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Game Programming (Trends of U.S. & Korean Game Industry). 2014. 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.

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


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    1. Game Programming(Trends of U.S. & Korean Game Industry) 2014. 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) • 58% of Americans Play video games • There are an average of TWO GAMMERS in each game playing U.S. houshold • The average U.S. Household OWN AT LEAST ONEdedicated game console, PC or smartphone • 51%(49% in 2012)of U.S. households own dedicated console, and those that do own an average of 2 • The average game player age is: 30 2012 2013

    4. Who is Playing(Gamer Demographics) • Gender of Game Players • WOMEN 18 or older represent a significantly greater portion of the game-playing population (31%) thanboys age 17 or younger(19%).

    5. Who is Playing (Gamer Demographics) • Who BUYS Computer and Video Games? • The average age of the most frequent game purchaser is: 35 • Of the most frequent game purchaser, 54% are male and 46% are female • 43%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 • 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) • TYPES OF ONLINE GAMES PLAYED MOST OFTEN: 2012

    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: • 36%(33% in 2012) 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 : • 58% playing board games • 49% going to the movies • 47% watching TV • 44% watching movies at home 2012

    9. At Play (How We Play) • Gamers who own dedicated game consoles use them for other entertainment media, in addition to playing games • 42% use their console to watch movies • 22% use their console to listen to music • 19% use their console to watch TV shows • 5% use their console to watch live content • 62% of gamers play games with others, either in-person or online • 77% of gamers who play with others do so at least one hour per week • 32% 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 • 32% play with other family members • 42% play with friends • 16% play with their spouse or significant other (배우자, 애인) • 13 is the average number of years gamers have been playing video games • Adult gamers have been playing for an average of 13 years; • males average 15 years of game play, females average 13 years

    11. At Play (Parents and Games) • 88% 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? • 86% (73% in 2012) 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: • 79% of parents place time limits on video game playing • 78% of parents place time limits on Internet usage • 72% of parents place time limits on television viewing • 69% 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. Of the games rated by ESRB in 2012:

    13. At Play (Parents and Games) • 89% of the time parents are present when games are purchased or rented • 80% of the time children receive their parents’ permission before purchasing or renting a game • 93% 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) • 35% of parents play computer and video games with their children at least weekly • 58% play with their children at least monthly • Top ➎ reasons parents play with their kids: ➊ It’s fun for the entire family: 85% ➋ Because they’re asked to: 82% ➌ It’s a good opportunity to socialize with their child: 78% ➍ It’s a good opportunity to monitor game content: 57% ➎ They enjoy playing video games as much as their child does: 49%

    15. At Play(Top Sellers) • Best-Selling VIDEO GAME Super Genres by Units Sold, 2012 2011

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

    17. At Play (Top Sellers) • 2012 Computer and Video Game Sales by Rating BY UNITS SOLD 2011

    18. At Play (Top Sellers) • TOP 20 VIDEO GAMES OF 2012 BY UNITS SOLD 2011

    19. At Play(Top Sellers) • TOP 20 COMPUTER GAMES OF 2012 BY UNITS SOLD 2011

    20. 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. 2002-2008 figures are sales of new physical content at retail exclusively.

    21. 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

    22. At Play(Sales Information) • Total Consumer Spend on Games Industry 2012 (DOLLARS IN BILLIONS) ($24.75 in 2011) • Recent Digital* and Physical Sales Information *Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming

    23. 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.

    24. TOP 10 INDUSTRY FACTS (source: Entertainment Software Association: www.theesa.com) • TOP 10 INDUSTRY FACTS 1. 58% of Americans play video games. 2. Consumers spent $20.77 billion on video games, hardware and accessories in 2011. ($24.75 b in 2010) 3. Purchases of digital content, including games, add-on content, mobile apps, subscriptions, and social networking games,accounted for 40%(31%) of game sales in 2012 4. The average game player is 30 years old and has been playing games for 13 years. 5. The average age of the most frequent game purchaser is 35years old. 5. The average U.S. household owns at least one dedicated game console, PC or smartphone.

