The Video Game Industry An Industry Analysis, from a VC Perspective • The video game industry is poised for significant growth, but many sectors have already matured.
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March 11, 2005
the best strategy for entry at this point, until software standards are set
and an initial shakeout occurs.
Communications.
Massively Multiplayer Online Games (MMOGs)
involve players scattered in all geographies. Thus, the communication
tools within games are important for both interacting during play and
recruiting players for a game session. Most of these tools are currently
embedded within games themselves, but a few standalone tool
suppliers are emerging and we believe that “best of breed” and
Video Game Industry Analysis
March 11, 2005
Table of Contents
Introduction
4
History of Video Games
4
Overview of Industry Growth Drivers
6
Industry Analysis
8
Part I: Low interest VC investment sectors
Hardware 11
Video Game Software 13
Infrastructure 16
Part II: High interest VC investment sectors
Video Game Software 19
Infrastructure 27
Enabling Technology 29
Conclusion
41
Video Game Industry Analysis
March 11, 2005
Introduction
Our goal in this report is to describe and analyze the video game industry.
We do so from the point of view of a venture capital firm, and therefore
look to identify opportunities where new entrants, such as venture-backed
http://www.gamespot.com/gamespot/features/video/hov/p2_01.html
Our methods and
approach
Video Game Industry Analysis
March 11, 2005
Two different events in the 1970’s were catalysts that moved the video
game industry towards mainstream America. In 1971 the first arcade
game was released. While the game was considered difficult to play, a
seed was planted with the public. In 1972 Magnavox began producing the
Odyssey, which was the first home television game system. The Odyssey
system came with several game cartridges, all playing some version of
table tennis. More importantly, however, Pong was released in 1972. The
Pong “stand alone” units that were placed in bars and taverns were
tremendously successful. In 1977 Atari released their Video Computer
System (later called the 2600) to great results. Finally, in 1978, Nintendo
entered the industry with the release of several arcade games.
The
nascent console age had begun.
The first large wave of American adoption
The 1980’s were the start of the modern video game era with the release of
two hugely popular and successful games – Namco’s Pac Man and Atari’s
Space Invaders. One factor that contributed to the success of the home
gaming system was the triumph of the arcade. Specifically, US arcades
generated revenues in excess of five billion dollars in 1981 alone.
The
next major console was released in 1982 with the debut of Colecovision.
A large part of Colecovision’s success can be attributed to the game
licenses obtained from Nintendo, specifically Donkey Kong and Donkey
Kong Junior. Following a lull through much of the mid-1980’s, Nintendo
shook up the video game industry with the release of their 8-bit
Entertainment System (NES) in 1986. Following the release of NES,
Nintendo dominated the industry through the rest of the 1980’s with huge
hits like Super Mario Brothers and Tetris. In 1989 Nintendo created a new
http://www.videogames.org
http://www.gamespot.com/gamespot/features/video/hov/p4_02.html
http://www.gamespot.com/gamespot/features/video/hov/p8_01.html
rcade games usher
in the “video game”
Video Game Industry Analysis
March 11, 2005
Nintendo released the N64 following tremendous success in Japan. The
cycle of improved consoles continued to move quickly as Sega released
the Dreamcast, a 128-bit system in 1999.
Sony and Microsoft push the technology further
The release of the 128-bit Playstation 2 in 2000 and Microsoft XBox in
http://www.gamespot.com/gamespot/features/video/hov/p10_03.html
The Future of Online Games, Greg Costikyan
intendo and Sega are
marginalized by more
advanced technology
Video Game Industry Analysis
March 11, 2005
Growth of Broadband
ll of these various
drivers are fueling the
industry’s recent and
rojected expansion
Video Game Industry Analysis
March 11, 2005
controlling the software sector, similar to the console sector. Electronic
Arts has recently signed exclusive deals with the NFL and ESPN and also
purchased nearly 20% of Ubisoft, a French game developer. Ubisoft itself
just recently announced a deal to purchase several of Microsoft’s sports
games. This industry consolidation and tie-up of exclusive licenses is
aturation of the
industry has also
driven consolidation
Video Game Industry Analysis
March 11, 2005
Enabling Technology
: the supporting technology that creates the
overall gaming experience
Each sector is an integral part of the industry and intertwines with the
others. Within each sector, we have also identified numerous sub-
segments. It is within these segments that we will look for interesting
market opportunities and investment ideas. In order to do this screen for
investment ideas, we used the following framework to look at each sector.
