1 / 52

Game Programming (Trends of U.S. & Korean Game Industry)

Game Programming (Trends of U.S. & Korean Game Industry). 2013. Spring. Computer & Video Games. Why are Video Games an important part of Computer Science? It is one of the few applications that combines all the diverse CS areas into one focused goal.

Download Presentation

Game Programming (Trends of U.S. & Korean Game Industry)

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Game Programming(Trends of U.S. & Korean Game Industry) 2013. Spring

  2. Computer & Video Games • Why are Video Games an important part of Computer Science? • It is one of the few applications that combines all the diverse CS areas into one focused goal. • It attempts to do everything in real time. • Areas that are relevant: • Computer architecture • Algorithms • Software frameworks • Operating Systems • Artificial Intelligence • Human Computer Interaction • Computer Graphics • Networking • Database design and management • Image processing

  3. Who is Playing (Gamer Demographics) • The average U.S. Household OWN AT LEAST ONE dedicated game console, PC or smartphone • 49% of U.S. households own dedicated console, and those that do own an average of 2 • The average game player age is: 30 2012 2011

  4. Who is Playing(Gamer Demographics) • Gender of Game Players • WOMEN 18 or older represent a significantly greater portion of the game-playing population (30%)(37%) thanboys age 17 or younger(18%)(13%).

  5. Who is Playing (Gamer Demographics) • Who BUYS Computer and Video Games? • The average age of the most frequent game purchaser is: 35 (41) • Of the most frequent game purchaser, 52% are male and 48% are female • 42%of game players believe that computer and video games give them the most value for their money, compared with DVDs, music or going out to the movies • 46% of gamers have purchased or plan to purchase one or more games in 2012 • Some of the top reasons gamers say they purchase a computer or video game: • quality of game graphics, an interesting storyline, a sequel to a favorite game, word of mouth

  6. At Play (How We Play) • 15% (19%) of most frequent game players pay to play online games • TYPES OF ONLINE GAMES PLAYED MOST OFTEN: 2011

  7. At Play (How We Play) • U.S. households that own a dedicated game console, PC, smartphone, dedicated handheld system or wireless device play games • Gamers play on-the-go: • 33% play games on their smartphones, and 25% play games on their handheld device

  8. At Play (How We Play) • TYPES OF MOBILE GAMES PLAYED MOST OFTEN: • Gamers who are playing more video games than they did three years ago are spending less time : • 59% playing board games • 50% going to the movies • 47% watching TV • 47% watching movies at home

  9. At Play (How We Play) • Gamers who own dedicated game consoles use them for other entertainment media, in addition to playing games • 40% use their console to watch movies • 20% use their console to listen to music • 17% use their console to watch TV shows • 62% of gamers play games with others, either in-person or online • 78% of gamers who play with others do so at least one hour per week • 33% of gamers play social games

  10. At Play (How We Play) • A majority of gamers play games with their friends and family members: • 16% play with parents • 34% play with other family members • 40% play with friends • 17% play with their spouse or significant other (배우자, 애인) • 12 is the average number of years gamers have been playing video games • Adult gamers have been playing for an average of 14 years; • males average 16 years of game play, females average 12 years

  11. At Play (Parents and Games) • 98% of parents feel the ESRB rating system is either very or somewhat helpful in choosing games for their children • 85% of parents are aware of the ESRB rating system • DO PARENTS CONTROL WHAT THEIR KIDS PLAY? • 73% of parents believe that the parental controls available in all new video game consoles are useful. • Further, parents impose time usage limits on video games more than any other form of entertainment: • 84% of parents place time limits on video game playing • 79% of parents place time limits on Internet usage • 78% of parents place time limits on television viewing • 72% of parents place time limits on movie viewing

  12. Entertainment Software Rating Board (ESRB) • Entertainment Software Rating Board (ESRB) • (1994) ESRB Is Established • established to rate video games. • Large letter icons appear on game boxes to let consumers know the recommended age of players for each game and whether the game is violent or risqué.

