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Global Games Software Market: Value Chain Analysis- ML00027-035
Global Games Software Market
Value Chain Analysis
ML00027-035
Global Games Software Market: Value Chain Analysis- ML00027-035
Table of Contents
2
Complete Value Chain: Overview
Complete Value Chain: Overview (cont’d)
Developers: Overview
Developers: Analysis
Developers: Burning Issue – Crunch Time
Publishers: Overview
Publishers: Analysis
Publishers: Burning Issue – Games as a Service
Distribution: Overview
Distribution: Analysis
Distribution: Burning Issue – Downward Price Pressure
Retail: Overview
Retail: Analysis
Retail: Burning Issue – e-commerce
End-users: Overview
End-users: Analysis
End-users: Burning Issue – Increasing costs
Appendix
Global Games Software Market: Value Chain Analysis- ML00027-035
Complete Value Chain: Overview
3
The global games software market’s value chain can be divided into five distinct stages: developers, publishers, distribution, retail, and end-users.
Developers
Content creation
Software design
Programming
Console exclusives
Third party developers
Publishers
Manufacturing
Internal developers
Marketing
Large publishers
Distribution
Mobile platforms/ app stores
Games consoles
PC distribution software
Wholesalers
Retail
Mass-market
Specialist retailers
E-commerce
End-users
Consumers
Individuals
Global Games Software Market: Value Chain Analysis- ML00027-035
Complete Value Chain: Overview(cont’d)
4
The global games software market’s value chain can be divided into five distinct stages: developers, publishers, distribution, retail, and end-users. There is a high degree of vertical integration throughout the chain, with some companies even extending into retail.
Developers
Activision Blizzard
Electronic Arts
Tencent
Microsoft Studios
Ubisoft
Publishers
Activision Blizzard
Electronic Arts
Tencent
Microsoft Studios
Ubisoft
Distribution
Sony
Microsoft
Nintendo
Apple
Retail
Amazon
Carrefour
GameStop
Wal-Mart
Valve
End-users
Individual players
Global Games Software Market: Value Chain Analysis- ML00027-035
Developers: Overview
5
Developers in this market are predominantly part of the large publishers, although opportunities exist for independent developers looking to bypass traditional funding methods.
Developers
Content Creators
Large companies
In-house from publishers
Individuals SMEs
Developer Studios
First Party Second Party
Third Party Independent/
Indie
Global Games Software Market: Value Chain Analysis- ML00027-035
Developers: Analysis
6
Developers are generally prone to backwards integration due to financial support from publishers, although new channels help support independents.
• A video game developer is a software developer that specializes in video game development . A game developer can range
from one person who undertakes all tasks to a large business with employee responsibilities split between individual
disciplines, such as programming, design, or testing among others.
• First party-developers are backwards integrated- the most common example is Nintendo, which rarely permits third party
access to its platforms. They can also be independent studios which were acquired by companies such as Sony or
Microsoft. Third party tend to produce for multiple consoles.
• Second party developers tend to develop on behalf, or act as a subsidiary of big developers. They also include developers
which take on development contracts for the larger publishers, although they tend not to own the intellectual property (IP)
and just carry out development.
• There is a high degree of backwards integration, as developers are reliant on revenues from the publishers, and many take
them in-house. Electronic Arts has acquired 39 companies to date, mostly developers. Electronic Arts' largest acquisition is
the purchase of VG Holding in October 2007, the then-owner of video game developers BioWare ,and Pandemic Studios, for
$775m.
• For smaller developers, ways to bypass the larger companies include crowdfunding. This can be a way for developers to
revive previous IP after acquisition by a big player or create smaller, indie games.
Global Games Software Market: Value Chain Analysis- ML00027-035
Developers: Burning Issue
7
“Crunch Time” and corporatization of video games leads to burnout of employees.
In 2004, game designer Erin Hoffman wrote an exposé about practices at video game publisher Electronic Arts. "Crunch
time" is the point at which the team is thought to be failing to achieve milestones needed to launch a game on schedule.
The complexity of work flow and the intangibles of artistic and aesthetic demands in video-game creation create difficulty in
predicting milestones. This often means employees work endless overtime and sacrifice free time and strain relationships in
order to deliver on the deadline.
Because most game developers work on salaries, it’s almost
always unpaid. EA announced reforms in 2005 following the blog
post, causing widespread outrage and triggering a series of
class-action lawsuits that led EA to settle for tens of millions.
