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WHEN THE CONSOLES DIE, WHAT COMES NEXT?
                         BEN COUSINS
          (ALL MARKET INFORMATION CORRECT ON 7TH MARCH 2012)
WHO IS THIS GUY ANYWAY?
WHO IS THIS GUY ANYWAY?
WHO IS THIS GUY ANYWAY?
WHO IS THIS GUY ANYWAY?
WHO IS THIS GUY ANYWAY?
WHO IS THIS GUY ANYWAY?
SOME DEFINITIONS
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?


         Die, for the purpose of this talk means
 ā€˜Signiļ¬cantly smaller market share with no sign of returnā€™
WHEN THE CONSOLES DIE, WHAT
          COMES NEXT?
Sales drop in absolute terms, often because customers move to a new solution for
                                     their need
WHEN THE CONSOLES DIE, WHAT
          COMES NEXT?
Sales drop in absolute terms, often because customers move to a new solution for
                                     their need
WHEN THE CONSOLES DIE, WHAT
          COMES NEXT?
Sales drop in absolute terms, often because customers move to a new solution for
                                     their need
WHEN THE CONSOLES DIE, WHAT
           COMES NEXT?
Market share drops in relative terms, often because a new product massively expands
                                  the overall market
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?


  Die, for the purpose of this talk DOES NOT mean
    ā€˜The product is never used by anyone ever againā€™
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?
WHEN THE CONSOLES DIE, WHAT
       COMES NEXT?
THE WEDDING THEORY
THE WEDDING THEORY
THE STATE OF THE INDUSTRY
         The Old World
THE OLD WORLD



NASDAQ +25.78%

  EA -61.77%
THE OLD WORLD



NASDAQ +25.78%

 ATVI -33.34%
THE OLD WORLD



NASDAQ +25.78%

 MSFT +24.39%
THE OLD WORLD
ā€˜Consumer Software, Services & Devicesā€™,
ā€˜Entertainment & Devicesā€™ Division Proļ¬t/Loss




                                                Lifetime results for this
                                                division = $7.807B loss
THE OLD WORLD



NASDAQ +25.78%

  SNE -46.42%
THE OLD WORLD
ā€˜Gamesā€™, ā€˜Networked Products & Servicesā€™,
ā€˜Consumer Products & Servicesā€™




                                            Results for this division
                                            since 2000 = Ā„252.9B
                                            loss (around $3.1B)
THE OLD WORLD



NASDAQ +25.78%

NTDOY -71.28%
THE OLD WORLD
US Annual sales (hardware and software) 1997-2011 (NPD, billions USD)
THE OLD WORLD
UK Annual sales (hardware and software, billions GBP)
THE OLD WORLD
THE OLD WORLD
THE OLD WORLD
THE OLD WORLD
THE OLD WORLD IS LARGE BUT
                   SHRINKING FAST
ā€¢   In summary;

    ā€¢   Investors are not showing conļ¬dence in the future of large traditional publishers

    ā€¢   Sony, Microsoft showing losses for console divisions over the last 10 years

    ā€¢   Nintendo in ā€˜disarrayā€™

    ā€¢   Retail sales dropping year on year since 2009

    ā€¢   Major European retailer Game in serious trouble

    ā€¢   Casual & kids games on console and handhelds hit by an unseen force
THE DEATH OF DEDICATED ELECTRONICS HARDWARE




    Down 17%      Down 42.5%     Down 32.6%




    Down 20.5%                   Down 20.8%
THE STATE OF THE INDUSTRY
         The New World
THE NEW WORLD
Top 5 dedicated gaming companies by market cap, August 2008 (millions USD)




               123         33         30          26         43
THE NEW WORLD
Top 5 dedicated gaming companies by market cap, March 2012 (millions USD)




              123         33          5           8         18
THE NEW WORLD
             Audience sizes for games




25 million
  sales                            500 million downloads
THE NEW WORLD                                            ā€˜100ā€™
20         19   Market caps of platform companies (billions USD)




