cluster_013 26 Claims

Market Saturation And Competition

Claims über Marktsättigung und verschärfte Konkurrenz

Narrativ

Ball zeigt wie trotz explodierender Game-Releases die Aufmerksamkeit bei etablierten Franchises bleibt und neue Games marginale Marktanteile erhalten.

Claims in diesem Cluster

c048

Industry competition is growing but appetites remain unchanged

Interpretativ
c085

Despite revenue stagnations, annual releases have surged since 2019

Empirisch
c086

PC game releases are up 150% since 2019

Empirisch
c087

Console game releases are up 330% since 2019

Empirisch
c088

The top PC/Console franchises (each 9-33 years old) hold a stable 45% of all player hours

Empirisch
c089

Where share has been lost by top franchises, it's mostly to other 5-25-year-old hits

Empirisch
c090

PC gaming has grown from 27,000 to 120,000+ total games available

Empirisch
c091

Console gaming has grown from 7,500 to 15,000 total games available

Empirisch
c092

New PC/Console games get only 4-7% of total playtime

Empirisch
c093

Half of new game playtime goes to just four titles

Empirisch
c094

Steam reports higher percentages for new games, but this includes annual franchise releases like NBA 2K, FC, COD

Interpretativ
c096

New releases are at a decade low share of spend and downloads

Empirisch
c097

Old giants strengthen as UAC costs crowd out discovery

Interpretativ
c104

PC/Console releases are up 1.5-3.3x since 2019 but share is captive; new mobile releases are at record low shares

Empirisch
c144

The loss of a percent — or two, or three — of players is not that big of a problem for the video gaming industry

Interpretativ
c145

If a player stopped playing altogether, they probably weren't big gamers

Interpretativ
c146

How much revenue or 'value' is really lost when non-big gamers stop playing?

Interpretativ
c147

All player loss is a compounding problem

Interpretativ
c148

Growth can only come from greater monetization of (ever fewer) remaining players

Interpretativ
c149

If some players have stopped playing altogether, many are likely playing less, too

Interpretativ
c150

Individual games can only grow by stealing other games' players, playtime, or spend

Interpretativ
c151

It's even harder for new games to break through

Interpretativ
c152

If players don't spend more, all new investments must be borne by existing players, or otherwise reduce publisher profits

Interpretativ
c153

The network effects of all games and gaming platforms are impaired, which in turn impairs the satisfaction and spending rates of all remaining players

Interpretativ
c162

Growth is tough when customers are diminishing

Interpretativ
c211

Gross Gaming Revenue equals total wagers less the sum paid out as winnings

Definitorisch