    25. TOP 10 INDUSTRY FACTS • TOP 10 INDUSTRY FACTS 6. 45% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (19%). 7. 51% of U. S. housholds own a dedicated game console, and those that do own an average of two 8. 36%(33%) of gamers play games on their smartphones, and 25% play games on their wireless device. 9. 91% of games rated by ESRB in 2012 received a rating of "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. 10. Parents are present when games are purchased or rented 89% of the time

    26. TOP 10 INDUSTRY FACTS (source: Entertainment Software Association: www.theesa.com)

    27. 2013 대한민국 게임백서(게임 시장) • 국내 게임시장 전체 규모 및 성장률 • 2012년 국내 게임시장 10.8% 성장, 9조 7525억 원 • 2008년부터 성장세로 돌아서면서 12% 이상을 유지해 왔던 국내 게임시장의 성장세가 다소 누그러짐 • 2013년에는 국내 게임시장 규모 10조 원 전망

    28. 2013 대한민국 게임백서(게임 시장) • 국내 게임시장의 분야별 비중 • 온라인게임, 6조 7389억 원으로 게임시장의 69.6% 점유

    29. 2013 대한민국 게임백서(게임 시장) • 2013년 10조 시장 진입 예상

    30. 2013 대한민국 게임백서(게임 시장) • 2012년 수출 11% 증가로 26억 달러 달성, 수입은 1억 8000만 달러 수준

    31. 2013 대한민국 게임백서(게임 시장) • 세계 시장 6.3% 점유, 주요 수출 지역은 중국, 일본, 동남아

    32. 2013 대한민국 게임백서(게임 시장) • 세계 게임시장, 전년 대비 0.4% 감소했지만, 1000억달러 이상 규모 유지

    33. 2013 대한민국 게임백서(게임 시장) • 권역별 세계 시장 점유율 • 2012년에 세계 시장의 45.4%를 차지한 아시아 시장은 2015년에는 50.4%로 그 비중을 넓혀갈 것으로 전망 • 유럽과 북미시장 비중 또한 감소할 것으로 예상

    34. 2013 대한민국 게임백서(게임 시장) • 재미와 스트레스 해소 위해 게임 이용, 선호 플랫폼은 온라인게임, 선호 장르는 롤플레잉 • 만 9~49세의 게임이용자 1,000명을 대상으로 실시한 조사 • 게임 이용 시간 • 주중 하루 평균 129.9분, 주말 166.5분 게임 이용 • 남자가 여자에 비해 평균 20분 이상 게임 플레이 • 게임을 하는 이유 • “재미있으니까” 34.7%, “스트레스 해소” 31.3%, “여유시간 활용” 15.9% • “주위 친구들과 어울리기 위해” : 남자(15.3%), 여자(8.4%) • 게임을 처음 접한 시기 • 평균 14.7세: 남자(13.7), 여자 (15.8)

    35. 2013 대한민국 게임백서(게임 시장) • 주로 이용하는 게임 플랫폼 • 온라인 게임 (38.7%), 모바일게임(33.1%), PC게임(14.5%) • 온라인 게임 : 남자(51%), 여자(25.9%) • 모바일 게임 : 여자(45.9%), 남자(20.8%) • 가장 선호하는 게임 장르 • 롤플레잉 (23.7%), 캐주얼 게임(14.3%), RTS(9.2%), 경영/건설/육성 시뮬레이션 (8.5%), • 남자: 롤플레잉 (30.8%), RTS(13.3%), FPS/TPS(12.5%) • 여자: 캐주얼 게임(23.5), 롤플레잉(16.3), 웹보드게임(12)