     267

                                                                   495

                           198
THE NEW WORLD
      Combined market caps of platform companies (billions USD)




                                                             793
306
THE NEW WORLD
Growth rates of platforms (assumes 70% of iOS are gamers, 50% of FB are gamers, excludes iPod touch sales)
THE NEW WORLD
   The Japanese revolution
THE NEW WORLD IS GROWING VERY
              FAST
ā€¢ In   summary;

  ā€¢ Now     3 out of 5 of the worldā€™s largest gaming companies distribute digitally, are
       freemium focussed

  ā€¢ The    audience sizes for a hit game has increased 20x on new platforms like FB, iOS
       and Android

  ā€¢ New     Mobile/Social platforms are driven by huge companies

  ā€¢ In   Japan freemium social mobile has already overtaken the traditional business
THE LAST BIG CHANGE
 When The Arcades Died, What Came Next?
THE LAST BIG CHANGE
Per Capita Spending on Video Games in the United States by Revenue Model (2010
                 dollars) Copyright Ā© 2012 SuperData Research




                                                   The 1980ā€™s

                    Traditional Retail revenue hovers between 3% and 35% of
                                              Arcade
THE LAST BIG CHANGE
Per Capita Spending on Video Games in the United States by Revenue Model (2010
                 dollars) Copyright Ā© 2012 SuperData Research




                                                               The 1990ā€™s

                                            Traditional Retail revenue grows steadily
                                                 from 38% to 166% of Arcade
THE LAST BIG CHANGE
Per Capita Spending on Video Games in the United States by Revenue Model (2010
                 dollars) Copyright Ā© 2012 SuperData Research




                                                                             The 2000ā€™s

                                                                         Traditional Retail
                                                                          revenue grows
                                                                        sharply, ending up
                                                                          17x the size of
                                                                        (declining) Arcade
THE LAST BIG CHANGE
Per Capita Spending on Video Games in the United States by Revenue Model (2010
                 dollars) Copyright Ā© 2012 SuperData Research




                                                                         What happened
                                                                             here?

                     The Tipping Point                                    What killed the
                                                                            arcade?
THE LAST BIG CHANGE

         The 1980ā€™s

     ā€¢Arcades dominated
      home experience

     ā€¢Better graphics
     ā€¢Bigger screens
     ā€¢Better controllers
THE LAST BIG CHANGE

         The 1980ā€™s

     ā€¢Arcades dominated
      home experience

     ā€¢Better graphics
     ā€¢Bigger screens
     ā€¢Better controllers
THE LAST BIG CHANGE

         The 1980ā€™s

     ā€¢Arcades dominated
      home experience

     ā€¢Better graphics
     ā€¢Bigger screens
     ā€¢Better controllers
THE LAST BIG CHANGE

                   The 1990ā€™s

   ā€¢ Arcades start much more powerful
     than home consoles

   ā€¢ Mid 90ā€™s consoles and PC start
     competing with textured 3D arcade
     games

   ā€¢ Sonyā€™s entry into the business - a
     company 3.7x bigger than Nintendo

   ā€¢ 1998 Dreamcast launched, same as
     Naomi system board, less memory
THE LAST BIG CHANGE

                   The 1990ā€™s

   ā€¢ Arcades start much more powerful
     than home consoles

   ā€¢ Mid 90ā€™s consoles and PC start
     competing with textured 3D arcade
     games

   ā€¢ Sonyā€™s entry into the business - a
     company 3.7x bigger than Nintendo

   ā€¢ 1998 Dreamcast launched, same as
     Naomi system board, less memory
THE LAST BIG CHANGE

                   The 1990ā€™s

   ā€¢ Arcades start much more powerful
     than home consoles

   ā€¢ Mid 90ā€™s consoles and PC start
     competing with textured 3D arcade
     games

   ā€¢ Sonyā€™s entry into the business - a
     company 3.7x bigger than Nintendo

   ā€¢ 1998 Dreamcast launched, same as
     Naomi system board, less memory
THE LAST BIG CHANGE

                  The 2000ā€™s

   ā€¢ Home consoles now in parity or
    above arcades in power

   ā€¢ Arcade still have better
    controllers, bigger screens

   ā€¢ Microsoftā€™s entry into the business
    - a company 6x Sony, 12.7x
    Nintendo

