Posts Tagged ‘game consoles’

Walmart gets back in the digital delivery game – acquires VUDU

Wednesday, February 24th, 2010

One of America’s largest retailers is getting back in the digital delivery game with their announcement of the acquisition of Santa Clara, CA based content delivery platform VUDU. After pulling the plug on their attempts to get into the digital TV and Movie delivery system in 2007, Walmart representatives feel that now is the right time for this strategic acquisition. Presumably, this is Walmart’s answer to Best Buy’s cooperative effort with Roxio’s CinemaNow offering.

vudu_logoThe VUDU service will allow Walmart to brand a digital delivery service providing consumers with on demand access to thousands of movies and TV shows directly to their broadband connected HD TV’s and Blu-ray players. Presumably one of the largest draws for Walmart is VUDU’s licensing deals with just about every major studio, approximately 16,000 available titles, as well as the world’s largest collection of 1080p on-demand video.

“The real winner here is the customer,” said Eduardo Castro-Wright, vice chairman for Walmart. “Combining VUDU’s unique digital technology and service with Walmart’s retail expertise and scale will provide customers with unprecedented access to home entertainment options as they migrate to a digital environment.”

And according to Parks Associates’ VP and Principle Analyst Kurt Scherf, “Walmart is re-entering the OTT (over-the-top) market at an opportune time. Parks Associates’ consumer research of online video services indicates that usage from paying users for movie rentals, movie downloads, and TV downloads has doubled between 2008 and 2009.”

Likewise, the folks at Parks Associates project that by 2014, more than 40 percent of revenues for premium online video services will be derived from connected TVs, Blu-ray players, game consoles, and networked digital media set-top boxes (think AppleTV for example). By adding the major online and offline retailer, Walmart could conceivably push the market even further as consumers clamor to the new offering. At least that’s Walmart’s hope.

Now some of you might be wondering why we’re talking about TV shows and Movies on demand? Look at this as a first foray into something that we believe is the next logical step in online gaming. Remember what our good friend David Perry has been preaching (and working on) for quite some time now – gaming in the cloud. If Walmart (and Best Buy) are able to develop and push this technology in such a way that Joe Average consumer ‘gets it’ and regularly consumes it, the question is – how long will it be before Mr. Average starts asking for the same delivery method, just slightly different content, i.e. games?

There’s a huge untapped market waiting to happen if today’s ‘casual’ gamer can and will want to make the swap from a desktop or laptop method of playing their favorite game to that of the living room. Walmart clearly sees the opportunity in the making, as they did in 2007, although they might have been a bit too progressive at the time, and want to cash in. Our best estimate is that this is a staging and testing ground for something much, much bigger.

 

Niko Partners project Chinese online game market to reach $8.9 billion by 2013

Wednesday, May 6th, 2009

Niko Partners, a leading research firm focused on providing market intelligence about the Chinese video game industry, recently released data from it’s most recent study, citing $2.75 billion in revenue from online games in China in 2008.  The study collected data from over 70,000 points in 10 Chinese cities over the course of March 2009.  The figure is generated from this data and includes new online game market segments, strong sales of (illegal) game consoles, and 23 million PCs in China’s 170,000 internet cafes.  Based on this data, Niko Partners projects that the online game market will continue to flourish with a massive 26.4% compounded annual growth rate over the next five years, with revenues to top out close to $9 billion in 2013.

report_cover“Average spending per Chinese gamer is rising to the point where a 26% increase in gamers resulted in 61% more revenue for online games in 2008,” said Lisa Cosmas Hanson, managing partner of Niko Partners. “Niko’s conclusion is that China’s online market has plenty of room for growth in the next five years, and much of that growth will come from beyond the major metropolises where the number of Internet cafés, home PC penetration and Internet usage are all on the rise.”

The 2009 Annual Review and Five-Year Forecast Report on China’s Video Game Industry, available from Niko Partners is a comprehensive survey and review of the 2008 – 2013 PC online, PC offline, casual games, social networking games, console, handheld games and hardware market.  It provides the most current and largest market intelligence of the Chinese gaming market including gamers, internet cafes, regulations, online game operators, games, hardware, distribution, retail, outsourced development, and vital info on trends in the supply and demand chain.

Highlights include:

  • Massively Multiplayer Online Games (MMOGs) accounted for 77% of 2008 online games revenue, with advanced casual and casual games making up the balance of 23%.
  • Webgames and games on social networking sites expanded the casual game segment, offering more games to new and casual gamers as well as to hardcore gamers who play MMORPGs.
  • Sales of next-generation game consoles continue to climb, though entirely via illegal imports as there has been a ban on consoles since 2000.
  • By 2012 the number of online gamers should reach 119 million, a 17.7% CAGR.

