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CIRJE-J-48 2001 3

2001 3 i

Market and Strategy of the Home Video-Game Software in the U.S. - Brief Comparison with Japan - Junjiro Shintaku (University of Tokyo) Fumihiko Ikuine (University of Tokyo) March 2001 <Abstract> The purpose of this research is to reveal the characteristics of the Home Video-Game industry of the United States and to examine the reason why Japanese software publishers don t fully succeed in the US market. First, we report the present state of US Home Video-Game industry, and then make a brief comparison between the US and Japan regarding the management of software publishers. As the result of our investigation, we found that as opposed to the Japanese market, the US market is characterized by its own popular genres, the existence of PC game software as a rival market, its own distribution system, and the greater importance of advertising. Such characteristics of the competitive environment seem to affect the management of software publishers and accumulation of the capabilities within each firm. ii

iii 2001 3 PC( )

1. (1) 47 3100 (5250 ) 12 4940 (1386 ) 34 8160 (3864 ) 1 619 3657 4276 2 X-Box X-Box X-Box 1 IDG,"The multimedia Markets in North America and Europe" March 2000 1999 PlayStation Nintendo64 DreamCast 1 =111 2 2000 7 1999 1

i (2) 2 IT Bungie Microsoft Nintendo of America Jaleco, Midway Majesco Games Vatical Working Designs Hasbro Int. 3DO, Capcom, Codemaster, Eidos, Electronic Arts, Empire Interactive, Infogrames, Koei, Konami, LucasArts, Namco, Natsume, Ripcord, Ubi Soft Sega of America,SCEA The Gathering of Developers Activision, Atlus, Crave Entertainment, Disney Blue Byte Interactive, Fox Int., Havas, Interplay, Mattel, Novalogic, SquareEA, Tecmo, THQ, Titus Accalaim, GT Interactive, Simon & Schuster Interactive, Take Two Red Storm Southpeak 2

3 2000 3 1 8 3 1 ( )3 1 1 2000 8 2 5 2. (1) 1970 1980 PC ( ) 1985 Nintendo Entertainment SystemNES: PC 3 (2000ab) 3

1980 1990 4 1995 PlayStation SegaSaturn (2) (1999 : ) ( : ) :IDG(2000) 70% PC PC 1/3 13 (1430 ) 3 PlayStation Nintendo64DreamCast 4

40% 40% 20% 3 10% PlayStation 35% 24% 11% Nintendo64 57% 2% 6 4 2 4 5

(3) 1999 19 24.9% 41.9% RPG 5( ) PlayStation Top10 5 5 PlayStation Top10 2000 19 5 ( ) 6

( ) :IDG(2000) PC PC RPG (4) REP 6 3 Wal-Mart ToysRUsBest BuyBaggage s FuncoKmart 5 6070% 7 8 2 1 CM 1030% 6 REP REP REP 7 8 7

PlayStation 3. (1) 5 (4 ) 85.2% 3 2 1 ( ) ( ) NFL NBA EA Sports Madden NFL ( ) NBA Live ( ) ( ) 8

9 ( ) 1 ( ) ( ) (2) 3 38 5 ( ) ( ) ( ) 9 9 (internal studio ) 80% 10% 80% 10%

10 3 80%20%50% AI 10 3 1995 1996 1999 80% 10

11 3 1 ( ) ( ) (3) 20

1 (4) 3 2 12

1999 11 (5) ( ) 11 (2000a) 13

4. PC Domestic Multi Domestic Global 3 1 Domestic 2 Multi Domestic 3 Global ( ) 14

Domestic 2 Domestic 3 () 2 12 12 15

( ) ( S ) S 3D 1 45 15 2000 3 20 2 S 1 1 2 67 ( ) S (creative leader of product) (visual effect) S S 1 1 20 S 5 16

(1997) 4 NHK. International Development Group(2000),The Multimedia Markets in North America and Europe,November 2000. (2000a), :,,vol.15,no.1. (2000b), :,,vol.14,no.4. (1996),,. (1997), 1983 1996. 1999,. (2000a), 3,ITME Discussion Paper No.47,March,2000. (2000b),,2000. (2000), 7. 2000 2000. (1996), BP. 17