Framework for Industry Screen: a variant on Porter’s Five Forces
This framework is similar to Porter’s Five Forces, but is slightly different
as it focuses on barriers to entry and the ability of new entrants (namely
Video Game Industry Analysis
March 11, 2005
Figure One – Industry Screen
Growth Rate
: (Must provide opportunity to gain share quickly)
Is the sector growing significantly?
Is it mature or still nascent?
Competitive set
: (Must be able to enter for low cost and gain share with
Video Game Industry Analysis
March 11, 2005
Hardware
We have defined Hardware to encompass the device on which the game is
played. Hardware is typically a commodity entity in the sense that it adds
Wedbush Morgan Securities, The Definition of Insanity
The PC industry is too
rice competitive and
mature for venture
investment.
Game Consoles are an
area of low interest as it
requires extensive
technology and capital
investment for success.
Video Game Industry Analysis
March 11, 2005
ibid.
andheld consoles are
of medium interest –
with a truly hybrid
device representing a
otential opportunity.
Otherwise, low interest
Video Game Industry Analysis
March 11, 2005
device. However, as the product does have a graphics chip, it is aimed at
serious gamers. Given its recent introduction, its adoption rate is
http://www.redherring.com/Article.aspx?a=4930&hed=Indie+game+developers+get+cutthroat
evelopers and
ublishers are the two
roups that create
ames
Video Game Industry Analysis
March 11, 2005
Publishers – Console/PC/Handheld
The publishers generally commission and pay for the development of a
game, in much the same way that a television channel works with a
production company to create a program.
Because publishers have the
finances to fund the majority of projects, they control which products
Developers
Publishers
Marketing
Distribution
Consumer
Production
As a simple example of how the relationship between publisher and
developer works consider the following. The developer gets a five million
advance to create the game and ten percent royalty based on the
publisher’s revenue following deductions. The developer will see
royalties after the game has generated fifty million in revenue for the
publisher. If a game sells for $30, it must sell one million units before the
developer sees royalties.
The video game software industry is dominated by large, international
publishers, none more so than Electronic Arts (EA). Over the past three
years the average company in the industry has seen an 8% increase in their
stock price, while at the same time EA has increased by 123%.
The
following example shows the strength of position that EA holds. At the
http://www.obscure.co.uk/publishing.shtml
http://www.redherring.com/Article.aspx?a=4930&hed=Indie+game+developers+get+cutthroat
DFC Intelligence Game Industry Brief
Console/PC/Handheld
evelopment and
ublishing are low
interest
Video Game Industry Analysis
March 11, 2005
ESPN football title.
To counter this move by Take-Two, EA acquired
the licensing rights of the NFL for all developing, publishing and
distribution of interactive football games. This type of maneuvering is
why we think this is a difficult segment for start ups. EA essentially
locked out other publishers from producing NFL games for the next five
years, in similar fashion to deals EA has with professional soccer and golf
(Tiger Woods). Because this industry is very mature and dominated by
large international players, we feel that there is little opportunity for
venture backed companies. It takes an enormous amount of capital to lock
up the increasingly exclusive content and without such deals it will be
Wall Street Journal, 12/14/04 “Electronic Arts Acquires Rights to Produce NFL Games”
http://www.redherring.com/Article.aspx?a=4930&hed=Indie+game+developers+get+cutthroat
Wedbush Morgan Securities, The Definition of Insanity
C/Console game
development is a
“hits” business, like
movies
Video Game Industry Analysis
March 11, 2005
In addition to the maturity of the industry, the sector is characterized by a
“hit or miss” structure with creates significant challenges. A single game
can cost in excess of ten million dollars to develop, requiring hundreds of
thousands of units sold to recoup this investment. Because this is a hits
business (many of the most successful games are franchises with
developed consumer loyalty), and game sales are subject to consumer
or a technology
investor.
ublishers still
dominate the business
because of the large
capital requirements
Video Game Industry Analysis
March 11, 2005
its core a technology company, so it would not be an attractive opportunity
for a tech-based venture capital firm.
Internet connectivity
Online games use the existing telecommunications infrastructure as their
nternet connectivity
is becoming a
commodity business
Gamer MVNO is
one opportunity in
this sector, which is
otherwise of low
interest.
istorically, the
aggregator model
has not worked.