   ā€¢ Dead arcades - novelty
    controllers/cabinets, 2D ļ¬ghters
THE LAST BIG CHANGE

                  The 2000ā€™s

   ā€¢ Home consoles now in parity or
    above arcades in power

   ā€¢ Arcade still have better
    controllers, bigger screens

   ā€¢ Microsoftā€™s entry into the business
    - a company 6x Sony, 12.7x
    Nintendo

   ā€¢ Dead arcades - novelty
    controllers/cabinets, 2D ļ¬ghters
THE LAST BIG CHANGE

                  The 2000ā€™s

   ā€¢ Home consoles now in parity or
    above arcades in power

   ā€¢ Arcade still have better
    controllers, bigger screens

   ā€¢ Microsoftā€™s entry into the business
    - a company 6x Sony, 12.7x
    Nintendo

   ā€¢ Dead arcades - novelty
    controllers/cabinets, 2D ļ¬ghters
THE TIPPING POINT

ā€¢ Two big things happened;
1.Bigger companies entered the games business

      ā€¢ More marketing clout, grow the overall business
2.Chips got cheap enough and lower power enough

      ā€¢ Creating an ā€˜arcade experienceā€™ in the home, that pulled in the arcade gamers
ā€¢ Home consoles had always been cheaper and more convenient, but these advantages now
 really mattered

ā€¢ Worth noting arcades still often had bigger screens & always better controllers
THE NEXT BIG CHANGE
                              ?
 When The Consoles Die, What Comes Next?
THE NEXT BIG CHANGE
 When The Consoles Die, What Comes Next?
THE DEATH OF DEDICATED ELECTRONICS HARDWARE




    Down 17%      Down 42.5%     Down 32.6%




    Down 20.5%                   Down 20.8%
DISRUPTIVE TECHNOLOGY
ā€¢ ā€™Sustaining Technologiesā€™
 dominate

ā€¢ Disruptive tech enters the
 market

ā€¢ Incumbents donā€™t take it
 seriously

ā€¢ It rapidly increases in
 performance

ā€¢ Disruptive tech replaces
 all usages
ā€¢ ā€™Sustaining Technologiesā€™
                                      dominate
Large scale businesses
     computing                       ā€¢ Disruptive tech enters the
       Scientiļ¬c
                                      market
      computing
                          Personal   ā€¢ Incumbents donā€™t take it
                         Computer     seriously

    Small business
     computing
                                     ā€¢ It rapidly increases in
                                      performance
Hobby computing
                                     ā€¢ Disruptive tech replaces
                                      all usages
ā€¢ ā€™Sustaining Technologiesā€™
                                dominate
    AAA
Console Games                  ā€¢ Disruptive tech enters the
                                market
Handheld Games
                 iOS/Android   ā€¢ Incumbents donā€™t take it
                   devices      seriously

                               ā€¢ It rapidly increases in
  Kids Games                    performance
 Casual Phone
    Games                      ā€¢ Disruptive tech replaces
                                all usages
We are here                 ā€¢ ā€™Sustaining Technologiesā€™
                                              dominate
    AAA
Console Games                                ā€¢ Disruptive tech enters the
                                              market
Handheld Games
                               iOS/Android   ā€¢ Incumbents donā€™t take it
                                 devices      seriously

                                             ā€¢ It rapidly increases in
  Kids Games                                  performance
 Casual Phone
    Games                                    ā€¢ Disruptive tech replaces
                                              all usages
DISRUPTIVE TECH MOVES FASTER




          My Little Tank (2005)
DISRUPTIVE TECH MOVES FASTER




Gran Turismo 4 (Polyphony Digital 2005)   God of War (Sony Santa Monica 2005)
DISRUPTIVE TECH MOVES FASTER




      Inļ¬nity Blade Dungeons (Epic 2012)
DISRUPTIVE TECH MOVES FASTER




      Modern Warfare 3 (Activision 2011)
WHATā€™S HAPPENING RIGHT NOW?

