Presentation is loading. Please wait.

Presentation is loading. Please wait.

 $18 Billion Entertainment Industry  40% increase from 2006  Demographics  Fastest growing group: 50+ (25%)  Average age: 33  40% of all gamers.

Similar presentations


Presentation on theme: " $18 Billion Entertainment Industry  40% increase from 2006  Demographics  Fastest growing group: 50+ (25%)  Average age: 33  40% of all gamers."— Presentation transcript:

1

2  $18 Billion Entertainment Industry  40% increase from 2006  Demographics  Fastest growing group: 50+ (25%)  Average age: 33  40% of all gamers are women  Boys under 17: 23%  Increase in sales during recession

3  Launched November 22, 2005  Developed by Microsoft  Predecessor of Xbox  3 versions: Arcade, Premium, Elite  Seventh Generation Video Game Console

4  Processor GHz PowerPC with 3 dual- threaded processor cores (Xenon)  GPU – ATI-Based Custom Processor (Xenos)  Clock Speed – 500 MHz  Video RAM - Up to 512 MB GDDR3 system RAM (700 MHz) plus 10 MB embedded DRAM (eDRAM) frame buffer  Video Resolution - 16:9 widescreen 720p, 1080i, 1080p (will down sample to standard definition)

5  Sound - Supports 5.1 Dolby Digital Sound  Network - Bandwidth of 22.4 GB per second  WMV HD and M-PEG 2 decoder  Drives – 12x dual-layers DVD; HD DVD drive offered as $179 add-on (for movies only)  Storage - 60 GB of hard drive storage

6  Controllers (Wireless or non Wireless)  Wireless Gaming Receiver  Messenger Kit  Universal Media Remote  Steering Wheel  Guitar  Head Set  Live Vision Camera  Detachable Hard Drives  Memory Units  Intercoolers

7  Online Multiplayer Gaming and Digital Media Delivery Service  Release Date: November 2002  8 million users today  Game achievements, score, reputations  Xbox Live Marketplace  “Gamertags”  “Trueskill”

8  Large Game Database  Online Capabilities  Netflix  Entertainment System  Graphics

9  Launched November 17, 2006  Predecessor of Playstation 2  Developed by Sony  Seventh Generation Video Game Console

10  Cell Microprocessor  3 GHz Power Processing Elements  GPU is NVIDIA G70  Blu Ray, DVD, and CD drives

11  Sixaxis Controller  BD Remote  Playstation Eye  Digital Video Recorder  Ethernet Cable  Power Cable  USB Cable  Composite Video/Audio Cable

12  Downloadable and Updatable Software  Xross Media Bar

13  Unified On line Service  Playstation Store  Playstation Network  Playstation Portable connectivity

14  High Price  Lack of Game choice  #8 in top 21 screw ups according to PC World

15  Connectivity  Personalization  Download Capabilities  Shopping  Up Load Capabilities  Networking  Playstation Home

16  Launched September 14 th, 2006  Developed by Nintendo  Seventh Generation Video Game Console  Successor to the Game Cube

17  Secure Digital Cards  CPU IBM power PC based “broadway”  GPU ATI “Hollywood”  512 MB

18  Motion sensing capability  Accelerometer and Optical Sensor technology  Remote control based design  Bluetooth

19  Wii Homebrew  Linux  Twilight Hack

20  Wii connect24  Downloadable content  Friend Codes  Pay and Play

21 Choice-Supportive Bias  a tendency to retroactively ascribe positive attributes to an option one has selected  Wii owners favored the Wii  Xbox 360 owners favored the Xbox 360  PS3 owners favored the PS3

22 Compatibility concerns  backward compatibility (ability to play games from older console versions)  PS3 has dropped backward compatibility  Microsoft's Xbox 360 can play older Xbox games, but each game requires its own software emulator (which can be downloaded from Microsoft)  The Nintendo Wii can accept GameCube games, plus its Virtual Console feature lets you play downloaded games from even older systems like Sega Genesis.

23  Consider the games  Who will be playing?  Are you interested in extras like online gaming or playing movies?  Consider capacity

24 Nintendo Wii PROS:  Motion-detection game controllers  Fun for groups  Also plays old Nintendo games Physical Therapy ToolPhysical Therapy Tool CONS:  Online gaming cumbersome  Battery life in controllers  No CD or DVD playback

25 Microsoft Xbox360 PROS: Realistic, high-tech graphics User-friendly interface Wide game selection CONS: No Wi-Fi capability Reliability issues on older consoles Oversized power supply

26 Sony PlayStation 3 PROS: Has built-in Blu-ray player High-definition graphics Realistic, immersive games Quiet operation CONS:  Expensive No backwards compatibility Online play not as good as Xbox 360 Fewer game titles than Xbox 360

27  Over 22 million units sold Worldwide  13 million in United States  6 million in Europe  1 million in Japan

28  million worldwide  5 million in the United States  5 million in Europe  2.5 million in Japan

29  World Wide-34 million units  America- 15 million Units  Japan- 7 million units

30  -Nintendo Wii leads worldwide sales with 34 million  -Nintendo Wii leads US sales with 15 million, Xbox 360 coming at 13 million  Nintendo Wii leads Japan with 7 million  Xbox 360 leads Europe with 6 million

31  -Nintendo Wii appeals to all ages, has multiple accessories and desired game play  -Gaming Consoles expanding to all levels of technology, user appeal  -Music, DVD, Online gaming, Photos

32


Download ppt " $18 Billion Entertainment Industry  40% increase from 2006  Demographics  Fastest growing group: 50+ (25%)  Average age: 33  40% of all gamers."

Similar presentations


Ads by Google