  13. At Play (Parents and Games) • 90% of the time parents are present when games are purchased or rented • 82% of the time children receive their parents’ permission before purchasing or renting a game • 91% of parents pay attention to the content of the games their children play • 52% of parents say video games are a positive part of their child’s life

  14. At Play (Parents and Games) • 40% of parents play computer and video games with their children at least weekly • 59% play with their children at least monthly • Top ➎ reasons parents play with their kids: ➊ It’s fun for the entire family: 90% ➋ Because they’re asked to: 85% ➌ It’s a good opportunity to socialize with their child: 79% ➍ It’s a good opportunity to monitor game content: 56% ➎ They enjoy playing video games as much as their child does: 48%

  15. At Play (How We Play) • 55%of gamers play games on their phones or handheld device • 65%of gamers play games with other gamers in person, an increase from 64% in 2010 and from 62% in 2009 • How long have gamers been playing? • 12 is the average number of years adult gamers have been playing computer or video games • Among most frequent gamers, males average 13 years of game playing, females average 10 years

  16. At Play(Top Sellers) • Best-Selling VIDEO GAME Super Genres by Units Sold, 2011 2010

  17. At Play(Top Sellers) • Best-Selling COMPUTER GAME Super Genres by Units Sold,2010 2010

  18. At Play (Top Sellers) • 2011 Computer and Video Game Sales by Rating BY UNITS SOLD 2010

  19. At Play (Top Sellers) • TOP 20 VIDEO GAMES OF 2011 BY UNITS SOLD 2010

  20. At Play(Top Sellers) • TOP 20 COMPUTER GAMES OF 2011 BY UNITS SOLD 2010

  21. At Play(Sales Information) • U.S. Computer and Video Game DOLLAR Sales Growth (DOLLARS IN BILLIONS) * Figures include total consumer spend ** Other delivery formats include subscriptions, digital full games, digital add-on content, mobile apps, social network gaming and other physical delivery. 2001-2008 figures are sales of new physical content at retail exclusively.

  22. At Play(Sales Information) • U.S. Computer and Video Game UNIT Sales Growth (Unit in Millions*) * Figures are sales of new physical content at retail exclusively

  23. At Play(Sales Information) • Total Consumer Spend on Games Industry 2011 (DOLLARS IN BILLIONS) ($25.1 in 2010) • Recent Digital* and Physical Sales Information *Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming

  24. WHO ARE WE? • About The Entertainment Software Association • Formed in 1994, the ESA is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet.

  25. TOP 10 INDUSTRY FACTS (source: Entertainment Software Association: www.theesa.com) • TOP 10 INDUSTRY FACTS 1. Consumers spent $24.75 billion on video games, hardware and accessories in 2011. ($25.1b in 2010) 2. Purchases of digital content accounted for 31%(24%) of game sales in 2011, generating $7.3 billion($5.9b) in revenue. 3. The average U.S. household owns at least one dedicated game console, PC or smartphone. 4. The average game player is 30 years old(37)and has been playing games for 12 years. 5. The average age of the most frequent game purchaser is 35years old (41).

  26. TOP 10 INDUSTRY FACTS • TOP 10 INDUSTRY FACTS 6. 47%(42%)of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (18%). 7. 62% of gamers play games with others, either in-person or online. 8. 33% of gamers play games on their smartphones, and 25% play games on their handheld device. (5558) 9. 73% (76%) of all games sold in 2011 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. www.esrb.org. 10. Parents are present when games are purchased or rented 90% of the time

  27. 2012 대한민국 게임백서(게임 시장) • 국내 게임시장 전체 규모 및 성장률 • 2011년 국내 게임시장 18.5% 성장, 8조 8047억 원 • 2006년 <바다이야기> 사태로 위축되었던 게임시장은 2008년부터 플러스 성장

  28. 2012 대한민국 게임백서(게임 시장) • 국내 게임시장의 분야별 비중 • 온라인게임, 6조 2369억 원으로 게임시장의 70.8% 점유

  29. 2012 대한민국 게임백서(게임 시장) • 온라인/모바일 게임 성장, 비디오/PC 게임감소 전망

  30. 2012 대한민국 게임백서(게임 시장) • 2011년 수출 48% 증가, 23억 달러 달성, 수입은 2억 달러에 그쳐

  31. 2012 대한민국 게임백서(게임 시장) • 세계 시장 5.9% 점유, 주수출국은 중국, 일본, 동남아

  32. 2012 대한민국 게임백서(게임 시장) • 세계 게임시장, 전년 대비 6.4% 성장으로 천억 달러 돌파 • 향후 2014년에는 아케이드게임이 가장 큰 폭으로 축소되고, 온 라인게임이 빠르게 성장하면서 둘의 지위가 바뀔 것으로 예측