ā€¢ Two big things are happening;
1.Bigger companies have entered the games business

      ā€¢ More marketing clout grows the overall business
2.Chips are getting cheap enough and lower power enough

         ā€¢ Creating a ā€˜console experienceā€™ on the move, pulling in the console gamers
ā€¢ Mobile games have always been cheaper and more convenient, but these advantages now
 really matter

ā€¢ Worth noting that consoles will still often had bigger screens & always better controllers
WHAT A STRANGE, MARGINALIZED
          OPINION!
JOHN CARMACK


     ā€œplatform wise, you could certainly
     imagine a future where, instead of
     having your console, you have
     your mobile deviceā€
PHIL HARRISON



     ā€œIf they carry on unrestrained in their
     growth, then thereā€™s a pretty good
     chance that Apple will be the
     games industryā€
MIKE CAPPS
HIDEO KOJIMA


    ā€œGamers should be able to take the
    experience with them in their
    living rooms, on the go, when
    they travel -- wherever they are
    and whenever they want to play. It
    should be the same software and the
    same experience,ā€
GABE NEWELL


      ā€œI suspect Apple will launch a living
      room product that redeļ¬nes people's
      expectations really strongly and the
      notion of a separate console
      platform will disappearā€
KOTAKU



    ā€˜Tim Cook holds the future of
    gaming in his hands.ā€™
CONSOLES WONT DIE - CINEMA
   WASN'T KILLED BY TV!
CONSOLES WONT DIE - CINEMA
   WASN'T KILLED BY TV!
% of the US population who visited the cinema on a weekly basis (Michelle Pautz, Elon University, 2002)
CONSOLES WONT DIE - CINEMA
   WASN'T KILLED BY TV!
Total UK cinema attendance (British Film Institute, Cinema Advertising Association & Rentrack EDI)
CONSOLES WONT DIE - CINEMA
   WASN'T KILLED BY TV!
    UK box ofļ¬ce cinema revenue as a % of GDP (Bakker 2008 and ONS)
CINEMA WAS CRUSHED BY TV

ā€¢ The ā€˜platform   holderā€™ (cinema) didnā€™t do ok - thousands of cinemas closed down

ā€¢ The ā€˜content   peopleā€™ (movie studios/distributors) did ok

 ā€¢ Made   movies available on the lower-res ā€˜free to watchā€™ TV and ā€˜for hireā€™ VHS
   platforms

ā€¢ Games  content developers need to do the same - move content to new low-res
 platforms - or we will suffer the same fate as the cinema
FOX THEATRE
SAN FRANCISCO
TWITTER: @BENJAMINCOUSINS

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When The Consoles Die, What Comes Next?