A 2014 survey by the International Game Developers Association
found that 81% of polled game developers had crunched at some
point over the previous two years. However, there are signs that
conditions are improving, with the 2019 edition of the
International Game Developers Association’s Developer
Satisfaction Survey 41% of respondents stated that their job
involves crunch, while 35% stated that they work “long or
extended hours not classified as crunch.”
Global Games Software Market: Value Chain Analysis- ML00027-035
Publishers: Overview
8
There’s been increasing consolidation in the publishers market as costs of development lead to large or mid sized firms. Independent publishers can also exist.
Refers to size of development
team and budget- AAA is the largest.
Publishers
Major Publishers
AAA AA
Independent
Global Games Software Market: Value Chain Analysis- ML00027-035
Publishers: Analysis
9
Publishers tend to be large concerns increasingly integrated throughout the value chain due to financial risks in games publishing.
• Small development studios compete through creative designs and by partnering with large publishers. Large companies
publish a portfolio of titles and have the advantage of economies of scale in manufacturing, marketing, distribution and
selling. Some of these companies, e.g. Electronic Arts and Ubisoft are large multinational companies with a long
established presence within the global market and strong brand recognition.
• Possibilities of forward integration for suppliers exist in the form of developing their own online distribution centers, or
focusing on online gaming, an area that is increasing in popularity as more and more people have access to fast
broadband internet connections. Likewise, it’s possible for publishers to backwards integrate into development, by
acquiring studios.
• However, there are many software publishers operating within the market, and the product they offer is characterized by
short life cycles and frequent introductions of new products, which again need to achieve significant market acceptance
to appear on retailers’ shelves. Even the most successful titles remain popular only for a limited period of time. There is
possibility of longevity in the PC market, where modifications to the game (known colloquially as "mods") are available to
offer unofficial content and prolong a game's lifespan.
• Mobile publishing has also drawn the attraction of publishers, with Activision Blizzard acquiring King in a $5.9bn deal in
2016. Tencent is one of the largest publishers in China, focusing on such games.
Global Games Software Market: Value Chain Analysis- ML00027-035
Publishers: Burning Issue
10
Games as a service model offers benefits for publishers, but consumers are beginning to push back.
The inclusion of microtransactions is an extension of the games as a service model, where developers offer fewer games
but extend the product's lifespan through additional purchasable in-game content, and microtransactions, where users can
purchase virtual goods via micropayments. The logic behind the micropayments is to promote stable all year round
revenues, combating rising costs (in-game service content also has much lower operating costs than product revenue
costs), and generally to maintain longevity and accrue more revenue from consumers.
While the cost of games production is rising, it is
primarily the biggest developers introducing
microtransactions, and revenue' growth generally
outstrips the cost increases. This model has limitations,
with consumers snubbing EA’s Star Wars: Battlefront 2
after its microtransaction system attracted widespread
ire. The company missed its sales targets and also
revenue targets as it had to temporarily remove the
microtransactions system in order to entice sales,
although this may have proved not enough for
consumers.
Global Games Software Market: Value Chain Analysis- ML00027-035
Distribution: Overview
11
Wholesalers are present, but many larger electronics players bypass them.
Microsoft, Nintendo, and Sony effectively form an oligopoly and so are large enough to bypass the wholesale stage
and sell to retailers. This aids price control.
Distribution
Wholesalers
Specialized Distributors
Console Manufacturers
Online Platforms
Mobile- Apple or Google App stores
Publisher own brand
Console own brand
Global Games Software Market: Value Chain Analysis- ML00027-035
Distribution: Analysis
12
Bypassing wholesalers is common as many retailers are large enough to deal with directly.
• Wholesalers can act as the link between games developers and the retailers at the end of the value chain. They
import and export the goods as typically, manufacturing locations are in different countries.
• Wholesalers buy and store goods in large quantities and then sell smaller quantities to retailers, which in turn sell to
the general public. In this market, it is a straight forward on-selling operation, as there is little scope for value-adding
activities before the retail stage.
• A small number of specialist wholesalers, such as Click Entertainment and WholesGame, do exist and are also active
in the games software market.
• Some large-scale retailers skip this stage by establishing strong relationships with Microsoft, Nintendo, and Sony.
Retailers like Amazon, Metro AG, Tesco, and Wal-Mart are able to buy sufficient volumes to secure good prices
without the need for a wholesaler to help. This arrangement also helps the developers as they can set the prices at
which the goods are sold in to the retailer, thus avoiding unwanted discounting.
• There are online platforms which can bypass wholesale, typically carried out by the largest publishers. Electronic Arts,
Ubisoft, and Activision Blizzard all have their own store platform. Should the company be publishing a mobile game, it
will probably have to go to either Apple’s App Store, or Google, or both.
