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Smu Guildhall Keynote
- 15. 1992 2004
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 & “7 Dwarves”
Namco, Konami
- 19. “Shiny Disc” Attributes
•Huge asset creation costs
•Manufacturing and platform licensing
•Recurring customer acquisition costs
•Shipping, retail, inventory management
•Piracy & IP protection
- 33. Online Attributes
•Services requiring on-going investment
•Open platforms, more open to competition
•Distribution & customer acquisition merged
•Fluid concept of IP & ownership (UGC, etc.)
•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
“Freemium”
Ad Support/Lead Gen
Virtual Goods
Stored Value Cards