Difference between revisions of "A growing market during a recession"
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==Enablers:== | ==Enablers:== | ||
different forces enable the growth of the gaming market: | |||
* Heavy competition between Microsoft, Sony and Nintendo force them cut down the prices of the consules. The low price induce consumers to buy a consule. The sales of consules are a crucial factor because sales of consules means automatically sales of games. | |||
* The primary target for games were male. Now a change is visible towards female players. Their spendings constitute a big part of the total revenue for this industry. | |||
* The Internet makes online gaming possible. Consumers buy not a game to play it alone but together with friends nowadays. | |||
==Inhibitors:== | ==Inhibitors:== |
Revision as of 16:22, 15 March 2005
Here is a template to upload driving forces.
Description:
Although a recession in the year 2001 the video game industry generated over $4.3 billion in revenues. In the year 2004 this amount was $25 billion. And optimistic prospects predict a revenue over the $100 billion. It seems that the recession and the weak economy in most part of the world do not influence the revenues of this industry in a negative direction. The reason is simple. People need entertainment. In these days with a high mentally pressure people need some entertainment to calm down. People used to read a book, watch television, visit the cinema etc. But nowadays games are the substitute. This implies that people prefer spending money on a game.
Enablers:
different forces enable the growth of the gaming market:
- Heavy competition between Microsoft, Sony and Nintendo force them cut down the prices of the consules. The low price induce consumers to buy a consule. The sales of consules are a crucial factor because sales of consules means automatically sales of games.
- The primary target for games were male. Now a change is visible towards female players. Their spendings constitute a big part of the total revenue for this industry.
- The Internet makes online gaming possible. Consumers buy not a game to play it alone but together with friends nowadays.