Global Games Software Market: Value Chain Analysis- ML00027-035
Distribution: Burning Issue
13
Large retailers driving prices down due to price sensitive consumers.
Many retailers bypass the wholesale stage, which should spell good
news for the developers. However, in many cases, the retailers are
far bigger than the wholesalers would be and this is why they bypass
the stage in the first place. No wholesaler is as large as Amazon or
Metro AG and as a result, developers are dealing directly with
retailers who enjoy a great deal of buyer power. These retailers are
under pressure from price conscious consumers to keep costs down
and often engage in price wars as a result. Consequently, they need
to ensure the best price possible and this is driving prices down.
While games software publishers are facing increasing costs, the
churn in the industry leads to rapidly decreasing prices. For games
such as the FIFA series with annual updates, developers have a year
to extract as much value before the game essentially becomes
worthless. Even a few months after release, all but the best-selling
games will see downward pressure on prices. This is also true in PC
gaming.
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Overview
14
Retailers exist in a variety of forms, but the market is dominated by large-scale players.
Retail
Speciality Stores
GAME
GameStop
MediaMarkt
Online Retail
Amazon
Multichannel
Rakuten
Mass Merchandise
Chains
Carrefour
Target
Wal-Mart
Specialist platforms
Publisher in house store
Console in-house network
store
Steam
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Analysis
15
Specialty and online retailers remain the dominant distribution channels.
• Specialty retailers remain a key channel, but have come under increasing threat in recent years from online players,
leading to the disappearance or near collapse of major chains.
• Supermarket chains like Tesco and Wal-Mart do not rely entirely on games and consoles sales but they do form a
valuable revenue stream as they offer the possibility of reaching large numbers of buyers. Their bargaining power also
often means they can negotiate better prices which in turn allows them to be more price competitive.
• Online specialists like Amazon are increasingly important. Video games buyers are primarily driven by price, so the e-
commerce benefits will draw increasing number of customers.
• There are also specialist online platforms dedicated to gaming, some of which are publishers forward integrating. EA’s
Origin, and Ubisoft’s Uplay are examples of this. Console manufacturers also offer online purchases, with Sony’s
PlayStation store and Microsoft’s Xbox store.
• While PC gaming remains relatively niche, Valve’s steam software acts as a wholesale and retail front. It is an effective
monopoly on the platform, able to offer low distribution costs for developers and also offer significant discounts on titles.
Any PC publisher will likely have to engage with the platform to see significant success, unless the game’s IP and
brand is powerful enough to negate the platform- such as Activision Blizzard’s Starcraft series, popular in esports.
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Burning Issue
16
Online retail booming, retailers with physical stores must adapt.
e-commerce has surged in recent years, with online pureplay accounting for 28%
of the games software market in 2018. In some countries, most notably the UK,
that percentage is much higher (over 55%). Games are different to, say, clothes.
They do not need to be tried for size and so are an easy online purchase. Online
prices are often cheaper and so stores are losing out on sales. This has forced
many small, independent games consoles and software retailers out of business
and in the UK, rivalry is so intense that GAME was forced into administration in
2012, before OpCapita bought the company out of it. While the retailer is still in
operation, it is not without its issues. At the beginning of 2020 the company
announced that it would be closing 40 UK stores.
Physical store operators must adapt to this trend or risk going out of business and
one avenue they are exploring is the offering of additional services that online
players cannot offer. In the UK, GAME for example is known for its large stocks of
high-quality second hand games, while Grainger Games offers tech
support/repairs in 40 of its stores, something which it calls Smartfix. Major players
(both online and physical store operators), notably GameStop and Amazon, have
been successful at negotiating exclusive content, particularly for customers pre-
ordering titles.
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Overview
17
Retailers exist in a variety of forms, but the market is dominated by large-scale players
Retail
Speciality Stores
GAME
GameStop
MediaMarkt
Online Retail
Amazon
Multichannel
Rakuten
Mass Merchandise
Chains
Carrefour
Target
Wal-Mart
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Analysis
18
Specialty and online retailers remain the dominant distribution channels.
• Retailers of games consoles exist in a multitude of forms and sizes. The most obvious category is specialty retailers
and these remain a key channel. These sell games hardware and software , and often serve as a focal point for avid
gamers. They have come under increasing threat in recent years from online players, leading to the disappearance or
near collapse or major chains like GAME in the UK. Examples of specialty retailers include GAME in the UK and
GameStop, which is present in several countries.
