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November 2005

Games Software Publishing: Strategies for market success



53 Tables & Charts / 38 pages
Available formats: Print & PDF
Electronic: £1590.00, $3160.00, 2494.00 Print: £795.00, $1580.00, 1247.00

Games Software Publishing: Strategies for market success

This groundbreaking report from Screen Digest is the first publication to identify the world's most profitable games software publishers and reveals the strategies that have led to their success. Employing analytical techniques never before applied to the games sector, the report critically examines a range of operating strategies as well as strategies for growth. The result is a set of clear and actionable insights and conclusions. The report is 38 pages long and contains 53 tables and charts.

The report is structured into three main sections. The first section gives an overview of the industry and identifies the most financially successful players. The second part evaluates strategies that maximise profit generation. The concluding part analyses and compares growth strategies including emerging trends such as in-game advertising and downloadable games.

Exclusive data in the report addresses questions like:

  • What are the global best-selling top 60 games franchises, how many units have they sold on a lifetime basis and who published them?
  • Which publishers have the best hit rates in the industry?
  • What quantitative impact does a bought-in IP licence have on a game's sales?
  • Is a high hit-rate critical to strong profitability?
  • Does more advertising spend always generate better sales?
  • Is it better to develop games internally or to work with independent developers?
  • What kind of development investment is required for commercial success?
  • How does product pricing strategy affect sales performance?
  • How effective is acquisition as a growth strategy?

Table of Contents
Executive summary

Industry overview
  • Background
  • Industry growth
  • Rising development costs
  • Who are the most successful publishers?
  • Financial performance
  • Stock market performance
  • Valuation comparisons
  • Publishing performance
  • Best franchises
  • Licensing

Operating strategies
  • Development
  • In-house development
  • Development locations
  • Publishing
  • Hits
  • International sales
  • Marketing
  • Distribution
  • Platform coverage
  • Next generation platform coverage
  • Genre coverage
  • Pricing
  • Timing
  • Acquisition

Growth strategies
  • New markets
  • Emerging platforms
  • Handheld
  • Mobile
  • New revenue streams
  • Online gaming
  • In-game advertising
  • Games-on-demand and downloadable games
  • IP & merchandising

Tables and Charts
Executive summary

Industry overview
  • Retail games software sales
  • Analysis of required break-even market share
  • Game development budgets
  • Retail games software sales
  • 2004 ROS against 2002-2004 revenue growth
  • Share price history of console owners
  • Share price history of American publishers
  • Share price history of European publishers
  • Number of hits by publisher & hits as percentage of titles released for fiscal 2004
  • Valuation multiples for selected games publishers (March 2005)
  • Best selling franchises - cumulative global units (until April 2005)
  • US 2004 sales data for console titles that sold over 10,000 units
  • Proportions of titles sold by sales volume bands (2004 US market)

Operating strategies
  • Top 40 best selling franchises
  • Comparison of US 2004 average volumes by genre for licensed and original titles
  • Best selling US 2004 titles with licensed content
  • Development spend as a percentage of revenue for selected publishers (3 year average 2002-2004)
  • Average impact of IP licences on average price, volume and revenue by genre (US video games market 2004)
  • Comparison of US 2004 average prices by genre for licensed and original titles
  • Percentage in-house spend by publisher 3 year average 2002-2003
  • In-house development as a percentage of revenue for selected publishers
  • Location of development studios for main publishers (2004)
  • Comparison of average sales volumes per title for internally and externally developed titles (UK 2003)
  • Revenue split for publishing companies by geographical market
  • Correlation of ROS with proportion of hits output (2004)
  • Sales and marketing cost as a percentage of revenue for selected companies (average 2002-2004)
  • International publishing presences
  • Distribution and publishing share of revenue of selected publishers 2004
  • Advertising spend as percentage of revenue for selected companies
  • Breakdown of 2004 games software market by publisher and by platform
  • Activision return on sales by activity
  • Breakdown of 2004 games software market by publisher and by platform
  • Gross margin analysis for different platform launch strategies
  • Average US Q4 launch prices by genre
  • Retail sales split by genre and publisher (US 2004 consoles, PC and handheld)
  • Price sensitivity analysis: average US launch price and volumes achieved during Q4 2004
  • Average US Q4 launch volume sales per title by genre
  • Price sensitivity analysis: average US launch price and volumes achieved during Q4 2003
  • Price elasticities for US video games in Q4 2003 and Q4 2004
  • Average title lifetime sales volume breakdown
  • Comparison of estimated lifetime sales volume per SKU by launch month (US data)
  • Breakdown of US 2004 retail sales volume by launch month and year
  • Number of console game titles released by month of release (US 2004)
  • Value of acquisitions by publisher from 1999 to Q1 2005
  • Correlation between revenue and ROS (fiscal 2004)

Growth strategies
  • Key company acquisitions and investments by leading games publishers
  • 2004 Games purchases per console for main markets
  • Correlation of acquisition spend 2001-2004 and increase in operating profits (2002-04)
  • Publishers developing titles for new handheld platforms
  • Forecast global handheld software sales
  • Additional annual games volume potential based on UK purchasing levels
  • Comparison of 2004 advertising revenues for games, television and internet
  • Forecast global mobile games software sales




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