Three Facts for Perspective
In a moment we'll show how the industry peaked between January and
February of this year, but for the moment, let's get some perspective
on the industry's slump. Here are three reasons that could have
contributed to lower year-on-year sales in May 2009, irrespective of
the current economic conditions.
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First, note that May is typically one of the weakest months
in the videogame calendar. For
example, May was the month with the weakest weekly revenue in both
2006 and 2007. In 2005 and again in 2008, May was the third weakest
month, again measured by weekly revenue.
Often the nascent summer season is
cited as the key reason for the industry's weakness in this
particular month. As most students finish a school year and begin
summer vacations or jobs, that key consumer demographic will spend less
time indoors in front of a television or curled up with a handheld
gaming device.
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Second, hardware and software
sales were truly extraordinary at the beginning of 2008. Even in a
strong economy the industry might have had difficulty keeping pace,
much less growing.
In terms of hardware, Nintendo sold
over 3.5 million Wii systems in the first half of 2008 alone.
Consider that the PlayStation 2, at the height of its popularity,
never broke the 2.5 million system barrier for a comparable period.
The Nintendo DS was no slouch, selling 3.2 million handhelds
during the first half of 2008. Moreover, the PlayStation 3 was in
the midst of strong sales in the first half of 2008 as it coasted
down from its November 2007 price drop and peaked briefly with the
launch of Metal Gear Solid 4.
Then look at the software slate that
accompanied that growth of the hardware base: Super Smash Bros.
Brawl (2.7 million in March 2008), Grand Theft Auto IV (2.9 million
in April 2008), and Mario Kart Wii (1.1 million in April 2008). Only
Resident Evil 5 has come close to that kind of spectacular launch
month in 2009, with just over 1.5 million copies in March.
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Finally, the big-ticket games like
Guitar Hero, Rock Band, and Wii Fit may well have run their course
for the moment.
Undoubtedly, expensive games will
suffer in a weak economy. But when Nintendo has sold a Wii Fit
system for every 3 Wii consoles in the United States and the market
is literally awash in plastic guitars, the market is apt to adjust.
The drop in revenue just from those music game and Wii Fit bundles
is significant enough to explain some of the slowing industry sales.
This isn't to dismiss the economy as a
factor in slowing videogame industry revenue. Quite the contrary, the
economy may indeed be a key reason that sales are down.
However, it
is worth noting that even with the deck stacked against the industry
as listed above, industry revenue should still show modest growth by
the end of the year.
The Industry Peaked,
Briefly
We can measure the health of the
videogame industry by looking at a 12-month simple moving average of
weekly revenue.
For example, the $415.9 million per
week given February 2009 in the figure below is computed by adding up
the revenue for March 2008 through February 2009 and then dividing by
the number of weeks over which that revenue was accrued.
Viewing the data in this way smooths out seasonal adjustments, since each 12-month period contains exactly one November and December, the months that so strongly skew single-month comparisons.
With one single month exception
(September 2008), this simple moving average increased each month for
over three years, from $199.3 million per week in February 2006 to
$415.9 million per week in February 2009.
At that peak, the industry was at his greatest point in history: a 12-month period during which revenue totalled over $21.6 billion. For comparison, the official total for calendar 2008 was $21.3 billion.
(Our reliable industry revenue data
does not extend into 2004, preventing us from following this trend
back further.)
Then in March 2009, the rate dropped to
$410.3 million per week. It dropped again in April and then again in
May, ending at $401.3 million per week.
This kind of drop is unprecedented in the data we have available, and it points to a sudden and dramatic shift in the retail-based game industry's fortunes. All previous drops were single-month drops, after which the market revenue had begun climbing again.
In order to match the industry's total revenue for 2008, this moving average will have to creep back up to the $410 million per week level by December 2009. That will require several months of very modest year-on-year growth later in the year or a handful of months with extraordinary growth.
In another couple of months, we can return to this measure of the retail industry's health and see whether it has slowed its descent or begun to rise again.
(It's worth mentioning that there's significant and likely increasing digital-only revenue, including online game subscriptions and microtransactions, not encapsulated in NPD's monthly reports. This continues to be difficult and treacherous to estimate.)
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Koller said they changed the model from a margin perspective yet you still believe Pachter (who only "believes"!) more? I don't get it.