Friday, May 31, 2019
the videogames industry Essay -- essays research papers
The moving picture game industry has become a grand influence on society and the economy today. It is an industry that is so huge that it is estimated that 70% of U.S homes will own a Video game system by the year 2005, (Cassandra, 2002) Just one year a bearing. yet what made it the way it is? Since it is still an industry it has to follow the natural laws of economics. In this paper we will dive into the industry that now has gone beyond movies and recordings in profit.The first is that the video game consol industry is an oligopoly and has to deal with the game theory. It is an oligopoly because it has high barriers to entry such as hardware subsidies and very fierce competition amongst already established firms (Scevek, 2001) to a fault there are unaccompanied three major producers of video game consoles Sony, Nintendo, and the recently Microsoft. Because these three all have personal interests the game theory applies quickly. The nigh recent example is the releases of the P laystaion 2 by Sony, the Nintendo GameCube, and Microsofts X-box. Early in the year of 2001 Sony released its latest Playstation 2 and its profits surged. They had increased 3.1% to 24.8 billion Yen, and 22.t million units send world wide in the first fiscal year (IGN, 2002). Microsoft and Nintendo however had a different story. They decided to hold off sending of their product until the vacation season of 2001, a well-known purchasing time for consumers. However this induced competition for personal interests and both ended up worse off. While the Xbox had interchange 1.4 million units, and Gamecube 1.3 million, Sony had 1.4 million units sold in its fourth quarter (Weintraub, 2002). That 1.4 million was in addition to the millions sold before hand. This unwise release is catching up with Microsoft as the profits for the X-box had halved to 190 million in 2003 compared to the loss of 60 million the year before (Yabedo, 2003), and it whitethorn soon be forced to go the gaming indu stry. As it stands now the current owning of systems in households is 75% own a Playstation 2, 12% own a X-box, and13% own a Gamecube (yabedo, 2003). While the figures may be small Nintendo is building up slow but steady steam with its big name titles, and domination of the hand-held industry. Its recent release the Gameboy preliminary has caused a make up for the loss by GameCube. It had so... ...t (Chmielewski,2002). With this increase investment and demand in human capital it is clear to see that the industry is circumscribe to only continue growing.In conclusion the video game industry is growing, it has been for the last thirty years and will continue maybe for the next hundred. But it is an industry none the less, it has to follow the same laws as any other firm in the game of economics, and in this game there is no go along point or pause button. We have seen that because of the game theory the console companies make choices for what they believe to be their best option o nly to have a worse outcome than if they had released at a different date, that as a compony earns an economic profit other componies will try to enter that area operate down economic profit, as well as examples of their fierce competition to stay on the cutting edge. We have also seen that they follow the laws of demand, and develop only on the desires and tastes of the buyers, the costs that come with producing a game both explicit and implicit, and the externalities that come with the products. And what investments are being made for the future in this billion-dollar industry.
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