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Video-Game Industry Recent trend in Japanese Market and Comparison with US Market Junjiro Shintaku (University of Tokyo) 2002/3/26 1 Contents 1. 2. 3. 4. 5. 2002/3/26 Shrink in Japanese Market Concentration on a Few Major Companies 3 Basic Characteristics US Game Market Five Feature in US Market 2 1 Contents Business: Market Size Market Size in Japan (1999) Movie 828 Music CD 5,695 VTR contents 2,476 Video Game: Soft Video Game: Hard 4,851 1,189 \ 100,000,000 2002/3/26 3 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 4 2 Scope of Activities Software Distribution Pub. Pub. Dev. Dev. Pub. Dev. Dev. Pub. Dev. Dev. Dev. Dev. Platform (Hardware) 2002/3/26 5 Generation transition of console machine 600 500 Famicon S-Famicon NINTENDO64 MegaDrive SegSaturn Dreamcast Playstation Playstation 2 # of shipments (0,00 400 300 200 100 0 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2002/3/26 6 3 Soft Market is Shrinking in Japan 7,000 6,480 6,427 6,603 6,000 5,724 合計 ソフト ハード 5,000 億円 4,000 4,588 4,887 4,691 5,678 5,600 4,885 4,521 4,364 4,485 4,030 3,978 3,431 5,469 5,408 •Soft market is 23 times. 4,014 3,754 3,600 3,358 3,000 2,624 •Soft market is decreasing. 2,353 2,000 1,906 1,378 1,664 1,360 984 937 2001e 1998 1997 1996 PS2 1995 1993 1992 1991 1990 1994 PS1 0 2000 1,230 2,000 1,718 1999 1,354 1,078 1,000 1,593 •Only hard market recover growth. 出所:メディアクリエイト『テレビゲーム流通白書』各年版 2002/3/26 7 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 this feedback cycle collapsed. 2002/3/26 8 4 Contents 1. 2. 3. 4. 5. Shrink in Japanese Market Concentration on a Few Major Companies 3 Basic Characteristics US Game Market Five Feature in US Market 2002/3/26 9 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 • Concentration on big firms 2002/3/26 10 5 Number of Game Soft Firms 300 Famicon 250 S Famicon Sega Saturn 200 Playstation all 150 100 50 99 98 19 97 19 96 19 95 19 94 19 93 19 92 19 91 19 90 19 89 19 88 19 87 19 86 19 85 19 84 19 19 19 83 0 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。 2002/3/26 11 New Entrants and Exit in Game Software 300 250 # of entrants # of exit # of competitors 200 150 100 50 0 # of entrants # of exit # of competitors 1983 1984 1985 1986 1987 1988 1989 1 2 17 18 17 13 19 0 0 0 0 1 3 3 1 3 20 38 54 64 80 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 32 28 21 21 55 58 75 60 51 49 7 8 16 13 15 26 39 44 66 63 105 125 130 138 178 210 246 262 247 233 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 12 6 Event History Analysis 累積生存率 Cumulative survival rate Kaplan-Meier法 累積生存率曲線:duration 打ち切り変数:censor 群分け変数:e npt 1 Early Entrants (1985-89) .8 累積生存率(1) 累積生存率(2) 累積生存率(3) .6 .4 .2 Middle Entrants (1990-93) Late Entrants (1994-) 0 0 2 4 6 8 10 時間 12 14 16 18 time 2002/3/26 13 販売本数シェア(除携帯ゲーム) Market Share in Japan ゲームソフトメーカーのシェア推移 100% その他 80% ナムコ コナミ 60% セガ 40% カプコン 20% 任天堂 0% SCE 1997 1998 1999 資料:メディアクリエイト「ゲーム流通白書」各年版 2002/3/26 スクウエ ア 14 7 Concentration Ratio •Concentration ratio is getting higher after 1995. 