video game piracy

31
VIDEO GAME PIRACY A CASE STUDY VENKATESH KBS

Upload: vicky

Post on 12-Nov-2014

1.119 views

Category:

Documents


0 download

DESCRIPTION

A look at the video game piracy

TRANSCRIPT

Page 1: Video Game Piracy

VIDEO GAME PIRACY

A CASE STUDYVENKATESH KBS

Page 2: Video Game Piracy

TOPICS FOR THE DAYCASE FACTS – PRESENT MARKET

THE BIG THREE

COMPETITIVE LANDSCAPE

BUSINESS MODEL

GAMING IN ASIA

IMPORTANCE OF EAST ASIA

PIRACY AND MODS

STRATEGIES TO COMBAT PIRACY

WTO

Page 3: Video Game Piracy

CASE FACTS- PRESENT MARKET

Over the past decade, video game industry has grown into a global colossus worth more than $20 billion a year in revenues.

The four largest markets for video games are the United states, Japan, Canada and United kingdom.

Console and portable software sales: $6.2 billion, up 8% from 2003

Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003

Page 4: Video Game Piracy

GLOBAL GAMES MARKET

Page 5: Video Game Piracy

THE BIG THREE

SONY MICROSOFT NITENDO

PS2

XBOX

GAME CUBE

Page 6: Video Game Piracy
Page 7: Video Game Piracy

COMPETITIVE LANDSCAPEMarket forces seem to dictate that there is only enough room in the games

console market for three major players.

in recent years Sega once a major player has been edged out of the hardware market by both Sony and Microsoft.

Sony’s PlayStation2 was the most popular regular console in the 2003, the machine dominating all the major console markets across the world.

Although only holding a comparatively small share of the console market, Microsoft’s X-box has enjoyed strong sales growth. The machine’s technically-advanced offering combined with a strengthening software library, which taps strongly into the online gaming community, has helped boost the popularity of the machine.

Page 8: Video Game Piracy

COMPETITIVE LANDSCAPE

Nintendo, famous for being one of the original electronic games manufacturers, has enjoyed something of a renaissance since the release of its hand-held Game Boy Advanced.

Although the market is expected to experience a slight contraction in 2005 as unit sales of aging systems decline, it is predicted that 2005 will experience strong growth with the release of Sony’s PlayStation 3 and Microsoft’s X-box 2 reinvigorating the market.

Page 9: Video Game Piracy

THE BUSINESS MODEL

The razor and razor blades business model

Here console {razor} is sold at a loss and profit is made on the sale of the game {razor blades}

For example in the case of Microsoft Xbox, estimates suggests that company loses as much as $200 on each Xbox it sells. To make profits Microsoft collects royalties on the sale of games developed under license, in addition to producing and selling some games itself. Each game typically retails for about $50, so Microsoft has to sell 6 to 12 games to each Xbox user to recoup the initial $200 loss on the initial sale and start making a profit

Page 10: Video Game Piracy

GAMING IN ASIA

The Asia-Pacific games consoles market has experienced fluctuating but ultimately negative growth in the 1999-2003 period.

Industry estimates suggests that Asian gamers will spend some $7.6 billion on videogame software in 2005, much of it on low priced pirated games.

Page 11: Video Game Piracy

ASIA PACIFIC GAMES MARKET

Page 12: Video Game Piracy
Page 13: Video Game Piracy

HOW IMPORTANT IS EAST ASIA TO THE LONG TERM FUTURE OF THE VIDEO GAME COMPANIES, MICROSOFT,SONY AND NITENDO?

QUESTION 1QUESTION 1

Page 14: Video Game Piracy

IMPORTANCE OF EAST ASIAThe Asian economic crisis is long over. Current growth in the

region is unparalleled. Asia-Pacific's markets are getting bigger and more prosperous all the time.

According to PricewaterhouseCoopers' Global Entertainment and Media Outlook: 2005-2009, Improved economic conditions and an advertising upswing, combined with expanding online distribution of music, films, books and video games, will be key drivers triggering end-user spending in East Asia.

Overall, the video game market will expand at a 16.5 percent CAGR to $55 billion in 2009 driven by growth in Asia/Pacific, the largest market.

