video game market now and in the future · console video gaming is a leading leisure activity in...
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Video Game Market
Now and in the Future
Tony Bartel
Executive Vice President
Merchandising and Marketing
GameStop Corporation
What is the average age of a “gamer”
A) 17
B) 21
C) 29
D) 32
Gamer Trivia
What Percentage of Gamers are Female?
A) 28%
B) 35%
C) 39%
D) 49%
Gamer Trivia
Which of the Following is NOT a video game
character?
A) Rosco the Raving Rabbit
B) Zero Suit Samus
C) Ezio
D) Nikko Bellic
Gamer Trivia
Gaming Industry
Overview and Prospects
• Overview of 2009 Gaming Category
• Who is GameStop?
• The Future of Gaming
• Supply Chain Challenges
2009 Was a Challenging Year for
Video Games
-11%
-9%
-7%
-5%
-3%
-1%
1%
Hardware Software Accessories
-8%
-10%
-1%
2009 US Category Growth over 2008
Source: NPD
December Sales Surged Due to
Wii Demand, PS3 Price Drop
-30%
-20%
-10%
0%
10%
20%
30%
40%
Wii HW PS3 HW Total Market
-30%
-2%
-12%
40% 37%
5%
2009 US Growth over 2008
Jan-Nov Dec
Source: NPD
Console Gaming Represents the
Majority of Industry Sales
Worldwide Video Game Software Market Size (2009)
PC Games - $4B
Video Game Ads - $1B
Source: PWC Global Media and Entertainment Outlook, 2009
HARDWARE UNITS (CONSOLE + HANDHELD)
100 Million New Units Will Change ‘The Cycle’
U.S. INDUSTRY GROWTH
19,189 15,316
21,300 21,081 20,939 19,796 20,815 23,134
30,972 34,751 34,000
5,000
10,000
15,000
20,000
25,000
30,000
35,000
40,000
19
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20
01
20
02
20
03
20
04
20
05
20
06
20
07
20
08
20
09
Un
its S
old
Year
U.S. Annual Hardware Sell-Thru
Source: NPD
$10,937
$8,624
$6,450$6,058$6,240
$5,800
$4,500$4,100
$5,500
$0
$3,000
$6,000
$9,000
$12,000
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
TOTAL U.S. NEW VIDEO GAME SOFTWARE SALES
U.S. INDUSTRY GROWTH
Launch years Launch years
$9,900
Source: NPD
Call of Duty Launch was the Largest
Entertainment Launch in History
• Nearly 2mm advance sales at GameStop
• Biggest first-day launch in history across all forms of
entertainment, with 4.7M copies sold, $310M in sales
• In first five days, $550 million in sales worldwide, outpacing 5-
day theatrical box office gross figures for such films as Avatar,
Harry Potter and the Half-Blood Prince, and the Dark Knight
Source: Activision and boxofficemojo.com
First Half of 2010 Will Easily be
the Biggest in Video Game History
Who is a Gamer?
• You can be a gamer even if you don’t own a
Wii, Playstation or Xbox
• According to NPD Group, two-thirds of
Americans currently play games on consoles,
cell phones, Web sites and even social
networking sites
• Deloitte estimates six out of 10 U.S.
households own at least one console
New Definition of a Gamer
• Nearly 50% of new
gamers are 35+
• 49% of these gaming
parents are women
• 65% of all households
play computer /video
games
• Half of all parents say
they play video games
with their children
• Gaming industry no
longer dominated by
young males
Growing the Gaming Audience
• Identifying new audiences, staying ahead of curve
• Growing the audience while still serving core
gamers
• Services to meet growth of gaming among
women and families
• Serving the growing Hispanic market
Console Video Gaming is a Leading Leisure
Activity in Our Target Demographic
Q: Which is your favorite leisure activity?
Source: 2009 Frank N. Magid Associates, Inc. survey
Who is GameStop?