The report is now available from Niko Partners, and includes:

  • Annual Review & Five-Year Forecast Report
  • Chinese Gamers Study in 4 City Tiers
  • Six-Month Update Report
  • 10 hours of consulting time
  • On-site presentation about China’s market
 

LA Games Conference features stellar lineup, April 28-29

Monday, April 27th, 2009

Kicking off tomorrow, the LA Games Conference features an outstanding collection of speakers and panelists from across today’s gaming landscape.  The conference is slated to have over 250 senior decision makers from games, media, entertainment and tech companies all under one roof.

lagc_logo_2009Held at the historic Roosevelt Hotel, in Los Angeles, California, this year’s conference features a number of presentations and talks by a number of industry leaders.  Featured keynote speakers include:

Nolan Bushnell – founder of Atari and Chuck E. Cheese, CEO of uWink and Chairman, NeoEdge.

We’ve previously highlighted Bushnell’s innovative concept and use of microtransactions in the traditional ‘diner’ setting.  Bushnell is expected to talk about his thoughts on game consoles like the Nintendo wii and the new and emerging landscape of gaming (presumably with a heavy focus on microtransactions).

“Distribution of Games and Digital Media – A Glimpse of the Future”

Mike Yuen – Senior Director, Game Services, Qualcomm

Yuen is expected to give his thoughts on what drives the move towards digitally distributed content.  He’ll also be discussing Qualcomm’s investment in the new wireless 3G game console in developing countries, called Zeebo.  This new console targets middle class gamers in emerging markets including Brazil, Russia, India and China.  This console plays only downloadable games, combating the piracy of disc based games.

“Casual is the New Black – If You Want to Avoid the Red”

David Roberts, CEO, PopCap Games

Quickly becoming one of my personal favorite gaming destinations, PopCap Games’ CEO David Roberts plans on discussing the future where innovations in casual games help create the environment for tomorrow’s hardcore game experiences.  Roberts will lay out the PopCap vision of bringing games to the other 80% of the market that even the broadest appealing casual games have yet to reach.

“Finding Money in Games”

Mitch Lasky, General Partner, Benchmark Capital

Given the current economic situation, Lasky’s talk on the latest investment trends and opportunities in games and digital media, might just be the one not to miss.  A 20+ mobile gaming, new media, and interactive entertainment business veteran, Lasky has served as EVP of Mobile and Online at EA before joining Benchmark Capital.

Other top panelists and Moderators include:

John Kavanagh, SVP, Interactive / Head of Games, Paramount Pictures

Gareth Davis, Platform Manager, Facebook

Spencer Hunt, VP, Game Production & Digital Development, Sony Pictures TV Int’l

Kuk Yi, Managing Director, Best Buy Capital

Bill Young, Western Region Sales Director, Electronic Arts

Jason Oberfest, SVP of Business Development, MySpace

Robert Norton, Managing Director, North America, King.com

Jana Friedman, SVP of Worldwide Advertising Sales, Double Fusion

David Reitman, VP, Content & Ent. Practice, Switch and Data

Kate Connally, Vice President, AddictingGames/MTV Networks

Bill Kispert, VP, Interactive, NBC Interactive

Jesse Redniss, Vice President, USA Network Digital

Ned Sherman, CEO and Publisher, Digital Media Wire

Eric Goldberg, Managing Director, Crossover Technologies

Nick Williams, Director, Media &, Entertainment Insights, OTX Research

Jay Baage, VP of Content, Digital Media Wire

Anu Shukla, Founder and CEO, Offerpal Media

Scott Scherer, VP of Product Management, Hands-on Mobile

Michael Rubinelli, SVP of Game Development, Genius Products

George Kurtyka, 3P Account Manager, Nokia

Nash Parker, Director, Emerging Technology & Media, Alcatel-Lucent

Braden Moulton, Senior Manager, Partner Development, Massive (Microsoft)

Nichole Goodyear, CEO & Co-Founder, Brickfish

Michael Chang, CEO & Co-Founder, Greystripe

Vijay Rao, VP, Director of Open Planning, Optimedia US

Ted Cohen, Managing Partner, TAG Strategic

Kyle Laughlin, Senior Director, Yahoo! Games

Bob Ferrari, VP, Publishing & Bus. Dev., Sanrio Digital

Michael Cai, Vice President, Video Games, Interpret

Kyu Lee, President, Gamevil

Mike Vorhaus, President, Magid Advisors

Dave Long, CEO/Co-Founder, Exponential Entertainment, Inc.

