2002/3/26 1
Video-Game Industry
Recent trend in Japanese Market and
Comparison with US Market
Junjiro Shintaku
(University of Tokyo)
Contents
1. Shrink in Japanese Market
2. Concentration on a Few Major Companies
3. 3 Basic Characteristics
4. US Game Market
2002/3/26 3
Contents Business: Market Size
Market Size in Japan (1999)
1,189
4,851
2,476
5,695
828
Video Game:
Hard
Video Game:
Soft
VTR contents
Music CD
Movie
\ 100,000,000
Hardware: Competition for
De-facto standard
• Xbox -Microsoft
– 2001/11 North America.
– 1.5 million by the end of 2001.
– 2002/2/22 Japan market.
• PS2 Sony
– 2000/3
– Global installed base is 26 million
– Network game service:
PlayStation BB
2002/3/26 5
Platform (Hardware)
Pub.
Dev.
Dev.
Dev.
Dev.
Dev.
Dev.
Dev.
Dev.
Pub.
Pub.
Pub.
S
oft
ware
Distribution
Scope of Activities
Generation transition of console machine
0 100 200 300 400 500 600 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 # o f s h ip m ent s ( 0 ,0 0 Famicon S-Famicon NINTENDO64 MegaDrive SegSaturn Dreamcast Playstation Playstation 2
2002/3/26 7
Soft Market is Shrinking
in Japan
•Soft
market is
2-3 times.
•Soft
market is
decreasing.
•Only hard
market
recover
growth.
3,431 3,978 4,588 4,691 5,408 6,480 6,427 6,603 5,724 5,469 5,678 5,600 2,353 2,624 3,358 3,754 4,030 4,887 4,521 4,885 4,364 4,485 4,014 3,600 1,078 1,354 1,230 937 1,378 1,593 1,906 1,718 1,360 984 1,664 2,000 0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 1 990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 200 1 e 億円 合計 ソフト ハード 出所:メディアクリエイト『テレビゲーム流通白書』各年版PS1
PS2
Positive Feedback:
Hardware and Software
• Big installed base in hardware
--many variety of software market
--bigger hard sales
• New hardware had generated bigger
software market.
• But
2002/3/26 9
Contents
1. Shrink in Japanese Market
2. Concentration on a Few Major Companies
3. 3 Basic Characteristics
4. US Game Market
5. Five Feature in US Market
Many New Entrants
but, High Concentration
• Many software venture entered in game
market
– New hardware stimulate new entrants
– Many birth, many death
– Life time of the venture is getting shorter
2002/3/26 11
Number of Game Soft Firms
0
50
100
150
200
250
300
1983 1984 1985 1986 1987 1988 1989 1990 199
1
1992 1993 1994 1995 1996 1997 1998 1999
Famicon S Famicon Sega Saturn Playstation all資料:アンビット『広技苑2000年春版』毎日コミュニケーションズ。
New Entrants and Exit in Game Software
0 50 100 150 200 250 300 # of entrants # of exit # of competitors # of entrants 1 2 17 18 17 13 19 32 28 21 21 55 58 75 60 51 49 # of exit 0 0 0 0 1 3 3 7 8 16 13 15 26 39 44 66 63 # of competitors 1 3 20 38 54 64 80 105 125 130 138 178 210 246 262 247 233 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 資料:アンビット『広技苑2000年春版』毎日コミュニケーションズ。ゲーム機17機種を対象とした。
2002/3/26 13
0
.2
.4
.6
.8
1
累積
生存率
0
2
4
6
8
10
12
14
16
18
時間
累積生存率(3)
累積生存率(2)
累積生存率(1)
Kaplan-Meier法
Kaplan-Meier法
Kaplan-Meier法
Kaplan-Meier法
累積生存率曲線:duration
累積生存率曲線:duration
累積生存率曲線:duration
累積生存率曲線:duration
打ち切り変数:censor
打ち切り変数:censor
打ち切り変数:censor
打ち切り変数:censor
群分け変数:e nt
p
群分け変数:e nt
p
群分け変数:e nt
p
群分け変数:e nt
p
Event History Analysis
time
Cumula
tive
sur
viva
l r
ate
Middle Entrants
(1990-93)
Early Entrants
(1985-89)
Late Entrants
(1994-)
ゲームソフトメーカーのシェア推移
0%
20%
40%
60%
80%
100%
1997
1998
1999
販売本
数シ
ェ
ア
(除携帯
ゲ
ー
ム
)
その他
ナムコ
コナミ
セガ
カプコン
任天堂
SCE
スクウエ
ア
資料:メディアクリエイト「ゲー
ム流通白書」各年版
2002/3/26 15
Concentration Ratio
•Concentration ratio is getting higher after 1995.
