Posts Tagged ‘game worlds’

Think Services census reveals 13 percent increase in North American gaming jobs

Friday, October 31st, 2008

Think Services Game Group’s Game Developer Research has recently published its Game Developer Census 2008 report with some interesting numbers.  Surveying all companies working in the video game development and publishing in North America, the survey uncovered a 12 percent year on year increase of US employees.  This years number clocks gaming industry jobs at a rockin’ 44,400 – up from 39,700 in 2007.  If the 12 percent in the US wasn’t enough to make you sit up and take notice, take a look to our neighbors to the north: Canadian video game jobs leaped a healthy 17 percent; up to 9500 from 8100.  Combined the North American gaming industry increased 13 percent, from 47,800 to 53,900.  Now that’s alotta jobs, and outstanding industry growth.

While a portion of this increase comes from increased staffing numbers related to next-gen games, the driving factor has been continued development and investment in MMOs and Virtual Worlds.  VC’s have obviously put their reservations on the shelf, as continued growth in the free-to-play game worlds has spurred increased investments.

Breaking it down in geographic terms, while Governor Schwarzenegger’s statewide economy might not be rocking the Kasbah, 21,200 game developers couldn’t be happier in the Golden State.  Washington State ranks a healthy #2 with over 4,700 employees, and the longhorns of Texas calling 3,330 video game industry professionals state residents.  In total, seven states (California, Washington, Texas, New York, Massachusetts, Illinois, and Florida) have over 1,000 game professionals as inhabitants.  North Carolina and Maryland are just below the 1,000 threshold.

Interesting to note; the census did NOT include game tools companies (who’s your favorite microtransaction payment method firm?), game contracting/services companies, external PR, marketing, legal, and other business services and liaison or licensing divisions at larger media companies.  Game Developer Research estimates this number to be in the 18,000 range in North America.

“We’re delighted to present our second Census report, showing a notable increase in the amount of professionals employed in the game industry. With industry revenues at an all-time high, we believe that we’ll continue to see a vibrant market for those employed in the art and science of gaming,” said Simon Carless, publisher of Game Developer Magazine and director of Game Developer Research.

To view a sample data set, or purchase the entire 170 page Game Developer Census 2008 report, visit Think Services at gamedevresearch.com.

Reblog this post [with Zemanta]
 

70% of Games Lose Money, microtransactions can recoup costs

Wednesday, August 13th, 2008

Former Sony executive Chris Deering recently stated at the Edinburgh Interactive Festival that only three in ten games will ever make enough money to break even, much less see a profit.

Kicking off this week’s Festival, Deering delivered his keynote and served up some juicy predictions for the gaming industry.  Based on his findings and correlations drawn from Screen Digest and other industry sources, Deering expects that by 2011, there will be 2.5 Bn potential gamers worldwide.  Traditional gaming platforms such as the DS, Wii and PS3 are expected to have a base of 500m by 2011, with alternative mobile platforms and gaming PCs splitting the remains with a billion users each.

Looking at the numbers, Deering warned that “traditional revenue sources will not be sufficient to fund games development” and as the market grows, studios must seek alternative revenue sources now in order to avoid becoming obsolete.

Citing the growth of new players to the market; mobile network carriers, cable, satellite, and DSL providers all working towards a ‘competitive array’, this competition is only going to get stiffer.

“Something is going to have to be there to make up the difference,” he said, citing a “creative use of hybrid online/offline advertising revenue models” as one key way to succeed. “These business models must be explored.”

Deering went on to cover areas and trends that he believes will sustain a 2.5bn person market.  On the development end these include WiFi, lighting and voice recognition, massive game worlds, cinema-real presentations.  On the player end; microtransactions and in game advertising topped Deerings list.  He also covered user generated and user enhanced games.

Perhaps planting a new seed, Deering also went on to unfold his vision of another potential revenue source; gaming.  “Gambling will become a source of development funding,” said Deering. “Perhaps not directly, but this area can provide some sources of income which eventually be directed back to the developer.”

Prior to his appointment as president of Sony Europe, Deering served as the head of Sony Computer Entertainment Europe during the launch of the original PlayStation, PlayStation 2 and PSP, which gave him significant knowledge of Sony’s internal and external development strategies. He resigned from Sony in 2005.

Reblog this post