Preview

The Microeconomics of the Video Game Industry

Better Essays
Open Document
Open Document
1058 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
The Microeconomics of the Video Game Industry
Tommy Deen
November 28, 2006
ECO 201

The Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com). According to an article on Gamespot.com, analysts estimate that the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by the year 2007. The video game market is an oligopoly with only a few companies competing within the market. The "Big Three" companies in the video game industry's oligopoly are Microsoft, Nintendo, and Sony. Microsoft's Xbox 360, Nintendo's Wii, and Sony's Playstation 3 all sell similar products and contend for consumer's dollars. Each firm closely watches the moves of the other companies when considering pricing, technology, and marketing of the games. They also compete with each other to gain exclusive licenses to game software so they can offer console exclusive games. Price wars are common in the video game industry. In the United States, Microsoft's Xbox 360 premium edition was released at $399.99 in November 2005. Sony recently launched their Playstation 3 at a price of $599.99. Nintendo released their system, Wii, at the low price of $249.99. In addition, Microsoft and Sony are selling their video games for $60 while Nintendo is selling their video games for $50. Nintendo definitely has the advantage in the video game industry's price wars. In the video game industry, the demand is usually high, but the supply is low, which creates a shortage. This happens during the launch of new consoles. For example, when Microsoft's Xbox 360 was



Cited: "Blu-ray Disc Association" 23 Nov. 2006 "Gaming Demographics: Gaming is An Adult Thing." Games-Advertising Feldman, Curt. "Game Drives Growth, New Retail Strategy." GameSpot News 16 Jun. 2005 "Razor and blades business model" 17 Nov "The economics of a video game craze" 17 Nov. 2006 "Xbox" 19 Nov "Xbox 360" 21 Nov. 2006 "Xbox 360 launch down to 400,000 units?" 8 Nov

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The Microsoft and Sony are competitors for Nintendo Wii. And Nintendo is doing pretty good compared to these companies.…

    • 297 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    There are few professional sports rivalries that compare to that of the Yankees and the Red Sox or the Flyers and the Penguins. Well since the year 2006 when Playstation 3 was released there has been a much heated rivalry between the Xbox 360 and the Playstation 3. It has been a nonstop war for the development of the superior gaming system. There are many reasons one could say that one console is better than the other. In saying this, the users are correct. Each console does in fact have attributes that give one the edge over the other. As an online gamer myself, I do in fact own a Playstation 3. When one is in the market for a new gaming experience, deciding which console to purchase can be as painful as pulling teeth. Some factors that should be considered during the shopping process should be quality of online multiplayer, entertainment value, and most important to me was obtaining the most “bang for my buck.”…

    • 947 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc.)…

    • 8431 Words
    • 34 Pages
    Powerful Essays
  • Powerful Essays

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    The game console industry is unpredictable, as the market leader changes as frequently as new games being released. Currently, the most prominent console manufacturers in the industry are Sony (PlayStation), Microsoft (Xbox), and Nintendo (Wii). While Sony and Microsoft focus on powerful machines and games targeted at older teens and young adults, Nintendo’s family friendly, less graphically polished consoles target an entirely different market, and is not applicable to the Sony/Microsoft battle.…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    Game Console Industry

    • 585 Words
    • 3 Pages

    Sales of video game consoles, software, and accessories reached a record high of $23.1 billion in 2008. Despite the increasing intensity of competition, the video gaming industry as a whole had continued to grow through the end of 2008 in the face of the downturn in the general world economy.…

    • 585 Words
    • 3 Pages
    Powerful Essays
  • Satisfactory Essays

    MACROECONOMIC FACTORS INFLUENCING THE VIDEO GAME CONSOLE MARKET Demographic Factors: Age is the main demographic factor affecting the market for video game consoles although common misconceptions are that the market is mainly comprised of teenagers. Recent Studies shows that the largest market sector of video game console purchases are teenagers or young adults. ESA demographic data shows that America¶s average game player¶s age is 34 and the average age of game purchasers is 40 (see article x) Generational factors play a big role in the market sector of gamers who purchase more than one game console, buy the latest version and buy games into adulthood. In 2010 26% of gamers were over 50. There is a definite generational factor as many of the consumers were in their teens when the mass video gaming culture began and now are in their 40s or 50s and have retained their gamer status, therefore are also ready to adopt new products. Gender is another factor that should be noted. Female gamers are a large portion of the video console market although significantly less than their online gaming counterparts. ESA research predicts that 40% of video game players are females. Economic Factors: Household income ± studies have shown that video games in the toys and games market are able to gain a significant share of the market the larger the average household incomes are of a given market segment or particular region. For video games to comprise of 15% market share in toys and games of a given country, 60% of the population must earn incomes above US $15,000 (see figure x). Business cycle-The sale of consumer electronics andnovelty products are influencedby macroeconomic factors of a country. If there are recessionary or inflationary pressures, sales are likely to be affected sincechanges in consumers behaviour is determined by the perceived increase or decrease in the level of disposable income. This is, however, likely to have a short term impact and in the long run will…

