Transcript

GAMING

INDUSTRY

By, SRIRAM

INTRODUCTION• VIDEO GAMES HAVE BEEN A POPULAR PAST TIME

ACROSS THE WORLD EVER SINCE 1970s

GAMING IS CATEGORIZED INTO FIVE MAIN CLASSES:

• PC GAMING

• CONSOLE GAMING

• WIRELESS GAMING

• MULTIPLAYER GAMING

• MASSIVE MULTIPLAYER ONLINE GAMING

HISTORY• The history of Gaming industry dates back to

1947 when THOMAS GOLD SMITH and ESTLE RAY Mann invented the “CATHODE RAY TUBE AMUSEMENT DEVICE” OR CRT.

• Later in 1970’s and 80’s arcade video games , gaming consoles and computer games were introduced to the public.

SIXTH GENERATION

SEVENTH GENERATION

EIGTH GENERATION

INDUSTRY INFORMATION

• Estimated size of the industry

• Is the industry seasonal?

GROWTH RATEGrowth rate of the gaming industry in 2007-2010

INR billion 2007 2008 2009 2010 CAGR

Mobile 1.5 2.5 3 5.1 50.30%

%change 67.6 19.3 70

PC 0.3 0.4 0.6 0.7 23%

%change 28.6 44.4 23.1

Console 0.6 0.7 0.8 1.2 20.00%

%change 6.7 18 52

Online 0.3 0.4 1 1.3 59.70%

%change 50 155.6 35.6

Total 2.7 4 5.3 8.3 41.10%

%change 47 34.4 56.2

Source:-PWC analysis and industry estimates

MAJOR PLAYERS

CONSOLE MANUFACTURERS:-

• MICROSOFT

• NINTENDO

• SONY

SOFTWARE PUBLISHERS:-

• BLIZZARD ENTERTAINMENT.

• DHRUVA INTERACTIVE

• GAME TANTRA.

• GAMES2WIN.

• ZYNGA.

STRENGTH

• Integration of next generation dvd players .

• Uniqueness of hardware.

• Skilled IT workforce with “Programming Skills”.

• Good relationship with carriers which will help in content distribution.

WEAKNESS

• Expensive hardware and games.

• New entrant in the gaming arena.

OPPORTUNITIES

• Penetration of new markets.

• Growing mobile phone usage.

• Increase in disposable income.

• Interest of teenagers increasing due to exposure.

THREATS• Software piracy.

• Prevalence of anti gaming culture.• Poor enabling infrastructure.

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www.dice.comhttp://gyancentral.com

http://www.dhruva.com

http://www.gametantra.com/

http://sea.blizzard.com

http://company.zynga.com/

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