Video Game Industry Analysis
March 11, 2005
developers and publishers and offer them directly to consumers and
wireless providers. However, as exclusive content is being signed up in
Content is a critical
complement to games
or aggregators.
Video Game Industry Analysis
March 11, 2005
Video Game Software
Developers and Publishers – Wireless/Online
The roles of software developers and publishers are much the same in the
wireless and online space as in the other sectors, but at this point on a
smaller and emerging scale. Developers still design and sell games to
publishers or aggregators, while publishers still are the gate keepers to the
end product. In the wireless and online space, it is more common to see
companies that are both developers and publishers. While the majority of
the software space is relatively mature and established, there are still likely
to be early stage investment opportunities in this area.
http://www.tomshardware.com/hardnews/20050202_173201.html
Wireless and Online
segments will present
opportunities
Online gaming has
large growth
redications, but
unlike in the past,
internet connectivity
is now ready for the
market
Video Game Industry Analysis
March 11, 2005
the fifty dollar cost of a console game. Gamers are more willing to take
chances and try a new game at this lower price point as well, which means
MOG
developers are an
opportunity
Video Game Industry Analysis
March 11, 2005
Sierra Entertainment
(sierra.com) is a unit of
Vivendi
, and is the
developer of one of the most popular online games,
Half Life
. Vivendi
also owns
Blizzard Entertainment
(blizzard.com), the creator of the
Warcraft
series of games. Sierra and Blizzard were icons in online game
creation before being purchased by CUC International in 1996. CUC was
one of the two predecessor companies to Cendant (the large travel and real
estate services company). Cendant eventually sold their games division to
Vivendi. Both companies have thus had deep pockets to develop their
games for years, dating back to the start of online gaming.
Epic Games
(epicgames.com) and
Digital Extremes
(digitalextremes.com) are the developers behind the
Unreal
series of
games.
Atari – formerly Infogrames –
(atari.com)
is the publishing
partner. Together these companies have created an established franchise,
and in addition, the Unreal game engine is one of the leading game
engines (as discussed in the enabling software section).
Epic
is a private
company that appears to have never taken any outside funding to date.
As another example of how smaller private development shops can reach
success as MMOG developers,
Infinity Ward
(infinityward.com) and
Gray Matter Studios
(gmistudios.com) worked with
Activision
, their
publishing partner to create new versions of the
Call of Duty
series of
games. This example demonstrates the opportunity that exists for new
Video Game Industry Analysis
March 11, 2005
Below are some emerging MMOG developers who have recently launched
their first games or are in the process of doing so. We have focused on
European or American companies, who may provide investment
opportunities. There are also many additional Asian developers. Based
upon public press information, none of these companies have been funded.
We believe that up and coming developers like these represent the primary
opportunities for a venture capital firm in this sector, as new games and
game play will grow with the large market opportunity.
Nicely Crafted Entertainment
(nicelycrafted.com/corporate) is an
independent British developer of MMOG games, including
Time of
Defiance.
CCP
(ccpgames.com) is an Iceland based game developer that was
established in 1997 and released
Eve
, its only MMOG game to date.
Cryptic Studios
(crypticstudios.com) is a California based developer that
worked with
NCSoft
(ncsoft.net), an Asia game publisher to distribute
City of Heroes.
This game has won a lot of gaming awards and the
company appears to be growing though it is being sued by Marvel (the
comic company) due to the game content.
Guild Software
(guildsoftware.com),
a Milwaukee-based company
recently released its first MMOG,
Vendetta-Online
in November, 2004.
Iron Will Games
(ironwillgames.com) released its game
Ashen Empires.
