Global News

July 22, 2003
Gaming is fun, and profitable!

UNITED STATES -- Despite most of the market sectors being down, video game makers and companies supporting them, seem to be doing very well. This is due to a few main reasons. Firstly, the entertainment industry as a whole has done fairly well. Secondly, people are realising that video gaming is one of the most cost effective ways to have fun on a time entertained per dollar basis. Lastly, as the total available market (TAM) available to video game producers (VGPs) grows, due to the number of computers and gaming consoles climbing, these game makers are seeing their margins climb higher and higher.

For example, Electronic Arts (EA), one of the world's biggest VGPs, closed 2002 with earnings 84 percent above the same quarter, one year earlier. The simple economics is that the bulk of the cost of sales for video games is in developing the game in the first place. From there, the cost to physically produce each game is almost insignificant, when compared to the sale. Therefore, as unit sales climb over the next few years, so too will profit margins. Few other tech companies have as much potential.

Gaming is fun
This is probably the most obvious driver of games, but its significance is really for the places that make video games, not the games themselves. During the last three years, there have been a lot of layoffs in a lot of different companies. While many accountants will try to explain how this is good for a company's balance sheet, most analysts have failed to account for the psychological affects felt by employees. The greatest misconception is that layoffs lead to higher productivity. Actually, this is only an illusion of higher productivity when you look at 90 percent of the last year's output produced by 80 percent of last year's workforce. What this does not take into account is all of those little things that employees who love their company do to ensure long-term success.

However, this is still happening at game-making companies. Employees there are happy to be a part of the team. Most analysts that have interviewed employees of game-making and non-game-making companies over the last several years will agree that the former category is just a happier bunch of folks. The problem for many tech companies is that they started distributing stock options to all employees and assumed that these would provide sufficient motivation. Now, with the slump in the market, many tech companies are also feeling a coinciding slump in motivation, which lowers productivity, and causes the company to lose value. However, game companies do not have to worry about this viscous circle because their motivation is high, and this, in turn, is probably another reason why EA has outperformed the market.

Gaming is addictive
This goes to one of the core reasons why some companies can actually get away with selling a game for $50 upfront, and charging a monthly subscription fee as well. While this is not to say that video games are as addictive as drugs or cigarettes, there is certainly a level of addiction present in most games. Psychologists have theorised that some of the folks that flock to the massive multiplayer online role-playing games (MMORPGs) are timid and may have low self-esteem or a poor body image. In these virtual worlds, it is often easier to make friends, with far less fear of rejection and the player's avatar will typically be strong and viral where the player may not be.

For some of the first-person shooter (FPS) crowd, there is an addiction to the adrenaline that gets released because the game can seem so realistic that heart rates and perspiration can climb to similar levels seen in actual combat situations. Some of the real-time strategy (RTS) fans love to exert control over their virtual world. Regardless of the genre involved or the player's motivation, the simple point is that games are beyond just fun, they are compelling. Some experts feel that gaming could soon overtake TV viewing for at least some significant portion of the population and already has for a small portion of Americans.

Gaming "generations" are short
In this context, the word 'generations' refers to the time between one level of video game accomplishment and the next level in video game evolution. For example, released in 1995, WarCraft II broke new ground in the world of RTS games. Then, in 1998, Blizzard Entertainment released StarCraft. Built on WarCraft II base, it again set a new standard by allowing more players in a single game over the Internet and other new features. Almost right on schedule, Blizzard released WarCraft III in 2002. Clearly, the RTS games from Blizzard have a three- to four-year generation cycle, with a one-year half generation for expansion packs.

While this clearly is not shorter than in some other tech industries - like PCs and PDAs - the R&D costs are also much lower than in most other tech industries. We get the best of both worlds with the short generations found in the tech industries, and relatively low R&D costs. Considering these two points, it should come as no surprise as to why so many VGPs are doing so well. Gaming technology is the next step in digital evolution. If you go back to the very first computers, they were mostly text-based. Then, as the Web became more popular, we saw colors, then pictures followed by forms of streaming media like music and movies. Fig. 1 shows the natural progression.

Gaming technology is the next level. In fact, it is actually a quantum leap above streaming movies as it adds an element that was not present in any of the other forms of digital content: interaction. When you play games, your actions influence the results. The better you play, the better the game goes. This is why gaming technology will find itself in such a wide spectrum of different disciplines within only the next few years. Just as music videos did not kill the radio star, gaming technology is not likely to completely displace all the other forms of digital content. However, it will start to take a larger and larger slice of the pie.

Gaming -- a form of advertising
While gaming technology is the next step in the evolution of digital content, it has yet to really be affected by the one thing present in all the other forms of digital content: advertising. And, as you can expect, this will change. For those of us old enough to remember, when you went to the movies and paid your $2.50 for a matinee, there were one or two movie trailers. Now, when you pay your $5.50 for the afternoon showing, you not only see five or six movie trailers - which, by the way, are just advertisements for other movies, even if they are fun to watch - but sometimes, there will actually be commercials before the movies. Sometimes these are for charities, but regardless of the sponsoring companies, they are still ads.

We flash forward to 2002, and find that Intel and McDonalds have bought product placements -- The Sims Online. So, not only are you paying EA for the game in the first place, you are also paying it a monthly fee, while it is also getting paid millions of dollars by some very big name companies. This is the very cusp of a radical change that we will see in video games in the upcoming years.

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