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.

Inhibitors:

Paradigms:

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