The company is located in Austin, and was founded in 2004. The company
is not well capitalized as it is soliciting donations for help in supporting
and maintaining
Ashen Empires
Video Game Industry Analysis
March 11, 2005
Investment in the overall online game sector
Figure Three shows online gaming venture capital activity in the 2000-
COMPANY
AMOUNT
COUNTRY
E-Pub (Uproar)$0.5 Hungary
Netamin$1.9 US/Korea
There$37.0 US
Nevrax$11.0 France
Barrysworld$3.0 UK
Mythic$32.0 US
Terra ICT Sdn BHD$16.1 Malaysia
Prizepoint$2.8 US
Zona$1.2 US
Artifact$4.5 US
Wild Tangent$51.0 US
VR-1$13.6 US
Gamania$10.6 Taiwan
GamesSpy Industries$15.0 US
Unibox Korea$7.0 Korea
Taewool$5.0 Taiwan
iWin$30.0 US
Gamesville$14.0 US
Gamers.com$11.0 US
Turbine Entertainment$13.0 US
Butterfly.net$9.2 US
Source: Commerzbank, 2003
Wireless
Wireless gaming is also an attractive segment for venture capital
investing. Throughout this section we are using the terms wireless gaming
and mobile gaming as synonyms. In general we are speaking of gamers
playing games on handheld devices, particularly cellular phones. This is a
There has been
significant VC
investment along all
arts of the online
ame value chain
Video Game Industry Analysis
March 11, 2005
significant market with huge growth potential, currently with revenues of
approximately $345 million (2004), and projections of over a billion for
ignificant investment
and consolidation
within mobile games
n initial shakeout
may be coming and
will help define the
market leaders
Video Game Industry Analysis
March 11, 2005
Figure Four – Recent Acquisitions in the Game Industry
Recent Acquisitions in the Game Industry
Date
Target
Acquirer
Jan. '05MindXMobile Media Co. AS
Jan. '05Downtown Wireless Jamdat Mobile Inc.
Dec. '04Indiagames Ltd.Tom Online Inc.
Dec. '04Cellus USA Inc.Airborne Entertainment
Dec. '04Elkware GmbHInfoSpace Inc.
Dec. '04Macrospace Ltd.Sorrent Inc.
Dec. '04IOMO Ltd.InfoSpace Inc.
Oct. '04Tira WirelessAirborne Entertainment
Oct. '04Digital-Red Mobile Shanda Interactive
Aug. '04Blue Beck Ltd.MForma Group Inc.
Aug. '04FingerTwitch Inc.MForma Group Inc.
Aug. '04Treasure Base Tom Online Inc.
July '04Atlas Mobile Inc.InfoSpace Inc.
May '04MobileGame KoreaMForma Group Inc.
Source: TheDeal.com and wire reports
Figure Five – Recent Venture Financing
Dialing for Dollars: The Mobile Game Industry Financings - February 2005
DateCompany/Amount ($mill.)RoundLead investors
uarters
Nov. '04Digital Bridges Ltd.
$18.00
3Apax Partners, Argo Global Capital
Aug. '04MForma Group Inc.
2Draper Fisher Jurvetson
Kirkland, Wash.
Aug. '04Digital Chocolate Inc.
2Sutter Hill Ventures, Chengwei Ventures
San Mateo, Calif.
Aug. '04In-Fusio SA
6Insight Venture Partners
Bordeaux, France
July '04Sorrent Inc.
3BA Venture Partners
San Mateo, Calif.
July '04Airborne Entertainment Inc.
N/AInsight Venture Partners
Montreal
Jun. '04MForma Group Inc.
1General Catalyst Partners, Bessemer Venture Partners
Kirkland, Wash.
Jan. '04Kayak Interactive Inc.
11.8
1VantagePoint Venture Partners
San Mateo, Calif.
Dec. '03Jamdat Mobile Inc.
4Benchmark Capital
Los Angeles
Source: The Deal
Video Game Industry Analysis
March 11, 2005
While we believe that this will eventually be a winning sector for venture
capital investment, some signs point to the fact that the sector may not be
growing quite as rapidly as some estimate. For example, data indicates
that among all wireless users, only 5.8% use their handsets for gaming,
and within the 18-24 age demographic, only 13.8% are playing wireless
games. Figure Six below (data as of 2003) shows that online gaming is
the least used feature among wireless users, and Figure Seven shows that
the majority of wireless gamers play less than once a month. Successful
players in this segment will have the ability to convince gamers that their
content is valuable and not simply a time-waster.
Figure Six – Wireless Game Downloads
Monthl
Wireless Downloads b
Device T
Pictures/VideoMusic/RingtonesApplicationsGames
All Devices171632
Basic\Enhanced Phone171632
Smart Phone/PDA Phone18652
Laptop w/wireless Modem16734
Laptop w/Wi-Fi7049102
Source: Telephia
Figure Seven – Frequency of Mobile Game Play
How Often Do Mobile Gamers Play?
More than once a day8.90%
Once a day5.70%
Several times a week14.50%
Several times a month28.70%
Once a month or less42.20%
Source: Telephia (Q3 2003 in top 35 U.U. mobile markets)
Some interesting companies in this sector are:
Digital Chocolate
(digitalchocolate.com) develops entertainment and
problem solving software for mobile phones. Digital Chocolate is backed
by Kleiner Perkins and Sequoia Capital, and is based in San Mateo,
California.
obile game adoption
is still uncertain
Video Game Industry Analysis
March 11, 2005
Exit Games (
exit-games.com) with offices in Germany and California,
and has developed a full service solution for mobile multiplayer gaming.