    • 1151 Words
    • 5 Pages
    Satisfactory Essays
  • Better Essays

    Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn’t occur until the seventies with the appearance of Pac-man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out there when the video game boom begun they wouldn’t be able to understand what was so attractive (and addictive?) about Pac-man and Frogger? The truth is, video games from over three decades ago share the same basic principles with the games we have out there right now. Let’s face it, we like video games because they provide us with interactive entertainment. In other words, we’re genuinely entertained by colorful objects that move on the TV/computer screen when we press certain buttons. I suggest that it is the overwhelming gratification that we experience from actually having absolute and unconditional control over something in our lives. Another suggestion that I have is that video games share the same elements or even directly imitate traditional games such as tag, ping-pong, chess, hopscotch etc.; video games allow us to engage in these games easily, without any stigma or significant effort on our parts. Video games are fun, inexpensive, can become a social activity allowing friends to play along, and sometimes they’re even mentally stimulating if not challenging. They’ve been a real hit every since they came out and today the video game industry has grown significantly. However, let’s examine the circle of people that are involved in production and design of video games.…

    • 1522 Words
    • 7 Pages
    Better Essays
  • Satisfactory Essays

    Why Did The Xbox Launch

    • 560 Words
    • 3 Pages

    However, Microsoft was making a significant commitment in the electronic entertainment industry, and still had still to develop a more advanced hardware and software. There were two main competitors in this business: Nintendo and Sony. Nintendo (1980s) was a “strong franchise…

    • 560 Words
    • 3 Pages
    Satisfactory Essays
  • Best Essays

    Supportive Work Culture

    • 3625 Words
    • 15 Pages

    Today we have so many video games releasing every week. Most of the video games today bring in as much revenue as a Hollywood movie (reference needed). What was once considered a niche industry, thanks to various technological advancements, is no longer a niche industry. We have video games releasing for different age groups. Like movies, we have different flavours of games. We have dance games, party games, racing games, shooting games etc. Today, there really is a video game for everyone…

    • 3625 Words
    • 15 Pages
    Best Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    The study suggests that gamers actually tend to make more online purchases and spend more money on entertainment content than nongaming population. Growing gaming popularity is directly proportional to household penetration of gaming devices. These devices such as PC, game console (Nintendo Wii, Xbox, Rock Band), cell phones, attractive to all kind of buyers with different features they provide. Some of the companies provide subscription services with a fee that grants users some features such as free games, interactive online game play.…

    • 1561 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    A series of new reports from DFC Intelligence examine growth prospects for the worldwide video game software industry. The reports forecast that the global video game industry will reach $100 billion by 2019. However, this revenue is likely to be extremely fragmented among many market segments. This includes revenue from PC games, console games and mobile games but does not include hardware spending.…

    • 606 Words
    • 3 Pages
    Powerful Essays
  • Good Essays

    Sega & Nintendo 5 Forces

    • 485 Words
    • 2 Pages

    Suppliers are companies which make hardware and games for the consoles. Nintendo and Sega designs some of the hardware components for its consoles, but manufacturing and assembly are often outsourced, and many components are purchased "off the shelf" from large companies. This keeps costs higher than competitors like Sony and creates a threat of forward integration by parts suppliers, who could potentially manufacture their own consoles. Switching costs are also high, as Nintendo software is made to be compatible with technologies supplied by the outside companies. The situation is different for software. Nintendo and Sega did much of the game development for its consoles, though most of its games are made for a fairly young audience. It also licenses a software development kit (SDK) to outside game developers. In a manner, these firms are Nintendo's customers. Firms which have made successful games in the past will probably have some bargaining power in this transaction, since Nintendo is interested in keeping their services for future game development (as will be discussed below, games are an essential complement for game consoles). Overall, Nintendo's SDK tends to be priced lower and have better support than similar packages offered by competitors.…

    • 485 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative…

    • 474 Words
    • 2 Pages
    Satisfactory Essays