集中度の推移 0.5 0.55 0.6 0.65 0.7 0.75 0.8 92 92 .5 93 93 .5 94 94 .5 95 95 .5 96 96 .5 97 97 .5 98 集中 度 0.05 0.06 0.07 0.08 0.09 0.1 0.11 H e rf in da l I n de x 上位5社 上位10% Herfindal Index
データソー
ス:ファミ
通ベスト
30
Contents
1. Shrink in Japanese Market
2. Concentration on a Few Major Companies
3. 3 Basic Characteristics
4. US Game Market
2002/3/26 17
Characteristic of Game Software
1) High development cost (big fixed cost)
¥100-200 million (¥3 billion at highest)
Retail price ¥5800-6800
Margin of software firms is ¥2000.
¥2000*100,000=¥200 million
Mass sales is necessary.
2) High risk = low hit ratio
Profitable product is 15-20%
movie:20%, music CD:10%, TV:5%
3) Short lifetime
Low Hit Ratio
97年 98年 97年 98年 97年 98年 97年 98年 計 95 176 98 72 10 7 203 255 458 (31%) (41%) (45%) (45%) (28%) (28%) (36%) (41%) (39%) 102 157 66 54 11 8 179 219 398 (33%) (36%) (30%) (34%) (31%) (32%) (32%) (35%) (34%) 38 37 27 21 8 3 73 61 134 (12%) (9%) (12%) (13%) (22%) (12%) (13%) (10%) (11%) 38 33 18 8 3 4 59 45 104 (12%) (8%) (8%) (5%) (8%) (16%) (10%) (7%) (9%) 31 29 8 5 4 3 43 37 80 (10%) (7%) (4%) (3%) (11%) (12%) (8%) (6%) (7%) 7 2 0 0 0 0 7 2 9 (2%) (0%) (0%) (0%) (0%) (0%) (1%) (0%) (1%) 合計 311 434 217 160 36 25 564 619 1183 ヒット率 24% 15% 12% 8% 19% 28% 19% 14% 16% ヒット作品の 本数シェア 83% 74% 55% 47% 64% 84% 77% 71% 74% * メディアクリエイト作成の売上本数より筆者作成。 20∼ 100∼ 10∼ 合計 0∼ 1∼ 5∼ 万本 プレイステーション セガサターン NINTENDO64
2002/3/26 19 図4-2 売上推移の平均像 0 2 4 6 8 10 12 14 1 4 7 10 13 16 19 22 発売後週 各週売上(万本) 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 各週売上 累積比率 初 発 率 逓 減 率 総 売 上 本 数 ( 万 本 ) 観 測 週 平 均 0. 296 0. 499 4 0. 24 7 2 3.7 標 準 偏 差 0. 499 0. 162 4 .69 7 1 0.1 最 小 値 0. 032 0. 249 3 .68 2 1 5.0 最 大 値 0. 716 0. 979 32 7. 37 8 7 2.0 サ ン プ ル 数 1 04 1 04 1 04 10 4 注 ) メ デ ィ ク リ エ イ ト 集 計 の 売 上 デ ー タ か ら 、 1997年 と 1 9 98年 発 売 で 1 5週 以 上 の 売 上 デ ー タ が あ る も の を 対 象 と し た 。
Transition of Sales by Week
# of week after introduction
Cum
ul
ativ
e %
Sa
les
vo
lu
m
e (0
,0
00
)
図4-5 ヒットタイトルの売上パターンの比較対照 1,000 10,000 100,000 1,000,000 0 10 20 30 40 50 60 70 80 発売後週数 各週売上本数(対数目盛) 資料)メディアクリエイト売上データを筆者が加工。 A:みんなのGOLF(SCE) B:ファイナルファンタジー タクティクス(スクウェア) 総売上 初発率 逓減率 回帰曲線 A 158万本 8% 61% Y = 132715X -0.725 R2=0.947 B 128万本 53% 30% Y = 678997X -1.737 R2=0.995# of week after introduction
Sa
les
vo
lu
m
e
2002/3/26 21
Contents
1. Shrink in Japanese Market
2. Concentration on a Few Major Companies
3. 3 Basic Characteristics
4. US Game Market Survey
5. Five Feature in US Market
Market Size: US > Japan
Game Market: Japan vs US
0
2,000
4,000
6,000
8,000
10,000
12,000
1995
1996
1997
1998
1999
# of Console Hardware Shipment
(000)
0
10,000
20,000
30,000
40,000
50,000
60,000
70,000
80,000
90,000
100,000
Sales of Software (000)
US-Hard
Japan-Hard
US-Soft
Japan-Soft
Hard: 1997
Soft: 1999
2002/3/26 23
Sales Volume by Major Region
(Software, 1998)
ゲームソフトの地域別売上(1998年)
27,817
57,118
35,980
8,957
63,000
9,580
0
50,000
100,000
150,000
200,000
N64
PS
1,000本
North America
Europe
Japan
Market Share of Software
PS and N64
(
YTD 10/99)
出所
: IDG “Multimedia Industry Update” December 1999
PS・N64用ゲームソフトシェア(金額ベース)
EA
Nintendo
Sony
その他
Acclaim
THQ
Konami
Infogrames
Namco
Lucas Arts
Eidos
Capcom
Mid
Share by sales
2002/3/26 25
Location of Game Software Firms
Silicon Valley
3DO, Capcom, Codemaster, Eidos, Electronic Arts, Empire Interactive, Infogrames, Koei, Konami, LucasArts, Namco, Natsume, Ripcord, Ubi Soft Sega of America,SCEA Working Designs Austin Blue Byte New York Accalaim, GT Interactive, Simon & Schuster Interactive, Take Two
Dallas
The Gathering of Developers
L.A.