  • 1. WHEN THE CONSOLES DIE, WHAT COMES NEXT? BEN COUSINS (ALL MARKET INFORMATION CORRECT ON 7TH MARCH 2012)
  • 2. WHO IS THIS GUY ANYWAY?
  • 3. WHO IS THIS GUY ANYWAY?
  • 4. WHO IS THIS GUY ANYWAY?
  • 5. WHO IS THIS GUY ANYWAY?
  • 6. WHO IS THIS GUY ANYWAY?
  • 7. WHO IS THIS GUY ANYWAY?
  • 9. WHEN THE CONSOLES DIE, WHAT COMES NEXT?
  • 10. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Die, for the purpose of this talk means ā€˜Signiļ¬cantly smaller market share with no sign of returnā€™
  • 11. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Sales drop in absolute terms, often because customers move to a new solution for their need
  • 12. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Sales drop in absolute terms, often because customers move to a new solution for their need
  • 13. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Sales drop in absolute terms, often because customers move to a new solution for their need
  • 14. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Market share drops in relative terms, often because a new product massively expands the overall market
  • 15. WHEN THE CONSOLES DIE, WHAT COMES NEXT? Die, for the purpose of this talk DOES NOT mean ā€˜The product is never used by anyone ever againā€™
  • 16. WHEN THE CONSOLES DIE, WHAT COMES NEXT?
  • 17. WHEN THE CONSOLES DIE, WHAT COMES NEXT?
  • 18. WHEN THE CONSOLES DIE, WHAT COMES NEXT?
  • 21. THE STATE OF THE INDUSTRY The Old World
  • 22. THE OLD WORLD NASDAQ +25.78% EA -61.77%
  • 23. THE OLD WORLD NASDAQ +25.78% ATVI -33.34%
  • 24. THE OLD WORLD NASDAQ +25.78% MSFT +24.39%
  • 25. THE OLD WORLD ā€˜Consumer Software, Services & Devicesā€™, ā€˜Entertainment & Devicesā€™ Division Proļ¬t/Loss Lifetime results for this division = $7.807B loss
  • 26. THE OLD WORLD NASDAQ +25.78% SNE -46.42%
  • 27. THE OLD WORLD ā€˜Gamesā€™, ā€˜Networked Products & Servicesā€™, ā€˜Consumer Products & Servicesā€™ Results for this division since 2000 = Ā„252.9B loss (around $3.1B)
  • 28. THE OLD WORLD NASDAQ +25.78% NTDOY -71.28%
  • 29. THE OLD WORLD US Annual sales (hardware and software) 1997-2011 (NPD, billions USD)
  • 30. THE OLD WORLD UK Annual sales (hardware and software, billions GBP)
  • 35. THE OLD WORLD IS LARGE BUT SHRINKING FAST ā€¢ In summary; ā€¢ Investors are not showing conļ¬dence in the future of large traditional publishers ā€¢ Sony, Microsoft showing losses for console divisions over the last 10 years ā€¢ Nintendo in ā€˜disarrayā€™ ā€¢ Retail sales dropping year on year since 2009 ā€¢ Major European retailer Game in serious trouble ā€¢ Casual & kids games on console and handhelds hit by an unseen force
  • 36. THE DEATH OF DEDICATED ELECTRONICS HARDWARE Down 17% Down 42.5% Down 32.6% Down 20.5% Down 20.8%
  • 37. THE STATE OF THE INDUSTRY The New World
  • 38. THE NEW WORLD Top 5 dedicated gaming companies by market cap, August 2008 (millions USD) 123 33 30 26 43
  • 39. THE NEW WORLD Top 5 dedicated gaming companies by market cap, March 2012 (millions USD) 123 33 5 8 18
  • 40. THE NEW WORLD Audience sizes for games 25 million sales 500 million downloads
  • 41. THE NEW WORLD ā€˜100ā€™ 20 19 Market caps of platform companies (billions USD) 267 495 198
  • 42. THE NEW WORLD Combined market caps of platform companies (billions USD) 793 306
  • 43. THE NEW WORLD Growth rates of platforms (assumes 70% of iOS are gamers, 50% of FB are gamers, excludes iPod touch sales)
  • 44. THE NEW WORLD The Japanese revolution
  • 45. THE NEW WORLD IS GROWING VERY FAST ā€¢ In summary; ā€¢ Now 3 out of 5 of the worldā€™s largest gaming companies distribute digitally, are freemium focussed ā€¢ The audience sizes for a hit game has increased 20x on new platforms like FB, iOS and Android ā€¢ New Mobile/Social platforms are driven by huge companies ā€¢ In Japan freemium social mobile has already overtaken the traditional business