Exit games has had significant success in Europe and is just entering the
US market. Another company working to connect mobile gamers in both
essaging is an area
of interest as
standalone tool
companies begin to
emerge in the sector.
Video Game Industry Analysis
March 11, 2005
Video Game Industry Analysis
March 11, 2005
Enabling Technology
Enabling technology presents one of the most exciting areas of
opportunity for venture capital investing in the entire video game industry.
In general, enabling technology is the behind the scenes services,
software, and hardware that allow the game to be played, or adds certain
complimentary features to the gaming experience. We believe that
enabling services, enabling software, and enabling hardware all are areas
full of potential investment opportunities.
Advertising / Content Services
One of the most compelling areas within enabling services is the broadly
defined video game advertising. Video game advertising can be broken
into two segments, in-game product placement and in game advertising,
and so called “advergaming”, where the game is itself the advertisement.
Advergaming
There are a number of firms that develop advergaming products, and many
started as branded website games. We believe this is an interesting sector
as companies look for more ways to advertise their brands to consumers.
Additionally, in the age of DVRs where traditional advertising is losing
http://www.usatoday.com/money/media/2005-01-17-disney-advergaming_x.htm
technology presents
many potential
opportunities
“Advergaming” is a
rowing segment
Video Game Industry Analysis
March 11, 2005
significant minority interest in 1996. In 1999 Red Sky acquired itraffic,
and then was taken private in 2001 by Seneca Investments. Finally, in
2003 Red Sky Interactive became a wholly owned subsidiary of Omnicom
Corp.
YaYa Media
(yaya.com) also enables leading brands to develop valuable
relationships with consumers through innovative and interactive
entertainment solutions. American Vantage Companies acquired YaYa in
April 2003.
Another company in the space is
Skyworks
(skyworks.com), which is a
private company that has never taken outside funding.
In-Game Advertising
Another interesting segment of video game advertising is in-game product
placement and in-game advertising. This segment is particularly
interesting given that consumers are spending less time watching
television and more time playing games, a medium where the consumer’s
eyes are always on the screen. This is also a very powerful segment, as
game use is dominated by the 18-34 year old demographic, which is
highly sought after by consumer product groups. The segment started out
as simple in game product placement with examples like a character
wearing a Puma t-shirt or the outfield wall of a baseball field having static
advertisements. However, in-game advertising has evolved into a
dynamic function, changing based on the game, product cycle, or even
time of day.
Massive Incorporated
(massiveincorporated.com) is the
dominant player in this evolving sector.
http://news.com.com/2100-1024_3-5415623.html
n-game advertising
reaches a key
demographic
Video Game Industry Analysis
March 11, 2005
One concern facing in-game advertising is gamer response to advertising.
For most gamers, games are an escape, a way to enter another world, see
http://clickz.com/experts/ad/lead_edge/article.php/3487586
There are only a few
in-game marketing
articipants, but that
is expected to grow
Video Game Industry Analysis
March 11, 2005
on delivery of a service, not just a game. Online platforms aid in the
delivery of that service by enabling games’ usage and uptime. These
platforms are still being developed as is all of online gaming and so there
http://www-1.ibm.com/grid/announce_227.shtml
Online platforms
will reduce the cost
and increase the
speed of game
development
Video Game Industry Analysis
March 11, 2005
of these types of companies, a new entrant faces a very fragmented
market.
“Bandwidth” services will be needed as online gaming grows. However,
what hosting will look like as gaming grows is unclear. As demands on
servers grow there will be an increasing need for hosting services. Also,
the demand for private servers is likely to grow over time as clans and
subgroups of players proliferate. Since the technology or service delivery
standard has yet to be developed, there is an opportunity for a new entrant
osting services is a
ragmented marke
ublishing platforms
will help online game
developers
Video Game Industry Analysis
March 11, 2005
Figure Eight – WildTangent Development and Distribution Platform
WildTangent is the leading North American online platform and publisher,
but it has competition from several Asian companies as well as North
American online game aggregators, whose technology fulfills the
distribution portion of WildTangent’s service, but not the development
platform side.
