Entertainment Software Publishing and Retail
INDUSTRY REPORT
July 2009
We expect favorable industry dynamics over the next several years to provide the foundation for entertainment software publishers to grow revenues by nearly 10% per year, with the top publishers realizing a much higher rate of earnings growth during this period. In this report, we analyze the fundamentals of the interactive entertainment industry and detail our criteria and methodology for identifying its champions.
Wedbush Morgan does and seeks to do business with companies covered in its research reports. Thus, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors should consider this report as only a single factor in making their investment decision. Please see page 206 of this report for analyst certification and important disclosure information.
We thank our good friend, Junkwaffle, for the fabulous cover art and for demonstrating that there is tremendous value to entertainment that is digitally delivered, even though it is intangible and nearly impossible to trade in at GameStop.
It is important to acknowledge the contribution from media sites IndustryGamers.com, Edge-Online,
Kotaku.com, bitmob.com, VentureBeat.com, gamesindustry.biz, eurogamer.net and gamasutra.com for
keeping us on our toes and always asking us to think about the industry in real-time.
TABLE OF FIGURES...................................................................................................................................... 5 EXECUTIVE SUMMARY................................................................................................................................. 7 DEFINING THE INDUSTRY.......................................................................................................................... 17 INDUSTRY SIZE: THE ADDRESSABLE MARKET OPPORTUNITY........................................................... 21
GEOGRAPHIC MARKETS................................................................................................................ 21 HARDWARE AND SOFTWARE SALES SPLIT................................................................................ 23 SOFTWARE VS. OTHER ENTERTAINMENT SECTORS................................................................ 23
WIDENING AGE DEMOGRAPHIC................................................................................................... 26 RAPID TEEN GROWTH.................................................................................................................... 28 FEMALE MARKET............................................................................................................................ 28 INCREASING YOUTH INCOME....................................................................................................... 28
HOME CONSOLES........................................................................................................................... 31 WHY THIS IS LIKELY THE LAST CONSOLE CYCLE...................................................................... 49 HANDHELD, PORTABLE AND MOBILE CONSOLES...................................................................... 52
SKUS)............................................................................................................................................... 62 DIGITAL DOWNLOADS ARE HERE AND NOW.............................................................................. 64 THE WII PLUS (HD) IS COMING (EVENTUALLY)........................................................................... 65 THE XBOX 360 COULD END UP A WINNER, EVEN IN THIRD PLACE.......................................... 67 THE NEW, DIGITAL PSP IS NOT QUITE DEAD, YET, (OR IS IT?)................................................. 69 THE NEW DSI WILL ADVANCE THE BRAND.................................................................................. 69 BLIZZARD IS THE PRESENT AND FUTURE OF ONLINE GAMING............................................... 70 IN-GAME ADVERTISING IS NOT A BIG DEAL................................................................................ 73 DIGITAL DOWNLOADS WILL LIMIT GAMESTOP\u2019S GROWTH....................................................... 75 FREE-TO-PLAY GAMES HAVE POTENTIAL................................................................................... 79 MOBILE PHONE GAMES ARE A FAD............................................................................................. 80 POST SCRIPT\u2014LESSONS NOT LEARNED FROM THE LAST CONSOLE CYCLE....................... 81 CONCLUSION.................................................................................................................................. 82
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