CaptainHowdy
Regular
most interesting part of this, is the % at the bottom of where the most sales come from in the US, Walmart being the leader...yes, I am looking at all of you who scoffed everytime I mention them being left out of NPD numbers is a drastic difference.
Wedbush Morgan Securities released a PDF of an in-depth look at the interactive entertainment software industry. It's 138 pages long and here's just a little from it.
Some interesting stuff from it...I didn't include everything from it, but the stuff that popped out the most from skimming through it:
* Although we believe that Internet gaming offers the potential fo tremendous growth, we do not expect a significant earnings contribution from online gaming for traditional publishers until adoption of the next generation consoles is widespread (sometime between 2006-2010)
* They project 132 million units of 128 bit hardware shipments in the US and Europe by the end of 2005. This is up from 80 million 32/64 bit system shipments from 1995-2000.
* They expect the next gen of consoles to appeal to an even wider audience with the inclusion of dvd playback and internet access driving the percentage of homes that own at least one console up to 51% during the 128-bit cycle from 38% during the 32/64 bit cycle.
* They expect that by the end of 2006, Sony will have 58% of the 128-bit hardware sales, with Nintendo and MS following with 21% each.
* They believe a wildcard for console sales will be exclusive console titles (1st and 3rd party).
* 26% of all primary gamers in households are female. They make up 35% of the console market and 43% of the PC market.
Demographics:
00000Male00Female
< 11 : 13% 15%
12-17: 37% 36%
18-25: 22% 24%
26-35: 16% 18%
36 + : 11% 9%
* Increasing disposable incomes of kids 8-14. The top 3 periodicals read by males in that age group is EGM, Gamepro and Nintend Power. We believe the spending for this age group has increased 300% in the last decade and influence more than $120 billion of family spending.
North America:
Consoles: 69%
Handheld: 13%
PC Software: 18%
Europe:
Consoles: 49%
Handheld: 6%
PC Software: 44%
Japan:
Consoles: 79%
Handheld: 15%
PC Software: 6%
Worldwide:
Consoles: 65%
Handheld: 11%
PC Software: 24%
Estimated manufactured cost per unit:
Sony: $160
MS: $200
Nintendo: $140
* They expect Nintendo to continue to dominate the market with younger gamers, which will let them hang onto second place in the worldwide hardware rankings. MS has the toughest battle with a lack of JPN support and a "light lineup of first party software". MS is a long-term player.
* They believe Nintendo made an error in launching the console before it had it's most popular content and that is the result of the XBox currently outselling the GCN. With the GCN's lineup of games and strong franchises, it expects strong GameCube sales over the next several years and overtaking MS in sales (#2).
Top Interactive Entertainment Software Brands (2002):
1 - GTA - $361 million
2 - Madden - $200 mil
3 - Mario - $182 mil
4 - Tony Hawk - $143 mil
5 - Spider-Man - $136 mil
Retailer Marketshare for 2002:
1 - Wal-Mart - 21%
2 - Best Buy - 16%
3 - Toys R Us - 11%
4 - EB - 11%
5 - Gamestop - 11%
6 - Target - 8%
7 - Circuit City - 5%
8 - KMart - 3%
9 - KB Toys - 2%
0 - Others - 12%
Wedbush Morgan Securities released a PDF of an in-depth look at the interactive entertainment software industry. It's 138 pages long and here's just a little from it.
Some interesting stuff from it...I didn't include everything from it, but the stuff that popped out the most from skimming through it:
* Although we believe that Internet gaming offers the potential fo tremendous growth, we do not expect a significant earnings contribution from online gaming for traditional publishers until adoption of the next generation consoles is widespread (sometime between 2006-2010)
* They project 132 million units of 128 bit hardware shipments in the US and Europe by the end of 2005. This is up from 80 million 32/64 bit system shipments from 1995-2000.
* They expect the next gen of consoles to appeal to an even wider audience with the inclusion of dvd playback and internet access driving the percentage of homes that own at least one console up to 51% during the 128-bit cycle from 38% during the 32/64 bit cycle.
* They expect that by the end of 2006, Sony will have 58% of the 128-bit hardware sales, with Nintendo and MS following with 21% each.
* They believe a wildcard for console sales will be exclusive console titles (1st and 3rd party).
* 26% of all primary gamers in households are female. They make up 35% of the console market and 43% of the PC market.
Demographics:
00000Male00Female
< 11 : 13% 15%
12-17: 37% 36%
18-25: 22% 24%
26-35: 16% 18%
36 + : 11% 9%
* Increasing disposable incomes of kids 8-14. The top 3 periodicals read by males in that age group is EGM, Gamepro and Nintend Power. We believe the spending for this age group has increased 300% in the last decade and influence more than $120 billion of family spending.
North America:
Consoles: 69%
Handheld: 13%
PC Software: 18%
Europe:
Consoles: 49%
Handheld: 6%
PC Software: 44%
Japan:
Consoles: 79%
Handheld: 15%
PC Software: 6%
Worldwide:
Consoles: 65%
Handheld: 11%
PC Software: 24%
Estimated manufactured cost per unit:
Sony: $160
MS: $200
Nintendo: $140
* They expect Nintendo to continue to dominate the market with younger gamers, which will let them hang onto second place in the worldwide hardware rankings. MS has the toughest battle with a lack of JPN support and a "light lineup of first party software". MS is a long-term player.
* They believe Nintendo made an error in launching the console before it had it's most popular content and that is the result of the XBox currently outselling the GCN. With the GCN's lineup of games and strong franchises, it expects strong GameCube sales over the next several years and overtaking MS in sales (#2).
Top Interactive Entertainment Software Brands (2002):
1 - GTA - $361 million
2 - Madden - $200 mil
3 - Mario - $182 mil
4 - Tony Hawk - $143 mil
5 - Spider-Man - $136 mil
Retailer Marketshare for 2002:
1 - Wal-Mart - 21%
2 - Best Buy - 16%
3 - Toys R Us - 11%
4 - EB - 11%
5 - Gamestop - 11%
6 - Target - 8%
7 - Circuit City - 5%
8 - KMart - 3%
9 - KB Toys - 2%
0 - Others - 12%