WildTangent
(wildtangent.com) has raised over $60 million in venture
funding to build its platform and build game relationships with partners
and customers including Coke, Sony and Toyota. Many of the company’s
Figure Nine - Zona’s MMOG
Video Game Industry Analysis
March 11, 2005
has raised $4 million in VC funding in January 2003 from DigaComm and
Crossbow Ventures.
Webzen
(webzen.co.kr)
is a Korean company that is another leader in the
online publishing space. Webzen is public (NASDAQ: WZEN) and has
recently announced an expansion of its North American presence. It has a
past record of success in Asia and recently was named the published for
All Points Bulletin
, which is an MMOG to be developed by David Jones,
the creator of
Grand Theft Auto
NCSoft
(ncsoft.net)
is another Korean online publisher (it is a public
sian companies are
the leaders in online
ublishin
Video Game Industry Analysis
March 11, 2005
Currency/Product Exchange Services
Another sector of enabling services is exchange or auction services for
goods of value within a game, for example a weapon, a suit of armor or
such.
Internet Gaming Entertainment Ltd., (IGE)
(ige.com) is one
company in the space and
eBay
(eBay.com)
also has auctions running for
http://www.ige.com/corporate.aspx?id=press&lang=en
nabling Software
is an emerging area
where capital can
make a difference
or game “goods” is a
new opportunity
Video Game Industry Analysis
March 11, 2005
Figure is sourced from the website of Kynogon, an AI software developer.
Many of these pieces may be
accomplished by the same
software, and we do not mean
for this graphic to be
illustrative of the entire
industry. Rather it highlights
some of the components we
will discuss. We believe that
any of these areas which are
critical to game play and offer
software tools are an area of
interest.
Many of the participants in these sectors have been established for some
time, but are private companies run by owner operators. The recent
ure Ten - The
Software components
of games
Source: Kynogon website
Video Game Industry Analysis
March 11, 2005
Alias
(alias.com) is another leading company in the space, but like
Discreet or Avid, does not likely offer an investment opportunity as it has
significant investors in Accel-KKR and the Ontario Teacher’s Pension,
who purchased a large stake in the company in 2004.
There are, however, a number of smaller private companies in the space,
such as
Newtek
(newtek.com),
PixoLogic
(zbrush.com),
and
SciTech
Software
(scitechsoft.com). The complexity of graphics has also created
several “Best of Breed” point solutions. For example,
IDV
(idvinc.com)
is a leading company in the space that focuses on software that aids the
creation of trees. As other examples,
Singular Inversions
(facegen.com)
a private Canadian company, has developed face shaping technology, as
has
Lifemode Interactive
(lifemi.com). This large number of players and
ragmented and diverse.
Opportunities are
abundant and a “one
stop solution” provider
may be welcomed by the
market.
Video Game Industry Analysis
March 11, 2005
nabling Hardware
is of interest,
articularly as
technology advances
Video Game Industry Analysis
March 11, 2005
are being asked to do more. For cell phones, this includes new functions
such as image/video processing and compression. Given that trend,
graphics or game processing may simply be an additional function for
advanced cell phone chips. There are a number of companies in this
sector and we believe the leaders who will emerge will be those that
artners are
appealing as chip
size matters
Video Game Industry Analysis
March 11, 2005
developer platform for device manufacturers, but has not announced
shipment of product.
Nazomi
(nazomi.com)
is another fabless startup in this space. The
company is backed by NEA and Redwood. Another VC funded company,
which offers DSP solutions for multimedia applications in mobile devices
is
ChipWrights
(chipwrights.com), which has been funded by
BancBoston and Rock Maple Ventures, among others. Finally,
NeoMagic
(neomagic.com) is a public company (NASDAQ: NMGC) in the same
sector, though it is trading at less than a dollar (as of 3/8/05).
Several Asian companies also supply chips in this market, including
Sunplus
(sunplus.com) and
Takumi
(gshark.com).
Conclusion
Our goal in this report was to perform an analysis of the video game
interest in order to find areas of opportunity for venture capital investors.
We have developed an framework to use as a screen and have analyzed all
the major sectors of the industry.
In the end, we have found several areas that are likely to present
investment opportunities:
MMOG/Online Game Development
Wireless Game Development and Publishing
Communications and Messaging Tools
Advertising and Content Services
Online Platforms (Hosting and Publishing)
Currency and Product Exchange Services
Enabling Software (Developer Tools)
Enabling Hardware (Multimedia Processors)