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E-business Watch
Tracking the online
media to bring you the key e-business trends
September 15, 1999
Turning
viewers into players:
Computer games move into the entertainment mainstream
In the same way that
personal computers were once viewed as a stand-alone technology,
computer games have traditionally been perceived as an individual,
somewhat isolating experience. However, like the PC before it, the
computer game is re-emerging as a networked product, and the
implications of this transformation will be felt across the entire
entertainment industry.
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Traditionally, computer
game usage has been dominated by a small, but intensely loyal group
of hard-core gamers. This demographic is quickly changing, however,
as online games attract new, more casual game players. By enabling
interaction between players, online games contain a more social
element than their stand-alone counterparts. They also allow for a
wider range of genres such as board games and trivia games.
These new players watch
less television and fewer movies, shifting the balance in the
entertainment industry. Already, the interactive entertainment
industry, which includes PC games, video console games
and online games, rivals the film industry in size. Revenues have
increased by more than 25% in each of the last two
years, reaching
$5.5 billion in 1998 (all figures in U.S. dollars). Sales of video
and computer games units increased by 35% in 1998 to 181 million
units, the equivalent of two games for every household in the United
States. In comparison, movie box office receipts only grew by 7.7%
in 1997 and 9.2% in 1998.
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Who
are the players? |

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43%
of online gamers have been playing for less than a year |
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75% are over 25 |
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40% have household
incomes of more than $60,000
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88% have at least some
college education
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Female game players
are more likely than male players to play online (53% to 46%
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Most
popular online games: quiz & trivia (31% of online
gamers), card games (24%), board games (22%), action games
(19%)
Source:
Interactive Digital Software Association
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Most of this growth in interactive entertainment has been fueled
by traditional computer games. However, as online games begin to
capture a larger share of gaming revenue they will only accelerate
the shift away from more passive forms of entertainment.
International Data Corporation estimates that there are 6 million
households playing online games. Driven by the opportunities for
collaboration and head-to-head competition, online game penetration
is estimated to reach close to 20% of U.S. households with PCs by
2002.
Early ventures into online gaming have been remarkably
successful. Online role-playing games such as Electronic Arts,
Ultima Online and Sony's EverQuest have attracted large and
committed audiences. In Ultima, a role-playing game, players
interact with each other through the detailed characters they
develop. These characters lead complex and surprisingly realistic
lives in the medieval-based fantasy world -- fighting battles,
opening businesses and attending social functions; some players even
choose to have their characters marry. Ultima's 125,000 registered
users average an incredible 19 hours per week online.
However, online games aren't just attracting those who are
willing to devote several hours a day to a complex game. Most
portals now offer their own version of free, java-based games that
can be played in a shorter time. Yahoo and Microsoft offer versions
of classic board and card games such as Chess, Backgammon and
Hearts. Each attracts upwards of 20,000 on-line gamers at any one
time.
Although the business models of online games are in their early
stages, software developers clearly understand that their future
lies in the development of online games. Of the 1900 new software
titles unveiled in 1999 at the Electronic Entertainment Expo -- the
industry's showcase event -- one-third featured online capabilities.
Traditionally, people gathered to socialize and play cards and
board games. As the quality of online multi-player games improves,
people are rapidly discovering new ways to socialize and entertain
themselves. Game sites that can capitalize on this trend will grow
to be become vertical portals, adding more ancillary services and
e-commerce offerings such as e-mail, instant messaging and related
entertainment products (all of which exist now). As today's youth --
those who have grown up playing video and online games -- mature, we
should expect to see games move to center stage on the Web as they
become central to the social lives of the next generation.
In the short term, it is clear that game software companies will
continue to earn the bulk of their revenues from stand-alone
products. However, in the longer term, few industries will benefit
more from widespread broadband connections than the interactive
entertainment industry. For on-line retailers such as Dell and
Amazon, faster connections bring few benefits. For computer game
developers, on the other hand, fast and reliable connections allow
for real-time game playing in forms we are only beginning to
understand. As the technology, bandwidth and products improve,
expect to see on-line gaming, and companies that serve this market,
take on new importance in the Web economy.
E-Business Watch is published
solely for informational purposes and is not a solicitation or an
offer to buy or sell any stock, mutual fund or other security.
E-Business Watch does not attempt or claim to be a complete
description of the markets or developments referred to in the
material. All expressions of opinion are subject to change without
notice. The information is obtained from sources which IEC considers
reliable, but has not independently verified such information and
does not guarantee that it is accurate or complete. The E-Business
Watch is not intended as investment advice.
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