Posts Tagged ‘video game sales’

Free to Play begins to show signs of chipping away at retail’s dominance

Monday, July 20th, 2009

According to new data released by NPD, video game sales are on a steady decline. Sales of software, hardware, and gaming peripherals fell 31 percent, down to $1.17 billion in June 2009. The month prior saw sales around the $1.7 billion mark. According to NPD analyst Anita Frazier, “this month saw the greatest year-over-year monthly decline since September 2000, when the industry declined 41 percent.” Overall, 2008 has seen sales of video games and their associated counterparts (hardware and joysticks, etc.) are down 12 percent YOY.

moneywashingtondollarAnd it’s not just the plastic wrapped shiny discs that aren’t moving off retailers’ shelves. Console sales revenues took a 38 percent hit, totaling only $382.6 million. Of the big three, Microsoft’s Xbox was the only console that actually increased sales during the month of June. Nintendo’s Wii saw a drop of 45 percent, and Sony’s (arguably overpriced) PS3 got clobbered with a 59 percent drop in sales.

And while a 45 percent drop in Wii sales might look bad on paper, Nintendo’s mobile gaming devices, the DS and DSi pulled down 766,000 sales receipts, larger sales numbers than all three consoles combined. If that wasn’t enough to cover the electric bill, Nintendo’s Wii Motion Plus accessory (an add on that makes the controller more accurate) clocked in with 374,000 units sold.

But hang on a second…haven’t we just heard that gaming is seeing a tremendous rise, partially contributed to the current economic situation? Just last week, comScore put out numbers indicating that the market had grown 22 percent in 2009, so what gives?

“Our latest gamer segmentation study suggests that more than 4m new ‘players’ have entered the games market since last year, so certainly the decline isn’t due to less folks participating in the industry,” NPD’s Anita Frazier explained.

“Some of these are new retail consumers and some are playing online for free, and others are a mix of both. The trick is to continue to figure out how to monetize all the gaming that is going on across PC, mobile devices, and video game systems.

“Certainly there is plenty of opportunity in the industry, but the rate of change in many areas of the industry presents a lot of challenge as well.”

So if the segment has seen a spike in usership, but yet, sales are slumping, where are all these people going? And better yet…where, on what, and if at all, are they spending their money?

“While some of the decline in retail sales could be a migration on the part of consumers to acquiring content via digital distribution, our reports on downloads and subscriptions reveal that it’s not yet having enough impact on the console market to be an overly meaningful factor in the retail down-turn. That said, there are increasing avenues for consumers to game, including via mobile devices, and it’s clear the industry is sorting through how to manage all these opportunities while deploying resources appropriately,” says Frazier.

Now I’m not one to pick at words (yes I am), but note that Frazier mentions only downloads and subscriptions. There are two key pieces of data that NPD is not addressing here. Browser based gaming, and in platform gaming (i.e. casual games apps on social networks). While NPD may be clocking downloads and subscriptions, there’s no indication that they’ve collected significant data on where these 4 million new gamers are going. They’re clearly not heading to the local Best Buy to drop $59.99 on the newest copy of Call of Duty, so again…where are they? My bet firmly lies in browser based, either within social networks, or directly, gaming. If that be the case, the even more important question is – how many of these new gamers, all playing for free, are or plan to make a microtransaction purchase?

 

Wanted: Free to play, bringing more viewers to the box office

Saturday, August 23rd, 2008

The action thriller Wanted staring Angelia Jolie and Morgan Freeman premiered in Europe yesterday.  Its US premier two months ago was accompanied by the launch of Swedish Developer Stillfront’s Wanted free to play MMO.

While the launch of an accompanying game with film is nothing new, this FIG (Fan Immersion Game) marks the growing popularity in such projects.  Film studios are watching the numbers, with some video game sales reaching into the millions that previously only summer blockbusters could achieve.  It’s also recently been speculated that the two media are in a dead heat horserace, with one detracting from the other.

The Wanted MMO differs slightly from other FIGs in that it’s based on a  completely free-to-play model.  Rather than launched as a parallel revenue maker, this FIG seeks to draw more and more people into the entire Wanted experience, and therefore drive traffic to box offices.  Stillfront is a FIG specialist, and explained in their press release announcing the game:

“Fan Immersion Games (FIGs) are casual, massively multiplayer online games (MMOGs) that are free to play yet also include opportunities for players to buy advantages and premium accounts using micro transactions payable via SMS messages and credit cards. These games deliver high fan engagement through their story-driven design and community elements.

According to the Casual Games Association, the North American online casual games market is estimated to reach $690 million with worldwide revenue of over $1.5 billion. DFC Intelligence states that the worldwide online games market is forecasted to reach $13 billion in 2011.”

Adding a bit of icing to the cake for the European market, the Wanted game was officially ported to the iPhone allowing viewers to bring their new MMO (and associated microtransactions) along for the ride.  In addition to utilizing the iPhone’s tilt function navigation, the mobile edition has in game benefits for players that log on regularly.  While this may only be speculation, logging in on a mobile platform has the ability to be seen by others (think train, bus, subway, etc.) and adds to the potential viral marketing aspect.

Free to play, microtransaction based models are coming at consumers left, right and center with a grain of resistance in the Western Market.  While EA’s doing a good job of breaking down the walls of acceptance with it’s highly anticipated top tier title Battlefield Heroes, perhaps bringing the concept to users via a ‘backdoor’ aka FIG, in combination with high profile pc or console based games might just be the winning recipe?

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