Page 15: Video Game Piracy

Industry estimates suggests that Asian gamers will spend some $7.6 billion on videogame software in 2005, much of it on low priced pirated games, compared to $7.4 billion in the U.S.

Overall, the video game market will expand at a 16.5 percent CAGR to $55 billion in 2009 driven by growth in Asia/Pacific, the largest market.

Page 16: Video Game Piracy

In 2008 the Asia-Pacific games consoles market is forecast to have a value of $1.6 billion, an increase of 22.1% since 2003.

Page 17: Video Game Piracy

How big a threat are software piracy and mod-chips to the profitability of the video

game business of these companies?

QUESTION 2QUESTION 2

Page 18: Video Game Piracy

AHOY PIRATES HERE

The industry is threatened by rise in piracy, which cost the industry an estimated $2 billion dollars in 2001.

The piracy problem is particularly serious in East Asia, excluding Japan, where video games are routinely chipped – sold with modified chips called “mod-chips”.

Page 19: Video Game Piracy

LET’S TALK ABOUT MODSModchip stands for modification chip and is a device used to play import, backup, or homebrew games and/or circumvent the digital rights management of many popular game consoles, including the Xbox and play station.

Video game consoles are routinely chipped with “mod-chips”, that overrides the console’s security system, allowing it to play illegally copied games and CDs.

Page 20: Video Game Piracy

Mod-chips allows users to play illegally copied games. Consoles with mod-chips installed offers a gaping gateway for software pirates.

This directly threatens the profitability of console and game makers who follow razor and razor-blades model.

For example if the users are purchasing pirated games and playing them on “chipped” X-box consoles, Microsoft collects nothing in royalties and may never reach breakeven.

Page 21: Video Game Piracy

In East Asia, some 70% of game software sold in the region may be pirated thanks to the popularity of the “chipped” consoles and low price of pirated games, which may sell for one-third of the price of the legal game.

Page 22: Video Game Piracy

QUESTION 3QUESTION 3

What strategies or tactics might the companies pursue to stop piracy? How successful do you think these strategies might be?

Page 23: Video Game Piracy

TACTICS BEING USED TO CHECK PIRACY

The big video game companies tried to deal with the piracy problem in East Asia by ignoring the market.

Sony launched its Play station 2 in East Asia two years after its Japanese launch, and Microsoft delayed its East Asian launch for a year after it launched elsewhere in the world. Questionable tactic

Page 24: Video Game Piracy

Another tactic is to regularly alter the hardware specifications of its consoles, rendering the existing mod-chips useless. Temporary solution

Third tactic was to push the local authorities to legally enforce existing intellectual property rights law that in theory outlaws the mod-chip practice

Page 25: Video Game Piracy

WINNING STRATEGIES

The answer may be online gaming. Access to popular titles available only over the Internet is more controllable. The game code is harder to copy because it resides in a secure central "server" — a computer run by a trusted third-party such as an Internet service provider. "Whenever illegal access is detected, they can shut [unauthorized users] out."

Page 26: Video Game Piracy
Page 27: Video Game Piracy

INTELLECTUAL PROPERTY POLICY

One of the key tools for battling piracy is the Digital Millennium Copyright Act (DMCA). It is used to protect intellectual property in the digital age.

One side affect of the DMCA is that it empowers game companies to protect their property through a side door..

Not only the person making the software available but also, the ISP that he is using to facilitate the connection could potentially be held liable as a violator of copyright.

Page 28: Video Game Piracy

• Global Gaming Alliance: Between the 3 major players, ensuring regular checks, common encrypting software with the objective of collectively combating piracy, bring down costs of new game development

Page 29: Video Game Piracy

What role might international institutions like WTO play in such particular problem?

Question 4Question 4

Page 30: Video Game Piracy

The wto’s agreement on trade related aspects of intellectual property rights {trips} is an attempt to narrow the gaps in the way I.P rights are protected in the world and to bring them under common international rules.

WTO helps by being a global policeman. It solves cases of disputes between member countries. It made sure that India recognizes the process patent. Similarly it can ask South Asian countries to raid game hackers and make strict rules and regulations against piracy.

Page 31: Video Game Piracy

THANK YOU