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From Concept to Market: The Digital Games Business Dr. Aphra Kerr Research Fellow STeM, DCU, Ireland. DigiPlay: Experience and Consequence s of Technologies of Leisure, 14-15th January 2004. A little history. Degree in Communications Studies
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From Concept to Market: The Digital Games Business Dr. Aphra Kerr Research Fellow STeM, DCU, Ireland. DigiPlay: Experience and Consequences of Technologies of Leisure,14-15th January 2004.
A little history • Degree in Communications Studies • MA by research – The use of ICTs and potential use of ISDN by cultural industries • PhD – Innovation in Multimedia Companies • Post-Doc – The production and consumption of digital games
Which techs and focus • Focus is on ICTs (tech + content) • Focus is on macro trends and how they play out at meso and micro levels • Focus is on critically interpreting the available data – reports, internet • Collecting primary data through interviews
Background of this paper • Post-doc primary and secondary research 2000/2001..interviews in Irish and UK companies, trade conferences, reports • 2002 STeM working paper • Manchester & MIT 2002 conf. papers • 2003 Convergence paper and draft book chapter
Approach in this paper • Political economy.. • ‘the study of social relations, particularly the power relations, that mutually constitute the production, distribution and consumption of resources’ Mosco 1996. • Holistic, historical, concerned with public/private balance, engages with moral and ethical Qs Hesmondhalgh 2002
Major Business Segments • Seg 1 - Console + Handheld • Oligopoly and monopoly, licenses, • Prop. tech., money made on software.. • dev. 18 months, 12-20 people, $3-5 million • Retail through shops • Seg 2 – PC (not MMOGS) • Numerous players, Common stnds, open archit. • dev. 15 months, 12-15 people, $1.5-3 m, • Retail – shops and some online elements
Cont./ • Seg. 3 – MMOGs • Oligopoly? • Open platform • Very expensive to dev. and ongoing costs (?) • Retail though shops + subs • Seg. 4 – Mini/Casual games • Numerous players and competing techs • Small teams, 3 months dev. • Competing revenue models..pay per play, subs, advertising,
Trends - Vertical and Horizontal integration • Console segment • oligopoly in hardware..comps involved in all stages of the production cycle • Independent publishers • between 10 and 20 globally, acquiring distribution channels and buying into developers • Economies of scale & scope
Licensing…& Sequels.. • Trying to reduce risk and uncertainty of demand • Pre-sold properties Schatz 1993 • Real world, TV, film, • In 2001 45% of all format games in UK licensed.. • Growing the market or limiting innovation & reducing overall diversity??
..Final thoughts.. • Focus on commerical production of games in US/UK primarily..not the full story • Size/scale increasingly nb at all stages although resistance at developer stage • Impacts on • diversity of titles, • price of product, • viability of independent developers and rate of start-ups
More info.. www.comms.dcu.ie/kerra www.stem.dcu.ie www.gamedevelopers.ie