  • 46. THE LAST BIG CHANGE When The Arcades Died, What Came Next?
  • 47. THE LAST BIG CHANGE Per Capita Spending on Video Games in the United States by Revenue Model (2010 dollars) Copyright Ā© 2012 SuperData Research The 1980ā€™s Traditional Retail revenue hovers between 3% and 35% of Arcade
  • 48. THE LAST BIG CHANGE Per Capita Spending on Video Games in the United States by Revenue Model (2010 dollars) Copyright Ā© 2012 SuperData Research The 1990ā€™s Traditional Retail revenue grows steadily from 38% to 166% of Arcade
  • 49. THE LAST BIG CHANGE Per Capita Spending on Video Games in the United States by Revenue Model (2010 dollars) Copyright Ā© 2012 SuperData Research The 2000ā€™s Traditional Retail revenue grows sharply, ending up 17x the size of (declining) Arcade
  • 50. THE LAST BIG CHANGE Per Capita Spending on Video Games in the United States by Revenue Model (2010 dollars) Copyright Ā© 2012 SuperData Research What happened here? The Tipping Point What killed the arcade?
  • 51. THE LAST BIG CHANGE The 1980ā€™s ā€¢Arcades dominated home experience ā€¢Better graphics ā€¢Bigger screens ā€¢Better controllers
  • 52. THE LAST BIG CHANGE The 1980ā€™s ā€¢Arcades dominated home experience ā€¢Better graphics ā€¢Bigger screens ā€¢Better controllers
  • 53. THE LAST BIG CHANGE The 1980ā€™s ā€¢Arcades dominated home experience ā€¢Better graphics ā€¢Bigger screens ā€¢Better controllers
  • 54. THE LAST BIG CHANGE The 1990ā€™s ā€¢ Arcades start much more powerful than home consoles ā€¢ Mid 90ā€™s consoles and PC start competing with textured 3D arcade games ā€¢ Sonyā€™s entry into the business - a company 3.7x bigger than Nintendo ā€¢ 1998 Dreamcast launched, same as Naomi system board, less memory
  • 55. THE LAST BIG CHANGE The 1990ā€™s ā€¢ Arcades start much more powerful than home consoles ā€¢ Mid 90ā€™s consoles and PC start competing with textured 3D arcade games ā€¢ Sonyā€™s entry into the business - a company 3.7x bigger than Nintendo ā€¢ 1998 Dreamcast launched, same as Naomi system board, less memory
  • 56. THE LAST BIG CHANGE The 1990ā€™s ā€¢ Arcades start much more powerful than home consoles ā€¢ Mid 90ā€™s consoles and PC start competing with textured 3D arcade games ā€¢ Sonyā€™s entry into the business - a company 3.7x bigger than Nintendo ā€¢ 1998 Dreamcast launched, same as Naomi system board, less memory
  • 57. THE LAST BIG CHANGE The 2000ā€™s ā€¢ Home consoles now in parity or above arcades in power ā€¢ Arcade still have better controllers, bigger screens ā€¢ Microsoftā€™s entry into the business - a company 6x Sony, 12.7x Nintendo ā€¢ Dead arcades - novelty controllers/cabinets, 2D ļ¬ghters
  • 58. THE LAST BIG CHANGE The 2000ā€™s ā€¢ Home consoles now in parity or above arcades in power ā€¢ Arcade still have better controllers, bigger screens ā€¢ Microsoftā€™s entry into the business - a company 6x Sony, 12.7x Nintendo ā€¢ Dead arcades - novelty controllers/cabinets, 2D ļ¬ghters
  • 59. THE LAST BIG CHANGE The 2000ā€™s ā€¢ Home consoles now in parity or above arcades in power ā€¢ Arcade still have better controllers, bigger screens ā€¢ Microsoftā€™s entry into the business - a company 6x Sony, 12.7x Nintendo ā€¢ Dead arcades - novelty controllers/cabinets, 2D ļ¬ghters
  • 60. THE TIPPING POINT ā€¢ Two big things happened; 1.Bigger companies entered the games business ā€¢ More marketing clout, grow the overall business 2.Chips got cheap enough and lower power enough ā€¢ Creating an ā€˜arcade experienceā€™ in the home, that pulled in the arcade gamers ā€¢ Home consoles had always been cheaper and more convenient, but these advantages now really mattered ā€¢ Worth noting arcades still often had bigger screens & always better controllers
  • 61. THE NEXT BIG CHANGE ? When The Consoles Die, What Comes Next?
  • 62. THE NEXT BIG CHANGE When The Consoles Die, What Comes Next?
