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2011 Klaus Schächner
Überblick

    • Einordnung

    • Eigenheiten

    • Produktion

    • Konzentration

    • Neue Trends
Kreativwirtschaft

• Parallelen zu anderen
 Kreativmärkten

• Kulturindustrie

• Eigenheiten
Konsolen

• Niedriger Einführungspreis

• Verkaufsargumente

• Zusatz-Features




   1986    1992      1997      2002   2006
Spiele

• Demonstration der Qualität
  • Demo-Versionen

  • Erfolgreiche Lizenz

  • Investition in Marketing

• Reputation und Maskottchen
Lizenz-         Kapital-
Lebenszyklus eines Spiels
     Konsolen-
                  Inhaber          Geber

                                             Verlage
     Hersteller

                       Design und
                        Prototyp


     Verkauf                             Pre-Production




                                                           Engine-
                                                          Entwickler

                                         Produktion und
   Distribution
                                             Tests


                     Veröffentlichung
                                                       (Kerr 2006)
                  Lokalisierung
Wer verdient am Spiel?

                             10 €
               14 €       Konsolen-
             Verkauf      Hersteller




            6€             20 €
                       Entwickler und
          Vertrieb
                          Verlag




                                (Kerr 2006)
Segmente nach Kerr
    Console Games

    PC Games

    MMOGs

    Mini / Casual Games
                      (Kerr 2006)
Konzentration (vertikal)

      Verlag

      Entwickler

      Vertrieb
Konzentration (horizontal)



    Film   Spiel   Musik
Neue Entwicklungen

• Prozessorleistung gedeckelt

• Grafikwünsche gesättigt

• Längerer Konsolenzyklus

• Fortsetzungen nicht länger Allheilrezept
Neue Entwicklungen

• Mobile Gaming

• Social Gaming

• Vielseitige & günstige Engines

• Neue Erlösmodelle

• Chancen für unabhängige Entwickler
Charakteristik des Marktes

• Kreativwirtschaft

• Ökonomische Ausrichtung

• Eigene Mechanismen

• Konzentrationsprozesse

• Stillstand  Umbruch
CREDITS
Alvisi, Alberto (2006): The economics of digital games. In: Rutter, Jason/Bryce, Jo
(Hrsg.): Understanding Digital Games. London: Sage.


Cohen, D. S. (2009): Producing Games. O. O.: Focal Press.


Kerr, Aphra (2006): The Business and Culture of Digital Games. Gamework/Gameplay.
London: Sage.


Knaut, Matthias (Hrsg.) (2011): Kreativwirtschaft. Design, Mode, Medien, Games,
Kommunikation, kulturelles Erbe. Berlin: Berliner Wiss.-Verl.

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Der Videospiel-Markt

  • 2.
  • 3. Überblick • Einordnung • Eigenheiten • Produktion • Konzentration • Neue Trends
  • 4. Kreativwirtschaft • Parallelen zu anderen Kreativmärkten • Kulturindustrie • Eigenheiten
  • 5. Konsolen • Niedriger Einführungspreis • Verkaufsargumente • Zusatz-Features 1986 1992 1997 2002 2006
  • 6. Spiele • Demonstration der Qualität • Demo-Versionen • Erfolgreiche Lizenz • Investition in Marketing • Reputation und Maskottchen
  • 7. Lizenz- Kapital- Lebenszyklus eines Spiels Konsolen- Inhaber Geber Verlage Hersteller Design und Prototyp Verkauf Pre-Production Engine- Entwickler Produktion und Distribution Tests Veröffentlichung (Kerr 2006) Lokalisierung
  • 8. Wer verdient am Spiel? 10 € 14 € Konsolen- Verkauf Hersteller 6€ 20 € Entwickler und Vertrieb Verlag (Kerr 2006)
  • 9. Segmente nach Kerr Console Games PC Games MMOGs Mini / Casual Games (Kerr 2006)
  • 10. Konzentration (vertikal) Verlag Entwickler Vertrieb
  • 11. Konzentration (horizontal) Film Spiel Musik
  • 12. Neue Entwicklungen • Prozessorleistung gedeckelt • Grafikwünsche gesättigt • Längerer Konsolenzyklus • Fortsetzungen nicht länger Allheilrezept
  • 13. Neue Entwicklungen • Mobile Gaming • Social Gaming • Vielseitige & günstige Engines • Neue Erlösmodelle • Chancen für unabhängige Entwickler
  • 14. Charakteristik des Marktes • Kreativwirtschaft • Ökonomische Ausrichtung • Eigene Mechanismen • Konzentrationsprozesse • Stillstand  Umbruch
  • 15.
  • 16. CREDITS Alvisi, Alberto (2006): The economics of digital games. In: Rutter, Jason/Bryce, Jo (Hrsg.): Understanding Digital Games. London: Sage. Cohen, D. S. (2009): Producing Games. O. O.: Focal Press. Kerr, Aphra (2006): The Business and Culture of Digital Games. Gamework/Gameplay. London: Sage. Knaut, Matthias (Hrsg.) (2011): Kreativwirtschaft. Design, Mode, Medien, Games, Kommunikation, kulturelles Erbe. Berlin: Berliner Wiss.-Verl.