Activision, Atlus, Crave Entertainment, Disney Interactive, Fox Int., Havas, Interplay, Mattel, Novalogic, SquareEA, Tecmo, THQ, Titus
North Carolina Red Storm Southpeak Boston Hasbro Int. NJ Majesco NY Vatical Seattle Bungie Microsoft Nintendo of America Chicago Jaleco, Midway Games テキサス州
Sales Trend of Top 10 Firms
Top 10 Firms in US
0 2,000,000 4,000,000 6,000,000 8,000,000 10,000,000 12,000,000 14,000,000 16,000,000 18,000,0001997
1998
1999
2000
S
ale
s V
o
lu
me
NINTENDO OF AMERICA ELECTRONIC ARTS SONY COMPUTER ENT. (SONY) ACCLAIM ENTERTAINMENT MIDWAY MAJESCO THQ ACTIVISION 989 STUDIOS (SONY)Sales of Nintendo and
Sony are decreasing.
2002/3/26 27
Exclusive Domestic Markets
• Japan to US
Successful product is limited in
– a few famous product
– Software developed by platform firms
– Software developed by American affiliation
• US to Japan
– No big hit title
• Why?
Contents
1. Shrink in Japanese Market
2. Concentration on a Few Major Companies
3. Four Basic Characteristics
4. US Game Market Survey
5. Five Feature in US Market
2002/3/26 29
1) Big PC Market
• US PC game market is bigger than Japan.
USソフト市場(1999年)
USソフト市場(1999年)
USソフト市場(1999年)
USソフト市場(1999年)
000s Unit 000 $
3 Console
99,147 3,688
PC Entertainment
59,800 1,363
資料:IDG,"The multimedia Markets in North America and Europe" March 2000
2) Major genre
• Japan -- RPG
• US – Action and Sports 67%
ジャンル別売上本数構成比: PS 1999年 19.6% 27.7% 13.6% 37.0% 41.9% 15.3% 20.0% 24.9% 0% 20% 40% 60% 80% 100% US市場 日本市場 アクション スポーツ RPG その他
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3) High concentration ratio in top
developer
• Concentration ratio is high
little lower in US
Top 5
Top 10
Japan (1999)
61.3% 75.3%
US (2000)
52.4% 68.8%
売上本数ベースの企業集中度US市場小売集中度
1-10/1999 1-9/2000
PS
Wal-Mart
19%
19%
Best Buy
13%
15%
Toys R Us
14%
15%
Babbage's/Funco
9%
13%
Electronics Boutique
11%
12%
Top 5
66%
74%
4) High concentration in
distribution
• Pressure from big retailer: promotion, price
>> Marketing skill is important
2002/3/26 33
5) Longer life
– Sales is almost zero in 20th week in Japan.
– Some title have over one year life in US.
– Ranking in Jan. 2001
RANK TITLE
Int. Date GENRE
Publisher
1
PSX WWF SMACKDOWN NOV'00
WRESTLING
THQ
2
PSX DRIVER 2
NOV'00
COMBAT RACING INFOGRAMES
3
PSX TONY HAWKS PRO SEP'00
EXTREME SPORTSACTIVISION
4
PSX FINAL FANTASY IX NOV'00
HARD-CORE RPGSQUARE EA
5
PSX GRAN TURISMO 2
DEC'99
ACTION ORIENTE SONY
6
PSX MADDEN NFL 2001 AUG'00
FOOTBALL
ELECTRONIC A
7
PSX TONY HAWKS PRO SEP'99
EXTREME SPORTSACTIVISION
8
PSX TEKKEN 3
APR'98
FIGHT/HEAD TO HNAMCO
9
PSX DRIVER
JUN'99
COMBAT RACING INFOGRAMES
10
PSX SPEC OPS
APR'00
ACTION
TAKE 2 INTERA
11
PSX SPY RO: Y EAR OF DOCT'00
PLATFORM/SCRO SONY
Japan: Challenge for Online
Game
• Brand new type of game, “online game” is
needed for making new phase of market
growth.
• Established Japanese firms had been
skeptical, cautious.
• But PC and network infrastructure are
establishing in Japan (2001)
• Network capacity of console machine.
• Platform: PC or Console
2002/3/26 35