0.05 上位5社 上位10% Herfindal Index 0.5 データソー ス:ファミ 通ベスト 30 98 0.06 97 0.55 97.5 0.07 96.5 0.6 96 0.08 95.5 0.65 95 0.09 94 0.7 94.5 0.1 93 0.75 93.5 0.11 92 0.8 92.5 集中度 集中度の推移 Herfindal Index 2002/3/26 15 Contents 1. 2. 3. 4. 5. 2002/3/26 Shrink in Japanese Market Concentration on a Few Major Companies 3 Basic Characteristics US Game Market Five Feature in US Market 16 8 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 2002/3/26 17 Low Hit Ratio 万本 0∼ 1∼ 5∼ 10∼ 20∼ 100∼ 2002/3/26 プレイステーション 97年 98年 95 176 (31%) (41%) 102 157 (33%) (36%) 38 37 (12%) (9%) 38 33 (12%) (8%) 31 29 (10%) (7%) 7 2 (2%) (0%) 311 434 24% 15% セガサターン 97年 98年 98 72 (45%) (45%) 66 54 (30%) (34%) 27 21 (12%) (13%) 18 8 (8%) (5%) 8 5 (4%) (3%) 0 0 (0%) (0%) 217 160 12% 8% NINTENDO64 97年 98年 10 7 (28%) (28%) 11 8 (31%) (32%) 8 3 (22%) (12%) 3 4 (8%) (16%) 4 3 (11%) (12%) 0 0 (0%) (0%) 36 25 19% 28% 97年 203 (36%) 179 (32%) 73 (13%) 59 (10%) 43 (8%) 7 (1%) 564 19% 84% 77% 合計 ヒット率 ヒット作品の 83% 74% 55% 47% 64% 本数シェア * メディアクリエイト作成の売上本数より筆者作成。 合計 98年 計 255 458 (41%) (39%) 219 398 (35%) (34%) 61 134 (10%) (11%) 45 104 (7%) (9%) 37 80 (6%) (7%) 2 9 (0%) (1%) 619 1183 14% 16% 71% 74% 18 9 図4-2 売上推移の平均像 Transition of Sales by Week 100% 14 90% 12 70% 60% 8 50% 各週売上 累積比率 6 40% 30% 4 Cumulative % Sales 各週売上(万本) volume (0,000) 80% 10 20% 2 10% 0 0% 1 4 7 10 13 発売後週 16 19 22 # of week after introduction 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 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 2 3.7 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 。 2002/3/26 19 図4-5 ヒットタイトルの売上パターンの比較対照 1,000,000 各週売上本数(対数目盛) Sales volume A:みんなのGOLF(SCE) 100,000 B:ファイナルファンタジー タクティクス(スクウェア) 10,000 1,000 0 10 20 30 40 50 60 70 80 発売後週数 # of week after introduction A 総売上 158万本 B 128万本 初発率 8% 53% 逓減率 回帰曲線 -0.725 2 61% Y = 132715X R =0.947 -1.737 2 30% Y = 678997X R =0.995 資料)メディアクリエイト売上データを筆者が加工。 2002/3/26 20 10 Contents 1. 2. 3. 4. 5. Shrink in Japanese Market Concentration on a Few Major Companies 3 Basic Characteristics US Game Market Survey Five Feature in US Market 2002/3/26 21 Market Size: US > Japan 100,000 90,000 80,000 70,000 60,000 50,000 40,000 30,000 20,000 10,000 0 # of Console Hardware Shipment (000) 12,000 10,000 8,000 6,000 4,000 2,000 0 1995 2002/3/26 US-Hard 1996 1997 Japan-Hard 1998 US-Soft Sales of Software (000) Game Market: Japan vs US Hard: 1997 Soft: 1999 1999 Japan-Soft 22 11 Sales Volume by Major Region (Software, 1998) ゲームソフトの地域別売上(1998年) 35,980 57,118 63,000 PS 8,957 9,580 N64 27,817 0 50,000 100,000 1,000本 North America Europe 150,000 200,000 Japan 2002/3/26 23 Market Share of Software Share by sales PS and N64 PS・N64用ゲームソフトシェア(金額ベース) (YTD 10/99) 2002/3/26 EA Nintendo Sony その他 Acclaim THQ Konami Infogrames Namco Lucas Arts Eidos Capcom Mid 出所: IDG “Multimedia Industry Update” December 1999 