Entertainment software: suddenly huge, little understood

Author:

Alpert Frank

Abstract

PurposeIn less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about this industry. Stereotypes about the industry may not be correct. This paper seeks to address this knowledge gap.Design/methodology/approachThe paper identifies what is known, and what needs to be known. The paper reviews the literature and adds data from the most recent reports available.FindingsThe literature has been slow to address this industry. It has not even been clear what to call this industry. (Some people still call it the video game industry.) The most basic marketing issues still need to be researched, i.e. customer benefits sought and segmentation. A typology of game genres is proposed.Originality/valueThis paper is the first overview of the entertainment software industry from a marketing perspective.

Publisher

Emerald

Reference19 articles.

1. 2005 Essential Facts about the Computer and Video Games Industry (2005), Entertainment Software Association, available at: www.theesa.com/facts/index.php.

2. BBC News (2004), “Blockbuster games battle for 2004 crown”, available at: http://news.bbc.co.uk/go/pr/fr/‐/1/hi/technology/4091959.stm (accessed April 2005).

3. Braun, C. and Giroux, J. (1989), “Arcade video games: proxemic, cognitive and content analyses”, Journal of Leisure Research, Vol. 21 No. 2, p. 92.

4. Dee, J. (2003), “Playing mogul”, New York Times Magazine, 21 December, p. 36.

5. Dixon, G. and Karboulonis, P. (1999), “Global marketing of leisure software: a case study of Asian countries”, International Marketing Review, Vol. 16 No. 4/5, p. 299.

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