Survey of the adjourned sale rate of the Japanese home video game industry

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Survey of the adjourned sale rate of the Japanese home video game industry Yuhsuke KOYAMA Tokyo Institute of Technology Japan koyama@dis.titech.ac.jp ABSTRACT We carried out a survey of the adjourned sales rate of the Japanese home video games from famitsu, a major weekly magazine, in order to construct a reference index of project management. We chose Playstation (PS), Playstation2 (PS2) and Game Boy Advance (GBA ) as the platform and measured the fraction of the titles which were postponed for sale once or more times. The results are as follows: 1) During the first year after the release of the new platform, the rate of adjourned sale was high and gradually declined year by year. 2) In PS platform, adjourned rate was nearly 50% in the first three years 1994-1996, and declined to 22% in 2001. 3) In PS2 platform, adjourned rate was 33% in the first year 2000, and declined to 26% in 2004, 4) In GBA platform, adjourned rate was 24% in the first year 2001, and declined rapidly to 7% in 2004. 5) Game titles scheduled to go on sale around the new-year holidays or at the end of the fiscal year showed a significantly higher rate of adjourned sales Author Keywords Playstation, Playstation2, Game Boy Advance, adjourned sale rate NEXT GENERATION CONSOLE WARS AND DIFFICULTY IN DEVELOPMENT From 2005, three new generation game consoles are released in Japan and we are now in the next generation console wars (Table1). As new generation consoles have more powerful MPU, graphic accelerator and highercapacity memories than the old ones, it is often noted that developing a new game may demand more human and monetary resources. Table 1: Sale date of Next Generation Console in Japan Console Developer Date Xbox360 Microsoft 10/12/2005 Playstation3 SONY 11/11/2006 Wii Nintendo 2/12/2006 In spite that both contents and software industries in Japan are insufficiently competitive in the world, video game industry produces worldly-competitive software and contents. However, developing video games will be more difficult and complex in the next generation and it is often said that it is difficult to keep the competitive advantage. Developing a game is to make the multi-media content. It includes not only software architecture design and implementation but also scenario writing, animation production, recording and so on. Production process is more complex than that of the ordinary computer software and project management is important. The aim of this paper is to propose the adjourned sales rate as an indicator of project management in the video game industry, report the result of the data survey in Playstation, Playstation2 and Game Boy Advance. DATA SOURCE We collected the data of the adjourned sales from famitsu, which is the most popular weekly magazines for video games in Japan. Famitsu has the article of sale date calendar and it is updated every week along with the news release of the new product or the change of the sale date. We use the famitsu from No.300(issued on 16/9/1994) to No. 850(issued on 1/4/2005) and research periods and the size of data on PS,PS2,GBA are on Table 2. We do not count the games which are the limited editions, bundled editions, nor cheap-resaled editions. In addition, we also ignored the games which are halted to sale. Table 2: Platform, span, and titles of surveyed data Console Span #Titles PS 3/12/1994-31/3/2005 3232 PS2 3/3/2000-31/3/2005 1719 GBA 22/3/2001-31/3/2005 697 Situated Play, Proceedings of DiGRA 2007 Conference 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. 692