Matt Palmer, EVP & GM, Stardoll Network

Jim Drewry, Executive Director of Marketing, Turbine

Michael Rosenberg, COO, Future Ads (Owner and Operator, Gamevance.com)

Teemu Huuhtanen, President, N.A., Sulake Inc. (Habbo)

Matthew Bellows, VP, Consumer Strategy, Vivox

Ryan Barkan, Senior Director, Advertising & Video Games, Primary Wave Music

Mark Friedler, Partner, Worlds and Games LLC

Greg Short, Executive Chairman, EEDAR

Tim Chang, Principal, Norwest Venture Partners

Bjorn Book-Larsson, COO & CTO, K2 Network

John Canning, Principal, MediaSherpa

Dennis Fong, CEO & Founder, Raptr

Alex Hackford, Head of A&R, Sony Computer Entertainment America

John Hayase, Exec. Director of Development, Sony Online Entertainment

Steve Hoffman, CEO, RocketOn, Inc.

James Hursthouse, Bus. Development Director, Japan/Korea, BigWorld PTY

Dave Laux, Global Executive, InterActive Media

Nicole Lazzaro, President, XEODesign, Inc.

Calvin Ng, CEO & CSO, iLemon

Ken Rutkowski, President/Host, KenRadio

Tommy Tallarico, President, Tommy Tallarico Studios, Inc.

Dan Yue, Co-Founder & CEO, Playdom

David Zemke, Director of Marketing, Glu Mobile

Ethan Titelman, VP Media & Ent. Group, Penn, Schoen & Berland (PSB)

Jon Snoddy, Co-Founder, Chief Technology Officer, Big Stage Entertainment

Ron Williams, CEO, The Zeev Exchange (Zeevex)

Stay on top of the LA Games Confernece at www.lagamesconference.com

 

Consoles expected to generate $8 billion by 2013

Friday, September 5th, 2008

Our friends over at Parks Associates have recently released some more outstanding research and predictions regarding the gaming industry.  Their most recent report: Connected Consoles: Gaming, Media, and Beyond predicts that gaming console revenues will reach a staggering $8 billion by the year 2013.

Parks Associates predicts that revenue streams from digital video distribution (think Xbox/Netflix), downloadable games and content, virtual worlds and avatar-based microtransactions, multiplayer gaming services, and dynamic in-game advertising will account for these numbers.

“Broadband connectivity, now a common feature for game consoles, is a key enabler for new business models,” said Yuanzhe (Michael) Cai, Director of Broadband and Gaming, Parks Associates. “Among the different online revenue opportunities, digital video distribution and downloadable games and content are the most promising.”

The reports goes a step further to reveal that among the “big three” console leaders (Xbox, PS3, and Wii), Microsoft currently dominates the online content and service market, but Sony and Nintendo are making strong headway into the field as they ramp up their base of connected customers and diversify monetization models.

“Led by Microsoft’s success in Xbox Live, all three console makers are dreaming up many innovative offerings to entice console households to get connected and spend more money,” Cai said.
In addition to top findings on the current state of console play, Parks Associates study even goes a step further and analyzes new console related capabilities, services, and business models.  These new models include: online multiplayer gaming, virtual worlds, dynamic in-game advertising, and digital delivery.  The study outlines the impact of game consoles on other industries and forecasts revenue growth and market share.

To hear more from Yuanzhe ‘Michael’ Cai, be sure to attend his session “Games of Tomorrow and the Future of MMOGs”  at the Digital Media Wire’s NY Games Conference on September 26th.

 

Alex St John – PC games run by micro transactions are the new wave of the future

Friday, July 25th, 2008

Alex St John, the former head of DirectX at Microsoft and now CEO of Wild Tangent has recently stated that gaming consoles will be dead by 2020 and that micro transactions are where it’s at.

“I think you’re looking at the last generation of game consoles, and I think it’s easy to defend that position,” he said while speaking at the Wedbush Morgan Securities annual Management Access Conference.

St John has always had an eye on the future, and a finger on what’s the next ‘hot topic’.  He believes that games will eventually shake themselves out into two distinct communities: One that enjoys a certain type and format of a game, with others enjoying another.  Could he possibly be alluding to ‘First Person Shooters’ vs. ‘MMO fantasy’ games?

From this split St John takes it a step further.  “I think the business model in ten years … It’s going to be microtransaction based. Microcurrency-based economies are just the most efficient way to maximize revenue. They work really well.”

In game advertising is a second shakeout from this split.  “It’s a great alternative payment type for kids who don’t have access to online currency and are huge game players. So, if you don’t have any way to take money from kids, then the only way to get kids to play is by advertisers marketing to them.”

St John sites and targets data based on the current upswing in global laptop sales.  “Kids especially need laptops due to the evolving type of homework and in-classroom work being assigned at schools. Gaming devices are usually confiscated at school, but “no one’s going to take [the kid's] laptop away from him because they need that for their homework.”  This lends itself perfectly to a community driven, gaming society specifically targeting micro transaction and advertising models.

“Laptops are fabulous gaming devices with Wii-like graphics, instantly tied to community, 100 per cent online and a vast volume of free play for kids who don’t have credit cards.”

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