to produce its own classification scheme, Monitor Man, for games. Various studies are being undertaken to examine the health risks of games. The UK industry is also being investigated by the Monopolies and Mergers Commission (MMC) following complaints that prices are too high, restrictive practices may be in operation and that Sega and Nintendo are too powerful in the marketplace.

Text © 1994 Key Note

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