Genres We group game titles under fourteen genres which are Action (ACT), Adventure (ADV), Fighting (FTG), Puzzle (PZL), Racing (RCG), Roleplaying (RPG), Simulation (SLG, including SRPG), Sports (SPT), Shooting (SHT), Table (TBL), and others (ETC). This classification is employed by famitsu and we also employ it. Criterion of Judgment In many cases, software companies do not announce the sale date of a game exactly. They often report only the month and the period of the month (first, second, or the last ten days at first and the exact date of the sale is announced later.. This is very serious problem for us to judge whether the game title is adjourned. We make the guideline to judge the adjourned sale (Table 3). Table 3: Criterion of Judgement Spring Mar.,Apr., and May. Summer Jun.,Jul., and Aug. Autumn Sep.,Oct., and Nov. Winter Dec.,Jan., and Feb. At XX within XX Beginning First ten days Middle Second ten days Last Last ten/eleven days Features of platforms and hypothesis Table 4 illustrates the features of each platform. The console platforms, PS and PS2, employed the largevolume disc media, latest 3D graphics, and latest CPU technology (MIPS for PS, Emotion Engine for PS2). On the other hand, the mobile platform, GBA, employed mask- ROM media, 2D graphics (no 3D accelerator installed), and ARM CPU architecture. Nintendo often choose the strategy to employ the matured technology for cost cutting and reliability of the devices. Table 4: Features of each platform Compare the two kinds of platforms, we have a hypothesis. Those are: 1) In both platforms, the adjourned sale rate of the first year is high, and, because of the learning curve effect, it is gradually declined every year. 2) As it takes much time to be adapted to the new technologies, the initial adjourned sale rate of the console platform is higher than that of the mobile platform. 3) PS is the first disk media platform to have become the dominant, so it takes much time for the game developers to learn the know-how of the multi-media contents. As a result, the initial adjourned rate is highest of the three platforms. 4) The date-of-issue effect is very important. Table 4 shows the cumulative sales of titles in each platform. It is obvious that the fraction of the titles released is not flat and smooth and releases are concentrated on Mar. and Dec. In addition, even though the fraction is small on Jan., releases are concentrated around the New Year s Day. The reasons why releases are concentrated are because the settling day is usually established on the last day of March in Japan and because there is the custom of the Christmas present and otoshi-dama, which is to give some money to children at the New Year s Day. 5) Game Genre may have some influence to the adjourned sale rate. Table 4: Cumulative Sales of Titles in each platform PS PS2 GBA Jan. 211(6.5) 108(6.3) 34(4.7) Feb. 244(7.5) 153(8.9) 35(4.9) Mar. 324(10.0) 215(12.5) 87(12.1) Apr. 245(7.6) 108(6.3) 63(8.8) May 203(6.3) 95(5.5) 27(3.8) Jun. 230(7.1) 109(6.3) 34(4.7) Jul. 257(8.7) 138(8.0) 90(12.6) Aug 229(7.1) 123(7.2) 66(9.2) Sep. 281(8.7) 134(7.8) 42(5.9) Oct. 264(8.2) 118(6.9) 44(6.1) Nov. 312(9.7) 164(9.5) 54(7.5) Dec. 432(13.4) 254(14.8) 141(19.7) PS/PS2 GBA Hardware Type console Mobile Graphics 3D 2D Media CD/DVD ROM (Max capacity) 640M/4.7G 128M Technology Latest Matured Difficulty High Low 693

RESULTS Yearly transition 50% 40% 30% 20% 10% 0% 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 PS PS2 GBA Figure 1: Yearly effect. each year represents Japanese fiscal year, from April to March. PS: 1995 includes from Dec.1994 to Mar.1996. PS2:2000 includes Mar.2000 to Mar.2001. GBA: 2001 includes Mar.2001 to Mar 2002. Figure 1 illustrates the yearly transition of the adjourned sale rate of three platforms. Because of the problem of the aggregation period and the date of the issue of each platform, PS s year 1995 has sixteen months; PS2 s year 2000 has thirteen months; and GBA s year 2001 has thirteen months. It is obvious that there is the strong downward trend in every platform. However, the rate of declining is quite different. In PS, the initial adjourned rate are 39% in 1995 and 26% in 2001 (the number of titles released in PS from 2002 to 2004 is quite small and negligible to analyze). In GBA, the adjourned rate is 24% in 2001 and quickly declined to 7.6% in 2004. On the other hand, in PS2, they are 33% in 2000 and 26% in 2004. PS:regular PS:Dec. and Jan. PS:Mar. PS2:regular PS2:Dec. and Jan. PS2:Mar. GBA:regular GBA:Dec. and Jan. GBA:Mar. 50% 60% 70% 80% 90% 100% No Adjournment Less than one month More than one month Figure 2: The date-of-issue effect Figure2 shows the date-of-issue effect. In the PS and PS2 platforms, the adjourned rate on March is clearly larger than that of the other month. Furthermore, it is larger on December and January in the PS2 platform. It is quite a contrast to the GBA platform in which there is no clear difference among the regular, March, and December and January. and Ordered Estimations To discuss and weigh the effect of each factor separately, we estimated the probit and ordered probit model. Dependent variable is set no adjournment =0. In the probit model, adjournment is set to be 1, in the ordered probit model; adjournment within one month is set to be 1 and that of more than one month is set to be 2. Explanatory variables are elapsed years (0, 1, 2 ), hardware dummy variables (GBA, PS2, PS), date-of-issue dummy variables (regular season, March, December and January), and game genre dummy variables (11 genres). Benchmark is GBA, regular season and ETC. We estimated four models which are 1) All Data (GBA, PS2 and PS), 2) GBA only, 3) PS2 only and 4) PS. All Data Table 5 shows the result of the estimations. Though many variables are statistically significant, it should be noted that elapsed years and hardware dummies (PS2, PS) have 1% significance. These results are quite obvious. Table 5 Result of the and Ordered Estimation (All Data) PS&PS2&GBA Ordered Constant -0.97** -0.93** PS2 0.38** 0.27** PS 0.75** 0.81** Year -0.013** -0.012** Dec. & Jan. 0.019-0.0011 Mar. 0.18** 0.18** ACT -0.053-0.018 ADV 0.25** 0.28** FTG -0.10-0.063 PZL -0.092-0.066 RCG 0.079 0.11 RPG 0.28** 0.35** SLG 0.15* 0.16* SPT 0.016 0.042 STG 0.12 0.14 TBL -0.093-0.072 cut 0.33** Scaled R- 0.052 0.056 Square -LogL 2935.59 3925.17 694