  • 63. THE DEATH OF DEDICATED ELECTRONICS HARDWARE Down 17% Down 42.5% Down 32.6% Down 20.5% Down 20.8%
  • 65. ā€¢ ā€™Sustaining Technologiesā€™ dominate ā€¢ Disruptive tech enters the market ā€¢ Incumbents donā€™t take it seriously ā€¢ It rapidly increases in performance ā€¢ Disruptive tech replaces all usages
  • 66. ā€¢ ā€™Sustaining Technologiesā€™ dominate Large scale businesses computing ā€¢ Disruptive tech enters the Scientiļ¬c market computing Personal ā€¢ Incumbents donā€™t take it Computer seriously Small business computing ā€¢ It rapidly increases in performance Hobby computing ā€¢ Disruptive tech replaces all usages
  • 67. ā€¢ ā€™Sustaining Technologiesā€™ dominate AAA Console Games ā€¢ Disruptive tech enters the market Handheld Games iOS/Android ā€¢ Incumbents donā€™t take it devices seriously ā€¢ It rapidly increases in Kids Games performance Casual Phone Games ā€¢ Disruptive tech replaces all usages
  • 68. We are here ā€¢ ā€™Sustaining Technologiesā€™ dominate AAA Console Games ā€¢ Disruptive tech enters the market Handheld Games iOS/Android ā€¢ Incumbents donā€™t take it devices seriously ā€¢ It rapidly increases in Kids Games performance Casual Phone Games ā€¢ Disruptive tech replaces all usages
  • 69. DISRUPTIVE TECH MOVES FASTER My Little Tank (2005)
  • 70. DISRUPTIVE TECH MOVES FASTER Gran Turismo 4 (Polyphony Digital 2005) God of War (Sony Santa Monica 2005)
  • 71. DISRUPTIVE TECH MOVES FASTER Inļ¬nity Blade Dungeons (Epic 2012)
  • 72. DISRUPTIVE TECH MOVES FASTER Modern Warfare 3 (Activision 2011)
  • 73. WHATā€™S HAPPENING RIGHT NOW? ā€¢ Two big things are happening; 1.Bigger companies have entered the games business ā€¢ More marketing clout grows the overall business 2.Chips are getting cheap enough and lower power enough ā€¢ Creating a ā€˜console experienceā€™ on the move, pulling in the console gamers ā€¢ Mobile games have always been cheaper and more convenient, but these advantages now really matter ā€¢ Worth noting that consoles will still often had bigger screens & always better controllers
  • 74. WHAT A STRANGE, MARGINALIZED OPINION!
  • 75. JOHN CARMACK ā€œplatform wise, you could certainly imagine a future where, instead of having your console, you have your mobile deviceā€
  • 76. PHIL HARRISON ā€œIf they carry on unrestrained in their growth, then thereā€™s a pretty good chance that Apple will be the games industryā€
  • 78. HIDEO KOJIMA ā€œGamers should be able to take the experience with them in their living rooms, on the go, when they travel -- wherever they are and whenever they want to play. It should be the same software and the same experience,ā€
  • 79. GABE NEWELL ā€œI suspect Apple will launch a living room product that redeļ¬nes people's expectations really strongly and the notion of a separate console platform will disappearā€
  • 80. KOTAKU ā€˜Tim Cook holds the future of gaming in his hands.ā€™
  • 81. CONSOLES WONT DIE - CINEMA WASN'T KILLED BY TV!
  • 82. CONSOLES WONT DIE - CINEMA WASN'T KILLED BY TV! % of the US population who visited the cinema on a weekly basis (Michelle Pautz, Elon University, 2002)
  • 83. CONSOLES WONT DIE - CINEMA WASN'T KILLED BY TV! Total UK cinema attendance (British Film Institute, Cinema Advertising Association & Rentrack EDI)
  • 84. CONSOLES WONT DIE - CINEMA WASN'T KILLED BY TV! UK box ofļ¬ce cinema revenue as a % of GDP (Bakker 2008 and ONS)
  • 85. CINEMA WAS CRUSHED BY TV ā€¢ The ā€˜platform holderā€™ (cinema) didnā€™t do ok - thousands of cinemas closed down ā€¢ The ā€˜content peopleā€™ (movie studios/distributors) did ok ā€¢ Made movies available on the lower-res ā€˜free to watchā€™ TV and ā€˜for hireā€™ VHS platforms ā€¢ Games content developers need to do the same - move content to new low-res platforms - or we will suffer the same fate as the cinema

Editor's Notes

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