日本capcom公司分析(包括对日本各种游戏市场发展情况分析)

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1、Overview of Capcoms Business and Outlook for the FutureConsumer Online GamesThis business is engaged in the development and sales of home video games and the development and operation of PC online games. We will continue concentrating management resources on this business, which represents 65% of co

2、mpany sales, and developing games that meet diverse user needs. We consider action and adventure games our forte, and have released many creative million-seller titles worldwide.World-class development and technological capabilities Own a great number of original popular titles Ability to develop co

3、ntent that matches overseas user preferencesDependence on specific genres Lack of development staffExpand area/genre of PC online games Expand home game console downloadable content (DLC) businessGame presence diminished by diversity of play Social games and the rise of the mobile market Falling ave

4、rage sales price of package gamesS: Strength W: Weakness O: Opportunities T: ThreatsSWOT AnalysisS W O TAlthough the package market contracted 3.8% from the previous year, downloadable content (DLC) increased 53.6% and the rapidly expanding PC online market increased 33.6%In 2011, the home video gam

5、e (package) market was worth 22,500 million dollars (down 3.8% from the previous year), the third straight year of negative growth. As in the previous year, the reasons for this include (1) a decline in game console annual unit sales, as manufacturers have not introduced new hardware for six years,

6、(2) lower average retail prices of package software as a result of intensified competition, (3) the diversification of sales into digital distribution and other forms, etc.The market mainly consists of three regions: North America, Europe and Japan. While the ratio of each regions share was 5:3:2, r

7、espectively, around 2000, our overseas sales ratio is increasing every year due to the maturation of the Japanese market, caused by a falling birthrate and various other social factors, as well as the increase in the global gaming population combined with the growth of emerging gaming nations. In 20

8、11, sales were 10.1 billion dollars (down 6.5% from the previous year) in North America, 8.9 billion dollars (down 1.1% from the previous year) in Europe and 3.5 billion dollars (down 2.8% from the previous year) in Japan, with foreign markets representing 85% of the overall market. In contrast, the

9、 DLC market expanded significantly to 4.3 billion dollars (up 53.6% from the previous year), a result of companies beginning to focus on DLC associated with major titles and the 33CAPCOM ANNUAL REPORT 2012*1 Before the fiscal year ended March 31, 2009, the Consumer Online Games business is described

10、 as the Home Video Games business. *2 In the fiscal year ended March 31, 2011, Capcom restructured its business segment divisions, and as a result, some figuresbefore the fiscal year ended March 31, 2009 have been retroactively adjusted.(Millions of yen)(%)Net SalesOperating Margin62,89243,70270,269

11、20092010201153,501201226.117.917.82009201020112012 (YEARS ENDED MARCH 31)(YEARS ENDED MARCH 31)19.6Market TrendsOverview of Capcoms Business and Outlook for the Future23DiagramCapcoms strength in the Consumer Online Games business is threefold. First, we have scores of “long-lasting intellectual pro

12、perties with universal market appeal” such as million-seller titles and popular characters. Second, we maintain an “advanced ability to develop original game content” without relying on licenses obtained from external sources. We also possess a “high level of technology”, assisted by the “MT Framewo

13、rk”, an integrated development environment built to provide common development tools for Xbox 360, PS3, PC, Wii, Nintendo 3DS and PlayStation Vita platforms. Lastly, we have “strong overseas marketing capabilities” as represented by effective sales operations in overseas markets, which are the major

14、ity of our markets, with a proper understanding of regional preference for game titles, market characteristics and business practices.This fiscal year (ended March 31, 2012), sales of home video game major title “Monster Hunter 3 (Tri) G” for the Nintendo 3DS surpassed 1.6 million units, well above

15、the projected number of units. Also, “Resident Evil: Operation Raccoon City”(PS3, Xbox 360), a title created in collaboration with overseas developer Slant Six Games, showed steady growth, shipping 1.7 million units. Meanwhile, “Street Fighter X Tekken” (PS3, Xbox 360), despite oversupply in the fig

16、hting genre, sold 1.4 million units, lower than projected, but enough to make it the third million-seller title this year.We also released several software tie-ups, including titles derived from popular series “Resident Evil: Revelations” (Nintendo 3DS) and “Ultimate Marvel vs. Capcom 3” (PS3, Xbox 360, PlayStation Vita). Release of Three Million-Seller Titles Amidst Lower Sales and Earnings and Decreasing R

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