Cédric MENDELEWSKI Group 2A 1
For the on-line gaming currently, we can see an interesting development of new types of game that using new technologies to entertain gamer and reach new targets. We can think about games like “Sing Star” or “Just Dance” that use Facial recognition and moves recognition. Those kinds of game reach other targets than “hard gamer”. They are design to please the women market or the family market that prefer this kind of equipment. This kind of games have been democratized especially with the arrival of the Wii Nintendo, who wanted to create a game console mainly focused on this type of games and thus propose a new gaming experience. We can see the popularity and success of this type of game, as according to the CNC (national center of cinema and moving image) the game Just Dance 4 reached the third step of the podium of the classification of best sales of video games in France in 2012 and even the first step of the podium when we are interested solely in the ranking of sales of games from French developers. In another way, the on-line game experience has developed an on-line market business On every platform consumers can buy “goodies” of their favorite games, they can buy product to “pimp” their console video game system software, they can buy add on, it is additional content for games like new « maps » or new missions. With this kind of market, brand have found a good opportunity to sell Video game to consumers very easily: Gamers can watch previous and teasers, compare products and buy their games on line, everything goes on the hardware of the console video game system. So, they avoid the problem of having the CD game to play, they avoid the risk of damage the CD and if they have to change their console video game system, they just have to download the file again, for free of course. If we take a look of the growth habits dematerialized games, we can see that the turnover of sales of dematerialized video games was 92 million euros in France in 2015, which is lower than the turnover of 239 million achieved by the physical games over the same period. Nevertheless, the DFC Intelligence firm estimates that the physical games for home consoles should generate nearly $ 14 billion in revenue in 2019 while the dematerialized games for these consoles should reach $ 15 billion in revenue this same year. We still specify that these figures are for the global market, but it can nevertheless give us a trend for years to come. However, the democratization of video games sold in dematerialized version will still pose a problem for many players, since in this form, it will be impossible to lend his game to someone or to resell it once we finished it. This is why I think it still better not to stop the sale of physical games, as Sony wanted to do, to avoid depriving a part of the customer.
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- Spring '18
- Video game console, PlayStation 3, PlayStation Network, MENDELEWSKI Group 2A, Playstation Networks