May 17, 2006
Electronic Entertainment: A Niche Industry?

Regardless of where in the world you live, most people recognize
that Los Angeles is a large urban sprawl. With a population of over 20 million,
you would think that major conventions would have a negligible impact on the
city itself. However, each year when E3 descends down on L.A., the citizens of
L.A. stop and take notice. Mainstream newspapers, television, and billboards all
focus on the plethora of major announcements that game companies are issuing at
E3 and everyone from hotel staff to sales associates at remote stores eagerly
ask about the "big gaming show". In fact, finding a hotel within the greater L.A
area is a near impossibility during the week of E3 and many attendees commute
30-40 miles each day from their hotel to the L.A. convention centre. Yes, E3 is
big, without a doubt.
The sheer magnitude of E3 is a simple testament to the overall
size of the electronic entertainment industry. Why is it then that so many
people continue to tell me that their "kid plays video games" or that they think
video games are for 12 year olds! Developers are not investing multi millions of
dollars to create games for tweens. In fact, blockbuster game development
budgets are targeted squarely at the professional audience with over 43% of all
gamers ranging in age from 18 to 49. The electronic entertainment industry also
generates more revenue than the Hollywood Box office, at over billion in the
U.S. alone, with a global revenue forecast of billion by 2008.
Here are some interesting facts that most people might find
surprising:
- Electronic Arts (the largest video game publisher in the world) is the
fourth largest software company in the world, by market capitalization, after
Microsoft, Oracle, and SAP.
- Electronic Arts' The Sims franchise has sold over 60 million units; The
Sims franchise alone is valued at over 1 billion dollars.
- In 2005, over 228 million units of video games were sold in the United
States.
- Sony has sold over 100 million units of the PlayStation 2 globally.
From a desktop perspective, video gaming is attributed to one of
the top three reasons why consumers adopt a new desktop. Studies have shown that
gaming comprises 18% of all desktop usage while surfing the Internet accounts
for 35.5%. That being said, it remains unclear as to what percentage of web
related usage is associated with playing on-line games. Thus, if one third of
all web surfing, conservatively, was to play on-line video games, gaming becomes
the number one application for overall desktop usage.
TransGaming's role is to deploy content across multiple platforms.
As part of our portability expertise on many platforms, we have been bringing
games to Linux and Mac, two extremely under served markets currently. In fact,
Linux users have been quite vocal about their desire for games (or the ability
to play games) on Linux. With TransGaming's Cedega, they have access to top
Windows titles that will simply run out of the box. Mac users, on the other
hand, have been getting access to a subset of top tier titles many months after
the initial Windows release and, in some cases, pay more for this content. The
problem of accessibility, however, doesn't end there. With the next generation
of consoles now starting to enter the market, even the largest game developers
and publishers are contending with the deployment of content across multiple
platforms simultaneously. Costs are certainly escalating and the pressure to
release more complex titles sooner is also increasing. Again, TransGaming is
working to ease the migration of content across major platforms and, where
content is virtually non-existent such as on Linux, provide solutions that
bridge this gap.
Indeed, the games industry is massive. Whether you play
blockbuster titles like Battlefield, The Sims, Half-Life 2 or casual games such
as Marble Blast or even MineSweeper, you are a gamer. Electronic entertainment
continues to be the fastest growing sector of the software space and major
dollars are being invested and generated from this industry. The industry is
definitely not aiming for the average 12 year old. So, the next time someone
comments on the gaming industry simply being a niche industry, I'm just going to
point them to this column and reserve any further color commentary.
Regards,
Vikas Gupta
CEO & President