    36. 국내 게임산업 10대 이슈 • 2012 ~ 2013 상반기 게임산업 10대 이슈 1) 카카오톡 등 SNS 기반 플랫폼 발전 • 2012년 7월 이후 카카오톡 게임하기가 본격적으로 활용되기 시작 • 모바일 게임시장은 전년 대비 80% 이상 성장 2) 모바일게임 플랫폼의 변화 및 다양화 • 애플 앱스토어나 구글 플레이스토어가 모바일 게임의 유통채널 • 매출 상위에 올라 있는 게임 대부분 카카오 게임플랫폼을 탑재 • 스마트폰의 제조사 또한 새로운 모바일게임의 유통 플랫폼으로 자리잡기 위한 행보를 보이고 있음 3) 모바일게임의 급성장과 관련 산업의 대기업화 • 중소업체들이 대형업체들에 흡수 및 병합되는 사례가 증가 • 대단위 비용이 투자되는 마케팅을 감당하기가 점차 어려움

    37. 국내 게임산업 10대 이슈 4) 게임계 전반에서 중견 기업 감소 • 2012년 사업 보고서를 제출한 총 47개 게임업체의 2012년 매출 총합은 전년 대비 10.58% 증가 • 47개사 중 절반이 넘는 27개사에서는 매출이 감소 • 매출액 1,000억 원 이상인 8개 메이저 업체들의 매출 총합이 전년 대비 13.38% 증가 5) 신작 개발 시도의 약화 • 점차 온라인게임의 수명이 짧아지고 있음 • 온라인게임에 대한 이용자들의 충성도는 이전처럼 공고하지 못하며 유동성이 커지고 있음. • 기존에 있었던 온・오프라인의 간단한 게임들을 모바일 기기에서 구동될 수 있도록 이식하는 작업이 활성화 • 모바일 기기들의 특성 등을 반영한 새로운 형식의 게임 개발 시도 등은 더욱 감소

    38. 국내 게임산업 10대 이슈 6) 게임물등급위원회로의 변화 • 2006년에 설립,게임물 등급 위원회는 그 기능의 축소로 인해 폐지 • 문화체육관광부는 게임물 관리 위원회 신설을 전담할 게임물 관리 위원회 설립추진단을 구성하여 설립 준비 작업을 진행 7) 웹보드게임 관련 규제 (고스톱및 포커류 웹보드게임) • 아케이드게임의 사행적 운영에 있어서도 핵심적으로 지적된 것은 경품용 상품권의 환전 • 자율적 규제: 1인당 30만원 이용한도 • 이후 정부부처는 웹보드게임 사행화 방지를 위해 적극적으로 개입 • 문화체육관강부(2012.10.25) : 월 30만원, 배팅한도 1만원, 하루동안 10만원을 잃게되면 이틀동안 접속 차단 8) PC방 금연법 시행 • 2011년 개정된 「국민건강 증진법」이 2013년 6월 8일부터 시행 • PC방 업계의 적극적인 요청으로 6개월의 유예 기간이 설정됨

    39. 국내 게임산업 10대 이슈 9) 국내 게임 관련 협회들의 변화 • 게임에 대한 규제들을 둘러싸고 정부와 업계가 줄다리기를 계속 • 게임 관련 협회들에서 신임 회장으로 현직 국회의원들이 선출 • 한국 e스포츠협회(KeSPA) 회장: 민주통합당의 전병헌 의원 • 한국게임산업협회는 신임 회장: 새누리당의 남경필 의원 10) e스포츠의 세대 변화 • e스포츠를 주도 종목 • <스타크래프트>가 <스타크래프트 2>로 전환되는 과정에서 점차 인기가 식었으며 그 자리를 <리그 오브 레전드>가 대체 • e스포츠 대회를 개최하는 주체 변화 • 별도의 협회나 단체가 e스포츠 대회들을 주최해 왔으나, 점차 e스포츠 종목인 게임을 개발한 개발사가 직접 대회를 주최 • e스포츠 대회를 중계하는 미디어가 케이블TV에서 인터넷이나 스마트 기기로 확장

    40. Reference • Reference • Entertainment Software Association(ESA) • 2013 & 2012 대한민국 게임백서