
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy console games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:
Console and portable software sales: $6.2 billion, up 8% from 2003[6]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[6]
PC game sales: $1.1 billion, down 15% from 2006[7]
These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003.
The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
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