• Supermarket chains like Tesco and Wal-Mart do not rely entirely on games consoles sales but they do form a valuable
revenue stream as they offer the possibility of reaching large numbers of buyers. Their bargaining power also often
means they can negotiate better prices than smaller players, which in turn allows them to be more price competitive in
the eyes of consumers. They therefore represent a significant part of this stage.
• Online retailers have grown in significance in recent years and they now pose a major threat to traditional brick and
mortar players. Online specialists like Amazon will go from strength to strength and put pressure on specialists
operating brick and mortar stores for the foreseeable future.
• Consoles are a specification driven product so buyers do not need to necessarily see and touch the product. They will
therefore shop based on price. As long as online players make sure that the product information displayed on their
sites is accurate and thorough, they will attract customers. Amazon sells consoles as a part of a bundle, including
games for examples. This has proven popular.
Global Games Software Market: Value Chain Analysis- ML00027-035
Retail: Burning Issue
19
Online retail is booming, and retailers with physical stores must adapt.
E-commerce has surged in recent years, with online pureplay accounting
for over 20.1% of the global consumer electronics market in 2019. In
some countries, most notably the UK, that percentage is much higher.
Games consoles are different to, say, clothes. They do not need to be
tried for size and so are an easy online purchase. Online prices are often
cheaper and so stores are losing out on sales. This has forced many
small, independent games consoles and software retailers out of business
and in the UK, rivalry is so intense that GAME was forced into
administration in 2012, before OpCapita bought the company out of it.
Physical store operators must adapt to this trend or risk going out of
business and one avenue they are exploring is the offering of additional
services that online players cannot offer. In the UK, GAME for example is
known for its large stocks of high-quality second hand games, while
Grainger Games offers tech support/repairs in 40 of its stores, something
which it calls Smartfix. Major players (both online and physical store
operators), notably GameStop and Amazon, have been successful at
negotiating exclusive content, particularly for customers pre-ordering titles.
Global Games Software Market: Value Chain Analysis- ML00027-035
End-users: Overview
20
End-users in this market are generally households or individuals.
Consumers
Individuals
Global Games Software Market: Value Chain Analysis- ML00027-035
End-users: Analysis
21
Consumers are end-users with little influence in the market.
• The games software market has an abundance of buyers with limited financial power. In 2019, the Entertainment
Software Association (ESA) estimated that over 164 million adults in the US play video games and three quarters of all
households have at least one gamer in the household. This shows how popular a pastime gaming has become.
• There is some composite cost in video games software, with individuals required to purchase a console, PC,
smartphone, or tablet to play the games. However, consoles increasingly operate as a hub of entertainment, accessing
streaming services such as Netflix in order to broaden appeal.
• While consoles are popular in Europe and North America, the dominant platform for Chinese gaming is PC, with
MMORPGs and mobile gaming also popular. The console ban was lifted in 2015, although the next generation of
consoles has fared tepidly so far in the Chinese market, demonstrating a preference for PC gaming that will take a long
time to overcome.
• Exclusivity deals are negotiated for only a handful of franchises, meaning consumers are also unlikely to miss out.
These are also becoming increasingly rare, as studios seek to compensate for increased production costs by spreading
the product's reach.
• Brand loyalty is relatively low within this market and although leading companies achieve a degree of brand recognition
and success through established game lines, the success of individual titles is highly dependent upon critical review.
However, some game franchises and even software studios foster a dedicated following.
Global Games Software Market: Value Chain Analysis- ML00027-035
End-users: Burning Issue
22
Consumers are facing increasing costs as big developers adopt the games as a service model.
Consumers are facing increasing costs as big titles come
with additional downloadable content and in-game
microtransactions. In particular, elements of freemium
gaming that were popularized in mobile gaming are coming
to AAA titles. Developers are importing lessons from
freemium games into games, with introductions of virtual
currencies and costing time in order to make them pay to
progress.
While the lesson is not wholesale transferrable, implementing virtual currencies into tried and tested gaming loops is
something the companies are exploring. Star Wars Battlefront 2 attracted ire and negative publicity due to its loot crate
system, causing the company to suspend the microtransaction system, and ultimately miss its sales targets. EA sold about
9 million copies of Battlefront 2 during the three-month period from October-December 2017, the third quarter of EA’s 2018
fiscal year, according to the Wall Street Journal. That was about 1 million fewer than the 10 million copies that EA had
expected to sell, compared to 14 million units of the original Star Wars battlefront game in fiscal 2016.
Global Games Software Market: Value Chain Analysis- ML00027-035
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Appendix