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Revenue $300 million $3.1 billion
Market Value ~$250 million ~$15 billion
17. c. 1992
US
Territories Western Europe
Japan
SNES, Genesis
Platforms Gameboy
PC (floppy)
Nintendo, Sega
Publishers EA & â7 Dwarvesâ
Namco, Konami
19. âShiny Discâ Attributes
â˘Huge asset creation costs
â˘Manufacturing and platform licensing
â˘Recurring customer acquisition costs
â˘Shipping, retail, inventory management
â˘Piracy & IP protection
33. Online Attributes
â˘Services requiring on-going investment
â˘Open platforms, more open to competition
â˘Distribution & customer acquisition merged
â˘Fluid concept of IP & ownership (UGC, etc.)
â˘Network effects
34. c. 2009
US, Latin America
Territories Western Europe, Eastern Europe, Russia
Japan, China, Korea, SE Asia
Xbox 360, PS3, Wii
DS, PSP, Mobile
Platforms PC-CD, Steam, MMOG
Flash, in-browser, mid-session downloads
Facebook/Myspace
1st Parties (Microsoft, Sony, Nintendo)
Activision-Blizzard, EA, Valve
THQ, Take Two, Ubisoft, Atari
Publishers Konami, Capcom, Square/Enix, DeNA
Shanda, The9, Giant, Perfect World, TenCent
NCSoft, Nexon, Neowiz
Zynga, Gaia, Linden Lab, Habbo
35. 2009: Many Models
Buy games at retail (new & used)
Subscription
âFreemiumâ
Ad Support/Lead Gen
Virtual Goods
Stored Value Cards