Market Saturation And Competition
Claims über Marktsättigung und verschärfte Konkurrenz
Kapitel-Kontext
Slides s016–s042 · 27 Slides
Ball dokumentiert das Paradox: Rekordeinnahmen bei gleichzeitiger Branchenkontraktion (Layoffs, Outsourcing, sinkende Margen). China-Dominanz und Mark...
Slides s043–s064 · 22 Slides
Ball zeigt systematischen Rückgang der Spielerpartizipation und Gaming-Ausgaben in den 8 größten entwickelten Märkten. Regionale Daten (US, CA, KR, IT...
Ball zeigt wie trotz explodierender Game-Releases die Aufmerksamkeit bei etablierten Franchises bleibt und neue Games marginale Marktanteile erhalten.
Claims in diesem Cluster
Despite revenue stagnations, annual releases have surged since 2019
PC game releases are up 150% since 2019
Console game releases are up 330% since 2019
The top PC/Console franchises (each 9-33 years old) hold a stable 45% of all player hours
Where share has been lost by top franchises, it's mostly to other 5-25-year-old hits
PC gaming has grown from 27,000 to 120,000+ total games available
Console gaming has grown from 7,500 to 15,000 total games available
New PC/Console games get only 4-7% of total playtime
Half of new game playtime goes to just four titles
New releases are at a decade low share of spend and downloads
PC/Console releases are up 1.5-3.3x since 2019 but share is captive; new mobile releases are at record low shares
Industry competition is growing but appetites remain unchanged
Steam reports higher percentages for new games, but this includes annual franchise releases like NBA 2K, FC, COD
Old giants strengthen as UAC costs crowd out discovery
The loss of a percent — or two, or three — of players is not that big of a problem for the video gaming industry
If a player stopped playing altogether, they probably weren't big gamers
How much revenue or 'value' is really lost when non-big gamers stop playing?
All player loss is a compounding problem
Growth can only come from greater monetization of (ever fewer) remaining players
If some players have stopped playing altogether, many are likely playing less, too
Individual games can only grow by stealing other games' players, playtime, or spend
It's even harder for new games to break through
If players don't spend more, all new investments must be borne by existing players, or otherwise reduce publisher profits
The network effects of all games and gaming platforms are impaired, which in turn impairs the satisfaction and spending rates of all remaining players
Growth is tough when customers are diminishing