Analysing Video Game Market | Study

Added on - 15 May 2020

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Running head: ANALYSING VIDEO GAME MARKETName of the studentUniversity nameAuthor’s note
1ANALYSING VIDEO GAME MARKETTable of Contents1. PESTLE analysis of the video game market..........................................................................22. Factors for success within the video game market................................................................33. Value chain analysis of video game market...........................................................................44. Competing within the video game industry...........................................................................5References..................................................................................................................................6
2ANALYSING VIDEO GAME MARKETThe advancement in the technological forefront has brought about a revolution withinthe current video gaming industry. The video games market has been seen to interest theyouth in particular owing to their inclination towards technological aspects. In the currentstudy we have tried to highlight the different factors for success within the video gamemarket, which has been analysed with the help of a PESTLE and value chain analysis.1. PESTLE analysis of the video game marketThe external environment of the video game market can be analysed with the help ofa PESTLE analysis. Here, PESTLE stands for Political, Economical, Social, Technological,Legal and environmental analysis.AttributesFactorsPoliticalPolitical disharmony can affect the supply chain ofElectronic Arts (EA).The games with high action sequences had been banned forenticing communal disharmony and violence.EconomicalRevenue in the video game market had been falling for thepast few years.The Electronic Arts (EA) started taking advantage of theFree-to –play (F2P)momentum where a certain enticinggame was made available for free download till a certainfragment of the game ,after which the player had to pay assubscription chargefor playing the rest portion of thegame. The F2P was used as a marketing gimmick byMicrosoft during the launch of XBOX ONE (Arts, 2018) .SocialVideo games are played by more than half of people withinan age group of 30 to 49 years of which 32-38% arewomen. This could be attributed to the increasedpenetration of the mobile phone gaming market (Kowert,Vogelgesang, Festl & Quandt, 2015).Playing a pro-social game can help in the development ofpositive social behaviour (Daim, Justice, Hogaboam,Makinen & Dedehayir, 2014).TechnologicalThe online connections are getting faster which makesdownloading of the video games easy and just a matter offact (Daim et al., 2014).However, restrictions are faced from the software interfaceas one could find in the windows phone which makesinstalling hi-tech games difficult.LegalCensorship possesses a huge threat for video game
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