GBA Table 6 shows the result in the case of GBA. Only elapsed year variable is significant and there is no influence of genre and the date-of-issue variables. Table 6 Result of the and Ordered Estimation (GBA) GBA Ordered Constant -0.42* -0.52** Year -0.24** -0.22** Dec. & Jan. -0.11-0.082 Mar. -0.17-0.19 ACT -0.071-0.0052 ADV -0.23-0.14 PZL -0.0086 0.14 RCG -0.36-0.32 RPG -0.52 0.04 SLG -0.69-0.012 SPT -0.065 0.020 STG -0.073 0.025 TBL -0.52-0.42 Cut 0.099** Scaled 0.038 0.034 -LogL 320.661 372.24 PS2 Table 7 shows the result in the case of PS2. Elapsed year variable and the date-of-issue variables are significant and there is no influence of genre variables. Table 7 Result of the and Ordered Estimation (PS2) PS2 Ordered Constant -0.45** -0.47** Year -0.51* -0.50* Dec. & Jan. 0.23** 0.17* Mar. 0.33** 0.34** ACT -0.19-0.17 ADV 0.11 0.15 FTG -0.29-0.31 PZL 0.089 0.16 RCG 0.93 0.055 RPG 0.097 0.21 SLG -0.38-0.022 SPT -0.11-0.084 STG -0.093-0.14 TBL -0.17-0.16 Cut 0.50** Scaled 0.022 0.026 -LogL 1029.58 1382.05 PS Table 8 shows the result in the case of PS. Elapsed year variable and some genre variables are significant. It is noted that the date-of-issue variables are not significant. In genre dummy variables, ADV, RPG and SLG are significant. Without the all data case, there is only PS data case that three genre dummy variables are significant. It seems that some genre dummy variables are significant in the all data case because of the PS data. Table 8 Result of the and Ordered Estimation (PS) PS Ordered Constant 0.060 0.051 Year -0.0090** -0.0095** Dec. & Jan. -0.11-0.11* Mar. 0.12 0.13* ACT -0.040 0.015 ADV 0.28** 0.33** FTG -0.0052 0.044 PZL -0.18-0.17 RCG 0.021 0.091 RPG 0.38** 0.45** SLG 0.22** 0.25** SPT -0.032-0.0085 STG 0.13 0.20 TBL -0.076-0.062 cut 0.32** Scaled 0.045 0.055 -LogL 2066.02 2773.58 695

DISCUSSION Learning curve effect In all four probit and ordered probit estimations, elapsed year variable is significant. There is no doubt a kind of learning curve effect that cumulative production improves the yield rate. However, where experience is accumulated and how this learning effect works is not obvious. We need extra survey, especially oral survey, to distinguish the industry level, organization level, and personal level improvement of productivity. In addition, compared to the transition of the fraction of the adjourned rate in PS and PS2, it seems that the learning curve effect is saturated on the console platform. Console vs mobile platform In GBA, the initial adjourned rate is lower than PS and PS2, and declines quickly to less than 10%. It is clear that developing games on the mobile platform is easier than that on the console platform and know-how accumulation is quicker. Genre effect Genre variables, ADV, RPG and Simulation, are significant only in the PS data. These three types of game have long scenario and many static paintings. Compared to the movie construction, because the length of the game scenario is extremely longer, about ten times or more as the movie scenario, scenario writing process is not completed when implementation for a game is started. In many cases scenario writing, material creation and code implementation are promoted side by side so that if scenario writing process is delayed, the other process are forced to delay by domino effect. In PS era, the video-game industry is not matured. In addition, as PS is the first dominant platform which has CD-ROM; it is not accustomed to develop the multimedia contents including voices and animation. It seems that know-how of the project management for producing the multimedia contents is accumulated during this era. CONCLUSIONS We have surveyed the adjourned sale data on the GBA, PS and PS2 platforms and got these conclusions: 1) The existence of the learning curve effect is confirmed. 2) The initial adjourned sale rate of the console platform is higher than that of the mobile console. 3) In the PS platform, the initial adjourned rate is highest and it takes long time to improve. 4) The date of the issue effect is significant especially in the PS2 platform. 5) Game genre effect is significant only in the PS platform. REFERENCES 1. Sales date calendar, Weekly Famitsu, enterbrain, No. 300-850, 1994-2005 696