24 12 Location of Game Software Firms Seattle Bungie Microsoft Nintendo of America Chicago Jaleco, Midway Games NJ Majesco NY Vatical Boston Hasbro Int. Working Designs New York Accalaim, GT Interactive, Simon & Schuster Interactive, Take Two Silicon Valley 3DO, Capcom, Codemaster, Eidos, Electronic Arts, Empire Interactive, Infogrames, Koei, Konami, LucasArts, Namco, Natsume, Ripcord, Ubi Soft Sega of America,SCEA テキサス州 Dallas The Gathering of Developers L.A. Activision, Atlus, Crave Entertainment, Disney Interactive, Fox Int., Havas, Interplay, Mattel, Novalogic, SquareEA, Tecmo, THQ, Titus 2002/3/26 North Carolina Red Storm Southpeak Austin Blue Byte 25 Sales Trend of Top 10 Firms Top 10 Firms in US Sales of Nintendo and Sony are decreasing. 18,000,000 Sales Volume 16,000,000 NINTENDO OF AMERICA ELECTRONIC ARTS 14,000,000 12,000,000 6,000,000 SONY COMPUTER ENT. (SONY) ACCLAIM ENTERTAINMENT MIDWAY 4,000,000 MAJESCO 2,000,000 THQ 10,000,000 8,000,000 0 ACTIVISION 1997 2002/3/26 1998 1999 2000 989 STUDIOS (SONY) 26 13 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? 2002/3/26 27 Contents 1. 2. 3. 4. 5. 2002/3/26 Shrink in Japanese Market Concentration on a Few Major Companies Four Basic Characteristics US Game Market Survey Five Feature in US Market 28 14 1) Big PC Market • US PC game market is bigger than Japan. 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 2002/3/26 29 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 日本市場 27.7% 15.3% 37.0% 20.0% US市場 19.6% 0% 2002/3/26 20% アクション 13.6% 24.9% 41.9% 40% スポーツ 60% RPG 80% その他 100% 30 15 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 2002/3/26 31 4) High concentration in distribution • Pressure from big retailer: promotion, price >> Marketing skill is important US市場小売集中度 PS Wal-Mart Best Buy Toys R Us Babbage's/Funco Electronics Boutique Top 5 1-10/1999 1-9/2000 19% 19% 13% 15% 14% 15% 9% 13% 11% 12% 66% 74% 資料:IDG,"The multimedia Markets in North America and Europe" March 2000 2002/3/26 32 16 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 1 2 3 4 5 6 7 8 9 10 2002/3/2611 TITLE Int. Date PSX WWF SMACKDOWN NOV'00 PSX DRIVER 2 NOV'00 PSX TONY HAWKS PRO SEP'00 PSX FINAL FANTASY IX NOV'00 PSX GRAN TURISMO 2 DEC'99 PSX MADDEN NFL 2001 AUG'00 PSX TONY HAWKS PRO SEP'99 PSX TEKKEN 3 APR'98 PSX DRIVER JUN'99 PSX SPEC OPS APR'00 PSX SPY RO: Y EAR OF DOCT'00 GENRE Publisher WRESTLING THQ COMBAT RACING INFOGRAMES EXTREME SPORTSACTIVISION HARD-CORE RPGSQUARE EA ACTION ORIENTE SONY FOOTBALL ELECTRONIC A EXTREME SPORTSACTIVISION FIGHT/HEAD TO HNAMCO COMBAT RACING INFOGRAMES ACTION TAKE 2 INTERA PLATFORM/SCRO SONY 33 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 34 17 Challenge for Online game • Online Simulation Game – Console – Expansion of packaged software • MMORPG (Massively Multi-player Online RPG) – PC platform • massive users, communication tool – Korean co. or JV with Korean and Japan 2002/3/26 35 18