  33. 2012 대한민국 게임백서(게임 시장) • 권역별 세계 시장 점유율 • 아시아 시장이 2014년에는 44.2%로 그 비중을 넓혀갈 것으로 전망 • 아케이드 게임시장과 비디오 게임시장의 규모가 축소함에 따라 유럽과 북미시장 비중 또한 감소할 것으로 예상

  34. 2012 대한민국 게임백서(게임 이용관련 생활기준 통계) • 여가시간 활용실태

  35. 여가시간 활용실태

  36. 2012 대한민국 게임백서(게임 이용관련 생활기준 통계) • 인터넷을 주로 이용하는 장소

  37. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 게임 이용경험

  38. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 게임을 하는 이유

  39. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 하루 평균 게임 이용시간

  40. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 게임을 처음 접한 시기

  41. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 주로 이용하는 게임플랫폼

  42. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 게임을 주로 이용하는 장소와 시간

  43. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 월평균 게임 이용 횟수와 1회 평균 이용시간

  44. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 선호 게임플랫폼과 장르

  45. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 게임 요소 및 불만사항

  46. 2012 대한민국 게임백서(플랫폼별 이용 현황) • 향후 게임시장을 주도할 게임 플랫폼 및 장르

  47. 국내 게임산업 10대 이슈 • 2011 ~ 2012 상반기 게임산업 10대 이슈 1) 청소년 게임이용 규제 시행 (강제적 셧다운제와 선택적 셧다운제) • 강제적 셧다운제:16세 미만의 청소년에게는 오전 0시부터 오전 6시까 지 인터넷 게임 제공을 금지 (여성가족부). 2011년 11월 시행 • 선택적 셧다운제 (게임시간 선택제 개칭) : 18세 미만의 청소년을 대상으로 하는데, 청소년 본인 또는 법정대리인이 요청할 경우 게임 이용방법, 시간 등에 제 한 (문화체육관광부). 2012년 7월 시행 2) 스마트폰 게임시장 급성장 • 2011년 보급대수 2000만 대 를 돌파하면서 절정 • SNG(소셜네트워크 게임)의 인기도 스마트폰 게임시장 영향 • 페이스북, 카카오톡 등과 접목한 게임들도 출시 3) 민간 자율심의제 시행 • 오픈마켓에서 제공되는 게임물은 게임물등급위원회의 사전 등급 분류 대상에서 제외. 애플, 구글, SKT, KT 등 오픈마켓 사업자가 게임에 대해 자체 등급을 부여

  48. 국내 게임산업 10대 이슈 4) 넥슨의 엔씨소프트 인수 • 2012년 6월 국내 게임업계 1위인 넥슨이 업계 2위인 엔씨소프트를 인수.1조 8000억 원 규모의 대기업으로 재탄생 5) 게임 서비스 계약 분쟁 • <서든어택>의 계약 갱신을 둘러싸고 2011년 5월 씨제이이앤 엠(CJE&M)의 넷마블과 넥슨 사이에 분쟁 • <크로스파이어>의 중국 서비스를 둘러싸고도 스마일게이트와 네오위즈게임즈 간에 분쟁이 진행중 6) 넥슨 해킹 사태와 주민등록번호 수집 금지 • SK커뮤니케이션즈의 3400만 개인정보 유출 • 2011년 10월, 넥슨의 글로벌 히트작 <메이플스토리> 이용자 1300만 명의 개인정보가 해킹 • “정보통신망 이용촉진 및 정보보호 등에 관한 법률” (이하 「정보통신망법) : 인터넷 등 온라인 공간에서 가입자나 사용자들의 주민등록번호를 수집할 수 없음

  49. 국내 게임산업 10대 이슈 7) 디아블로3 출시 • 2012년 최고의 화제작 블리자드엔터테인먼트의 <디아블로3>가 5월 15일 정식 발매되며 서비스를 시작 • 가장 빨리 판매된 게임 : 출시 24시간 만에 전세계적으로 350만장 이상 • 발매 후 1주일간 전세계에서 판매된 수량은 630만 장 8) 아이템 현금 거래 금지 • 온라인게임 아이템의 현금 거래가 이미 1조원 상당의 시장 형성 • 2012년 6월 12일, 문화체육관광부는 「게임산업 진흥에 관한 법률」 개정 시행령을 발표하며 “사업상의 목적으로 획득한 게임 아이템이나 게임 머니의 거래”를 금지

More Related