Fortescue V-team Presentation - PowerPoint PPT Presentation

oshin
fortescue v team presentation l.
Skip this Video
Loading SlideShow in 5 Seconds..
Fortescue V-team Presentation PowerPoint Presentation
Download Presentation
Fortescue V-team Presentation

play fullscreen
1 / 23
Download Presentation
Fortescue V-team Presentation
371 Views
Download Presentation

Fortescue V-team Presentation

- - - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript

  1. Fortescue V-team Presentation Lars Blackmore and Dian Chen

  2. Overview • Motivation • Scope of project • Overview of gaming industry • Existing interactive gaming solutions • Ongoing work • Conclusion

  3. Fortescue’s Idea • Fortescue has accurate motion capture and analysis technology • So far applied as golfing aid • Motion capture technology could be used as video game interface • ‘Interactive’ video games • Is there an opportunity here? • Need to understand video game industry

  4. Scope of Project • Overview of computer gaming market • How big? • Who are the major players? • Who is buying and playing games? • What types of games? • Existing interactive solutions • Is there anything already out there? • What is it like? • Interactive gaming market • How big is it? • Who will play these games?

  5. Games – market size • $8.1 billion in sales in 2004 • Two video games sold for everyhousehold in the US • 50% of Americans over the age of 6 play video games

  6. Games – market segments

  7. Major Players • Gap to be filled

  8. Who is playing games? • Some figures: • Average age of a game player:26 years old • Average ageof game buyer: 35 years old • 35% of game players are women • 60% of 18-34 y.o. males play regularly • Same group spending less time watching TV

  9. Who is playing games?

  10. Marketing Strategy • Gap to be filled: • I have a little bit on what MS, Sony etc. are targeting, i.e. which segments, but more would be good. Who do the software people market to? • POINT OUT: games like GTA and Halo 2 marketed for lucrative 18+ market

  11. Top games by platform: Console Games: Action (27.1%) Sports (17.6%) Racing (15.7%) Roleplaying (8.7%) Computer Games Strategy (27.1%) Children’s (14.5%) Shooter (13.5%) Family Entertainment (9.5%) What types of games?

  12. Gaming Market - Summary • Two main points • Gaming market is large • Most important segment is 18+ • Number of players • Spending power

  13. Existing Input Devices • Generic: • Mouse and keyboard • Standard for PC gaming • Console controllers • Xbox, PlayStation2, GameCube $20 to $70 • Game-specific: • Guns • Playstation2 $20 to $60 • Included with certain games • Racing wheels • $50 to $150

  14. Interactive Gaming • Interactive input devices for existing console platforms • Donkey Konga • Eye Toy • Dance Dance Revolution • Entirely new interactive gaming systems • Radica Play TV system • XaviXPORT console

  15. Dance Dance Revolution • Players dance on pressure-sensitive mat • Huge arcade success in Japan and worldwide • Successful transfer to console market (PS2) • 1 million copies sold in US • Mats purchased separately • range from $12 to $200

  16. New Platform – Play TV • Radica – electronic toy company, releases ‘Play TV’ range of games in 2000: • Baseball • EA Madden Football • SSX Snowboard • Each game plugs directly into TV without separate console • Motion sensitive interface • Software and interface made for a specific game

  17. Play TV by Radica • Price • $50 for “plug and play” device • Technology • Specialized processor chips licensed from XaviX • Infra-red motion detection for controllers • Simpler game technology • Intended market • 4 to 14 year olds • Consumer feedback shows adult interest • On sale at: Wal-Mart, Target, Toys ‘R’ Us, Amazon.com • Size of market? • $6 million revenue in 2002 for Play TV and handheld games

  18. XaviXPORT • XaviX – created processors for Radica • In 2005, launched new low cost console • XaviXPORT • Interactive, motion-based games • Golf, Baseball, Tennis, Bowling, Boxing

  19. XaviXPORT • video

  20. XaviXPORT • Price • Console $80 • Game cartridge $50 with interface • Technology • Similar to Play TV • Toy interface • Strategy: ‘Interactive Television Computing’ • Games • Entertainment • Home (health, fitness, security) • Education

  21. Existing Solutions - Summary • Two different strategies for same video game motion capture technology: • Unique toys, plug-and-play, 4 to 14 y. olds. • Console system, base for home health, entertainment, security • Current products use very basic video game technology • Sports interfaces not true to life • Consumer, trade reviews • Not targeting ‘serious’ game market – opportunity?

  22. Conclusion • Gaming market is large • Adult market segment most lucrative • Existing interactive games not aimed at adult game player • Market opportunity for Fortescue?

  23. Ongoing Work • Size of interactive games market? • Peripherals market • What price will people pay for • Reusable ‘plug-in’ motion sensor module • Game-specific peripherals • Benefits of Fortescue technology? • Adult players versus ‘serious’ players