The Business of
Computer and Video Games
Now includes 137-page March 2007 update
Historical Retail Sales for the Video Game and Interactive Entertainment Industry
and 2006: The Year in Review plus September 2006 profiles of Microsoft (58 pages), Nintendo (59 pages) and
Sony (62 pages).
The Business of Computer and Video Games, released March 2004, is a detailed 500+ page report designed to provide
users a comprehensive overview of how the interactive entertainment industry
functions. Coverage includes:
- A historical analysis of the six major cycles of the video
- An overview of console, portable and PC-based hardware
- A look at individual hardware systems of the past ten
- A discussion of the different markets throughout the world.
- The top-selling games of the past ten years.
- A complete analysis of game genres.
- An analysis of what makes a game successful.
- Consumer demographics and profiles.
- The players in the industry food chain, including
developers, publishers, distributors and retailers.
- A look at development issues.
- Detailed business models showing different break-even
scenarios for developers and publishers. Scenarios are broken down based
on sales level, publishing structure and cost of licensed content.
- A complete look at the retail chain, including analysis of
individual retail chains.
- Results of retail chain price point survey.
- Marketing elements, costs and case studies.
- Analysis of major trends.
- A comparison of video games with other forms of media,
including the music and movie industries.
- A discussion of emerging distribution channels.
NOTE: This report now includes March 2007 update
Historical Retail Sales for the Video Game and
Interactive Entertainment Industry and
The Impact of Licensing in
Interactive Entertainment and July 2006 profiles of Microsoft (58 pages), Nintendo (59
pages) and Sony (62 pages).