World’s Largest Video Game
Retailer
Broadest Assortment in the
Industry (2-3X SKU Count)
Highly Assisted Sale – Heavy
Payroll Investment
Broad Vendor-Led Training –
Annual Trade Show
Unique Value Proposition –
Buy/Sell/Trade
Store Locations
• United States Store Base: 4,431
• European Store Base: 1,297
• Canadian Store Base: 340
• Australian Store Base: 389
Total: 6,457
In 2009, GameStop opened 400+ stores worldwide
In 2010 we expect to open an additional 400+ stores
GameStop’s Points-of-Difference
Unmatched customer satisfaction fueled by:
Category specialization driven by
knowledgeable, passionate sales team
Broadest, largest assortment of games
Largest number of convenient locations
Unmatched customer engagement
Value based on Buy/Sell/Trade model
Access to Stores
and Inventory
• More stores than any other gaming retailer
• Small, intimate locations focused solely on gaming
• Customers ensured access to new games through
early reservation system
• Guaranteed in stock on most popular games
• Pre-sales often tied to exclusive GameStop offers
that customers desire
• Customer Loyalty Program
• Game Informer Magazine
• Midnight Launch Events
• First-to-Play Events
• Contests
• Tournaments
• Pre-order Incentives
• Racing Sponsorships
• Indie Game Challenge
• Community Involvement
• Philanthropy – Make a Wish
Customer Centric in Every Way
Pioneer of Buy/Sell/Trade Model
• Fiscal ’08: 86.5M units traded in
On track to top 100M units in fiscal ’10
• We refurbish almost 90% of everything we
take as trade-ins
• Only 10% goes to other recyclers who reclaim
value and keep out of landfill
Buy/Sell/Trade Benefits Everyone
• Huge customer benefit- $700M returned to customers in 2008
• Huge developer benefit
- Credit used to buy games/equipment
• Huge GameStop benefit- Brings customers into stores, stimulates new game
sales, provides us with inventory of pre-owned
merchandise we can sell
• Huge environmental benefit- 220K tons recycled since 2002
The GameStop Brand Experience
“People and a place passionate about the
world of gaming”
“Simply the best and smartest way to get to
the rich benefits of gaming”
Power to the Players
GME 10-Year Sales Growth
Source: NPD
Gaming is Expanding Beyond
the Console
• 10’ Experience
• 3’ Experience
• 1’ Experience
Internet/Wireless Gaming is Growing
• Facebook claims 65 million+ game players on
its site (Farmville, Farkle and Mafia Wars)
• Millions play on Internet gaming sites
• Almost a third of iPhone owners have
downloaded a game in the last month
• Millions more play on other mobile devices
(Blackberry, Droid, etc.)
Digital Trends – 10’
• DLC is great for gaming but friction-filled and lacks virality
– Less than 15% of gamers have purchased DLC
– Average value of DLC transaction is less than the average iPhone app
– DLC is in need of an educating, assisted sale, frictionless process
• Cloud computing is interesting but must be corroborated
– Latency / Bandwidth
– Business Model
– “The veracity of technological innovation is rarely wrong, but the chronology is almost always wrong”
• E-commerce continues to drive growth
– Online presence must extend the customer experience
– Supply chain flexibility a must
Digital Trends – 3’
• Convergence around browser technology
– Portability
– Low friction
– Social Element
– High Virality
• Key is 360 Monetization
– Micro-transaction
– Subscription
– Purchases
– Ad-based revenue
Digital Trends – 1’
Apple has disrupted the mobile gaming spaceDaily iPhone usage breakdown, % of time spent on each activity, one hour per day:
Voice Call, 45%
SMS, 14%
E-Mail, 12%
Music, 10%
Games, 8%
Internet, 9%
Other, 3%
Source: Morgan Stanley
Today’s Mobile Experience Needs a
Specialist’s Expertise
• Low barriers to entry have created
overwhelming product flow
• Lack of effective merchandising
solution is limiting sales
• Popularity ≠ quality experience
• No authoritative source for quality
• No pre-review and limited objective
post-review
Continued Road to Success
• Be the video game retail aggregator of choice by
offering customers access to games through doors, Web
sites and digitally
• Strengthen our commitment to unmatched service,
selection, engagement, access and value to deliver
unparalleled customer satisfaction as the leading
category specialist in the industry
The methods of playing video games may be broadening,
but we are positioning ourselves to lead the way
regardless of the media or method.
Supply Chain Opportunities
• Delivery flexibility
– Same day delivery
– Efficiency in overnight delivery
– Stronger intra-region network
• Collaborative Efficiency
– Working together to minimize cost, time pressure
– Support green initiatives
• Direct import simplification
– Extend trusted partners into China
– End-to-end solutions