How does the Interactive Entertainment Market look like in the future?

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Revision as of 19:28, 23 March 2005 by Marnixeedens (talk | contribs)
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  • Who are the main players in the console market today?

The mainplayers in todays market (2005) are Sony, Microsoft and Nintendo.

  • What are differences between these mainplayers?

1. Sony PlayStation: Populair, family and party oriented console

Strengths:

  • DVD compatibility
  • Backwards compatibility
  • Firewire/USB compatibility
  • PlayStation reputation
  • Currently in bed with SquareSoft
  • Eye-toy camera for interactive gaming

Weaknesses

  • Expensive when compared to competition
  • Allegedly hard to develop for
  • Needs more A-list titles


2. Microsoft: Primary target market, gamers who want high performance

Strengths:

  • Backed by Microsoft
  • Embraced by PC development community
  • Includes modem/hard drive for online connectivity out of the box
  • Based on spec sheets, the most technologically advanced console in history
  • Massive advertising budget for launch ($500 million)
  • Easy to port games from PC

Weaknesses:

  • Japanese developer support fairly small
  • Unknown price point
  • Microsoft relatively unknown outside of PC circles
  • Abundance of PC-styled games may turn off typical console gamers

3. Nintendo: Primary target market childeren

Strengths:

  • Easy to develop for
  • Exclusive Nintendo 1st party titles
  • Inexpensive ($99-$149?)
  • Portable gaming

Weaknesses:

  • Nintendo often labeled as a "kiddie" company
  • Range of 3rd party support unknown
  • Heavy reliance on existing Nintendo properties (Mario, Zelda, etc)
  • What are the software revenues by platform?
  • What are the advantages & disadvantages of a game console?
  • How will each game consoles brand develop in the future?
  • Who are the secondary competitors or substitutes for the next generation game consoles?
  • What are the advantages and disadvantages of the secondary competitors?
  • What are consumers looking for in the future? (integrated, portable or separate game console)
  • How do consumers choose for a game device?