January 2002

Games Industry: 2002 and Beyond

As we dreamily read our 2002 horoscopes (for the record, we’ll collectively find true love, win the lottery, and wear more lavender and ecru), we wondered what the year held for the games industry. 2001 was a tough year for just about every industry, and games were no exception. Studios closed, industry publications like Daily Radar and FGNOnline shut down, games were canceled or delayed after September 11th, and tales of layoffs were in abundance. But was this, perhaps, all just a darkest before the dawn scenario? Even before the holidays, rosier reports of increased retail sales for game hardware, software, and accessories were released. In late 2001, the U.S. game industry was declared ahead of its game despite the recession. As January rolls on, holiday sales results will continue to tell the 2001 tale. But what about the future? What does 2002 and beyond hold for the industry?

On the cusp of a growth cycle

One sign for a brighter new year occurred on on December 21st when investment banking and brokerage behemoth Deutsche Banc Alex.Brown launched coverage of the interactive entertainment industry. According to company analyst Jeetil Patel, the next-generation interactive entertainment market for hardware and software is on the cusp of a tremendous growth cycle with U.S. interactive entertainment software sales expected to grow at from $5.5 billion in 2000 to $9.0 billion in sales in 2004. He believes that the vast majority of the growth in the industry will be fueled by next-generation console software, and he sees three fundamental drivers for the industry that compare favorably to other forms of media and entertainment, including:

(1) Expanding consumer demographics and audience;
(2) Usage time likely to increase in coming years; and
(3) Growth in interactive entertainment consumption expected to outpace other forms of media.

"We believe that the interactive entertainment market is increasingly taking on the properties of the traditional media/entertainment industries, as well as capturing a disproportionate share of consumer consumption of in-home entertainment in terms of time and dollars," said Patel. "While traditional media and entertainment may opt to license intellectual property to new media companies in the next several years, we believe that ultimately media companies may look to build or buy their way into one of the fastest-growing forms of entertainment today."

Record level sales

A similarly positive take is echoed in the 700+ page report The U.S. Market for Video Games and Interactive Electronic Entertainment by DFC Intelligence, a strategic market research and consulting firm focused on interactive entertainment and the emerging video game, streaming media, and interactive television (ITV) markets. The report predicts the new generation of 128-bit video game systems will have combined U.S. sales of over 60 million by the year 2005. And, according to David Cole, president of DFC Intelligence, "the video game industry is poised to reach record sales levels over the next few years." Overall, DFC forecasts that total U.S. revenue for interactive entertainment will exceed $12 billion by 2003, a 50% increase from 2000 revenue.

Sustained growth until 2005

From the U.K., Nick Gibson of Games Investor and Senior Internet, Computer and Video Games Analyst at Durlacher Research, explains that cyclical growth has been a characteristic of the games industry since its inception, and the cycles have proven remarkably uniform in pattern. Periods of strong growth have tended to last 4-5 years, followed by flat or falling sales during a two year transition period as new platforms are introduced. The last two growth periods occurred between 1989 and 1993 and between 1995 and 1999. The industry is currently in the latter stages of its latest two year transition period, as it moves out of the downward part of one console cycle (PlayStation, Dreamcast, N64) and into the incline of the next console cycle (PlayStation2, Xbox, GameCube and Game Boy Advance). Although the first signs of net growth are beginning to be seen, Gibson predicts "strong year-on-year growth will only really be felt at the end of 2002." From that point on, he expects the industry to experience a sustained period of strong annual growth until around 2005.

Cocooning and 24-tainment

On a less financial-analyst level, societal trendspotters have consistently predicted increased "cocooning" as Americans, in particular, stay closer to home following September 11th. This, the experts say, translates to increased home entertainment. Trendspotting doyen, Faith Popcorn’s, predictions for 2002 not only include cocooning, but also "24-tainment: Entertainment as a drug" or consumers needing constant entertainment from every device. Certainly, cocooning and 24-tainment bode well for PC, console, and wireless.

A grain of salt

As we all learned, or should have a learned, a valuable lesson from the rah-rah days of dotcom excess, nothing is perfect. And all overly optimistic forecasts should be taken with grain of salt. For example, Jupiter Media Metrix, new technology analysts, caution that console players expect immediate gratification out of the box - a responsive and immersive gaming experience with no delays or bugs. According to Jupiter analysts, online console games services due out from Microsoft and Sony Computer Entertainment in 2002 must deliver on consumers' expectations or risk market share downturns in the next console business cycle

And with regard to the wireless gaming market, in the report "Wireless Games: Playing to Win" released in October 2001 by Ovum, an analyst and consulting company, authors Rob Gear and Roope Mokka say "don’t believe the hype" of a 17 billion dollars wireless game market. Rather, their report forecasts wireless gaming will be a billion dollar market by 2004, rising to $4.3 billion by 2006 an amount, they say, that is significantly lower than some industry expectations. They go on to estimate 53 million social gamers world-wide by 2006, with 60% evenly distributed between Asia-Pacific and Europe.

A surprise winner

And, finally, who could be the surprise game industry winner in the new year? Interestingly, Jupiter analysts believe that the music industry could gain the most in the near-term from steady growth in the connected console market. Dynamic or user selectable music soundtracks will add replay value and excitement to gameplay. Publishers can extend a game's lifespan and gain cross-promotional partnerships by having musicians release special singles and remixes for use as game soundtracks.

So who’s right and who’s wrong? Only time will tell.

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal