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Friday, December 10, 2010

Video Game Industry

2 comments:

  1. In addition to the presentation shown here, our team had the following discussions and learning as a result of the conversations with other teams...

    1. User-generated content is used by major players in the video game sector to bring new consumers in to their existing networks

    2. In order to capitalize on new monetization points, partnerships may need to include 3 parties from content providers, vertically-integrated online network providers, and external businesses looking to drive advertising or e-commerce

    3. Cable/satellite providers have a huge incentive to enter the gaming space via cloud-based gaming which may include browser games. This is an opportunity for social gaming players and content providers, and a threat for vertically-integrated console providers

    4. Innovation in controllers/device represents an attempt to differentiate, especially for vertically-integrated console providers

    5. Lack of net neutrality represents a threat to everyone, and few have the power to do much about it

    6. Opportunities for gaming companies exist beyond the world of entertainment. Content publishers can build content for education and training simulation environments where the market is big enough. Vertically-integrated online networks can pull data for mining at micro and macro levels

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