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KN92038 KEY NOTE ELECTRONIC GAMES DECEMBER
1998
Executive Summary
Table of Contents
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EXECUTIVE SUMMARY
The electronic games market has been expanded over
the years to cover games played with television sets (known as video games),
computers, electronic learning aids and hand-held games. This report focuses on
the console video game sector, which is dominated by systems from three
Japanese companies: Sony (PlayStation), Nintendo (N64) and Sega (Dreamcast --
to be launched in 1999).
The market for these console games is worth
£650m in 1998, this figure includes hardware -- consoles, joysticks,
hand-helds; and software -- games on CD (compact disc) or cartridge, which are
often bought simultaneously. This makes it a substantial market, given that the
whole toys and games sector is worth around £2bn, but sales are highly
concentrated among young men (aged 15 to 24 years-old).
Volatility is the
key characteristic, the market having dropped from over £500m in the
early 1990s, to barely half that level in 1995 before recovering to its current
size. The rollercoaster effect is due to cycles of hardware launches, each
stimulating the market: the 32-bit PlayStation in 1995, the
64-bit N64 in
1997, and the forthcoming 128-bit Dreamcast, launched in Japan by Sega in
November 1998 (expected in the UK in September 1999).
The current market
leader, Sony, has helped to reduce market volatility by building a steady base
of support with hundreds of different games available for the PlayStation, with
price points also broadening out. Themes of games, however, are generally
unchanging, suiting the young male market (team sports, racing, fighting and
fantasy). Games for computers offer more variety, and the PC (personal
computer) games market is now worth as much as the video games market
(£400m).
Video games as standalone centres of home entertainment seem
to be permanently established, although PC games will become an even greater
threat in the future. The immediate future should be secured by the move up to
the 128-bit platform, and Sega's Dreamcast will undoubtedly be followed by
greatly improved consoles from Sony and Nintendo in the early 2000s.
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TABLE OF CONTENTS
- Executive Summary
- Market Definition
- INTRODUCTION
- MARKET SECTORS
- MARKET POSITION
- MARKET TRENDS
- TECHNICAL TERMS
- Table 1: Main Genres of Game for Electronic
Games, 1998
- Table 2: Electronic Games as Part of
Consumer Spending (£m), 1997
- Market Size
- THE TOTAL MARKET
- MARKET SECTORS
- IMPORTS AND EXPORTS
- A GLOBAL PERSPECTIVE
- Table 3: Consumer Expenditure on
Games-Related Electronic Products (£m and percent), 1998
- Table 4: The Market for Video Games by Value
(£m at rsp), 1991-1998
- Table 5: Imports and Exports of Video Games
by Value and Volume (£000 at msp and 000), 1993-1996
- Table 6: Imports of Video Games by Country
by Value and Volume ( percent), 1997/1998
- Table 7: Households with Interactive
Products Installed (million households), 1998
- Industry Background
- RECENT HISTORY
- INDUSTRY CONCENTRATION
- DISTRIBUTION
- TRADE ASSOCIATIONS
- Table 8: Sales of Electronic Games by Type
of Outlet by Value ( percent), 1998
- Table 9: Leading Multiples Selling
Electronic Games (number of outlets), 1998
- Competitor Analysis
- THE MARKETPLACE
- MARKET LEADERS
- ADVERTISING AND PROMOTION
- Table 10: Leading Suppliers to the
Electronic Games Market Selected by Turnover (£m), 1995-1998
- Table 11: Market Shares in Advanced Console
Hardware by Value and Volume ( percent), 1995-1998
- Table 12: Leading Publishers of Console
Video Games, 1995-1998
- Table 13: Main Media Advertising Expenditure
of Electronic Games Companies (£000), Year Ending June 1997 and 1998
- Strengths, Weaknesses, Opportunities and
Threats (SWOT)
- STRENGTHS
- WEAKNESSES
- OPPORTUNITIES
- THREATS
- Buying Behaviour
- INTRODUCTION
- CONSUMER PARTICIPATION
- PURCHASER PROFILES
- Table 14: Amount Spent on Computer and Video
Systems and Games ( percent adults),1995 and 1998
- Table 15: Analysis of Computer Systems and
Computer/Video Games Buyers in the Last 12 Months ( percent), 1995 and 1998
- Table 16: Detailed Analysis of
Computer/Video Games Buyers ( percent), 1995-1998
- Outside Suppliers to the Industry
- INTRODUCTION
- GAMES DEVELOPERS AND CONVERTERS
- GAMES PUBLISHING AND DISTRIBUTORS
- ARCADE GAMES SUPPLIERS
- Forecasts
- INTRODUCTION
- CONSUMER TARGET MARKETS
- INTERNET DEVELOPMENTS
- OTHER INFORMATION TECHNOLOGY DEVELOPMENTS
- TECHNOLOGY AND CONVERGENCE
- FORECASTS 1999 TO 2003
- Table 17: Population Changes for Selected
Age Groups (millions), 1998-2002
- Table 18: Forecast Video Games Market by
Value (£m at rsp), 1999-2003
- Company Profiles
- INTRODUCTION
- DEFINITIONS
- FURTHER INFORMATION
- Further Sources
- ASSOCIATIONS
- PERIODICALS
- DIRECTORIES
- GENERAL SOURCES
- HBI UK INFORMATION SOURCES
- GOVERNMENT PUBLICATIONS
- OTHER SOURCES
Text © 1998
Key Note
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