December 21, 2003

The Video Game Industry: On the Verge

New York Times:

Has there ever been a cultural sea change as stealthy as the one represented by the rise of interactive entertainment? To anyone who came of age after, say, the introduction of the first Sony Playstation in 1995, video gaming is every bit as central to the pop-entertainment universe as movies or music, while to anyone older than that, it seems like one of those strange customs indigenous to the country of the young, in which the revenge fantasies of lonely teenage geeks are harmlessly siphoned off in some vaguely Dungeons-and-Dragons-like fantasy setting. No one would think of denying that video games are big, but few grown-ups outside the business have an understanding of just how big they've become.

Globally, the industry earned $28 billion in 2002, and in the United States, it's growing at around 20 percent a year. According to Fortune magazine, Americans will spend more time playing video games this year -- about 75 hours on average -- than watching rented videos and DVD's. A nationwide survey found that the percentage of last year's college students who had ever played video games was 100. Two games from the industry leader Electronic Arts, Madden NFL Football and FIFA Soccer, have each earned in excess of a billion dollars. (This year's Madden edition made more than $200 million alone.) For new and established musicians alike, games are the new radio; landing a spot on a video-game soundtrack is arguably more prestigious than landing a similar spot in a movie, a function not just of sales figures but also of the fact that the average Madden NFL 2004 buyer, for instance, will spend 100 hours in front of the game. Each statistic is more mind-boggling than the last, and together they certainly pose a challenge to conventional wisdom about which of these media is the tail and which is the dog.

Posted by Timothy Fredel at December 21, 2003 11:52 PM | TrackBack
Related Categories: Area - Tech - Interactive Games | Deep Dive - 'The Future of TV & Film' | Industry - Entertainment - TV | Quadrant - Social | Quadrant - Technological | Theme - 'Digital Impact'


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