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C全球游戏产业报告WrittenbyPeterat2021inJanuaryC全球游戏产业报告STATEOFTHEGAMEINDUSTRY2017PresentedbyTheGameDevelopersConferencepolledmorethan4,500gamedeveloperswhohaveattendedaGDCeventinthepastthreeyearstoprovideasnapshotofthegamesindustryandillustrateindustrytrendsaheadofGDC2017.Ther...

C全球游戏产业报告
WrittenbyPeterat2021inJanuaryC全球游戏产业 报告 软件系统测试报告下载sgs报告如何下载关于路面塌陷情况报告535n,sgs报告怎么下载竣工报告下载 STATEOFTHEGAMEINDUSTRY2017PresentedbyTheGameDevelopersConferencepolledmorethan4,500gamedeveloperswhohaveattendedaGDCeventinthepastthreeyearstoprovideasnapshotofthegamesindustryandillustrateindustrytrendsaheadofGDC2017.Thereportpolleddevelopersontopicsrelatingtoteamsize,VR,eSports,platformpreference,fundingoptions,andmuchmore.Signi?canttrendsrevealedbythesurveyresultsincludetheHTCVive’sascendancytobecomethemostpopularVR/ARplatformfordevs,diminishingcon?denceincrowdfunding,andrisingcon?denceineSportsasalong-termsustainablebusiness.The2017StateoftheIndustrySurveyisthefthinanongoingseriesofyearlyreportsthatofferinsightintotheshapeoftheindustryasapreludetoGDC.OrganizedbytheUBMGameNetwork,GDC2017willtakeplaceFebruary27ththroughMarch3rdattheMosconeConventionCenterinSanFrancisco,California.GDCistheworld’slargestprofessionalgameindustryeventwhereprogrammers,artists,producers,gamedesigners,audioprofessionals,andbusinessdecision-makersgathertoexchangeideasandshapethefutureoftheindustry.TheVirtualRealityDevelopersConference(VRDC)takesplacealongsideGDCcoveringVRandARforgamesandentertainment.MOREABOUTSURVEYRESPONDENTSMostsurveyrespondentshailfromNorthAmericaorEuropeWhenaskedwhichmajorregiontheyresidein,67percentofrespondentssaidNorthAmerica,followedby22percentwhosaidEurope.Pan-Asiaaccountedfor8percentofrespondents,3percentsaidSouthAmericawastheirhome,andjustpercenthailedfromAfrica.20percentofrespondentsidentifyaswomenWhenaskedwhichgendertheyidentifywith(ifany),78percentofrespondentssaid“Male”and20percentsaid“Female.”Theremainingrespondentseithersaid“Neither”orsaidtheypreferrednottoanswer.Thatratioisslightlymoreequitablethanlastyear,when79percentofattendeesidenti?edasmaleand18percentidenti?edasfemale.Mostdevelopershavebeenmakinggamesfor3-6yearsBasedonsurveyresults,37percent—thelargestpercentageofgamedeveloperspolled—havebeenmakinggamesfor3-6years.Seven-10yearswasthenextmostpopulartimeframewith17percentofrespondents,followedbythe13percentofrespondentswhosaidthey’dbeeningamedevelopmentforjust1-2years.That’sjustaboutexactlyinlinewiththeresultsoflastyear’ssurvey,whichpolledfarfewergamemakersandstillreturnedthesame35/17/17splitbetween3-6years,7-10yearsand1-2years.ThissuggeststhebulkofthegameindustryrepresentedatGDCismadeupofjourneymandevelopers,experiencedfolkswhohaveprobablyshippedagameorthreebutstillcouldhavelongcareersaheadofthem.DeveloperscontinuetomakegamesprimarilyforthePCandmobiledevices2016markedthecommercialdebutofseveralhigh-pro?leVRheadsets,soit’snotsurprisingtherewasabiguptickyear-over-yearinthenumberofdevswhosaidthey’dshippedaVRgame.ButPCandmobileremainthemostpopularplatformsbyfar;whenaskedwhichplatform(s)they’dreleasedtheirlastgameon,45percentofrespondentssaidPC/Macand35percentsaidsmartphones/tablets.19percentsaidPlayStation4/4Pro,and15percentsaidXboxOne.13percentsaidtheirlastcompletedgamewasreleasedonVRheadsets,asigni?cantjumpfromthe6percentthatsaidsolastyear.StateoftheGameIndustry20172Whichplatform(s)areyou*currentlydeveloping*gamesfor(Chooseallthatapply)Xbox3603%XboxOne/Scorpio22%PlayStation32%PlayStation4/Pro27%PlayStationPortable%PlayStationVita2%NintendoWii%NintendoWiiU2%Nintendo3DS1%NintendoDS%NintendoSwitch3%Smartphones/Tablets38%AndroidMicroconsole3%AppleTV4%AppleWatch%WebBrowser13%PC/Mac(retail/downloadable)53%VRHeadsets24%ARHeadsets5%Linux7%N/ANotinvolvedindevelopment13%StateoftheGameIndustry20173Intermsofwhatplatformseveryoneisfocusingonnow,thebreakdownisroughlysimilar:53percentofthosesurveyedsaidthey’recurrentlyworkingonagamethatwillbereleasedonPC/Mac,and38percentsaidtheircurrentprojectwillseereleaseonsmartphones/tablets.27percentsaidPS4/4Pro,24percentsaidVRheadsets,and22percentsaidXboxOne.That’sroughlythesame(intermsoforderofinterest)astheresultsoflastyear’ssurvey,withonemajorchange:thenumberofdeveloperswhosaythey’reworkingonaVRgamehasincreasedsigni?cantly,outpacingthenumberofdevswhosaythey’remakinggamesfortheXboxOne.Lastyear,23percentofrespondentssaidtheywerecurrentlymakingagameforXboxOneandjust16percentsaidthegametheyweremakingwasgoingtocometoVRheadsets.Lookingahead,thispatternofinterestseemslikelytocontinue:52percentofrespondentssaidtheyplantoreleasetheirnextgameonPC/Mac,and34percentsaidsmartphones/tablets.29percentsaidPS4/4Pro,and23percentsaidVRheadsets.22percent,meanwhile,saidtheyexpectedtoreleasetheirnextgameonXboxOneortherevampedversionofthatconsole,currentlycodenamedProjectScorpio,whichisexpectedtoreleasenextyear.Nintendo’snewSwitchconsoleisalsoexpectedtodebutthisyear,soit’sinterestingthat3percentofrespondentssaidthey’recurrentlyworkingonagamethatwillreleaseonSwitchand5percentsaidtheyexpecttheirnextgamewillbereleasedonSwitch.AndroidnallysurpassesiOSintermsofmobiledevinterestForyearsnowtheGDCStateoftheIndustrysurveyhasbeenaskingrespondentswhichmobileplatformtheymakegamesfor,andiOShasalwayscomeoutontop—untilnow.Thistimearound54percentofrespondentssaidthey’recurrentlymakingagameforAndroid,while51percentsaidiOS.That’sasmallbutsigni?cantshiftfromlastyear,when56percentsaidiOSand55percentsaidAndroid.40percentofrespondentssaidtheyweren’tmakinggamesforanymobileplatformsrightnow.StateoftheGameIndustry20174Whichsmartphoneplatform(s)is/areyourcompanycurrentlymakinggamesfor(Chooseallthatapply)Android54%iOS51%PlayStationMobile2%WindowsPhone6%None40%Other3%Mostgamemakersareunsureaboutmid-cycleconsolerefreshes(PS4Pro/ProjectScorpio),butmorearepositivethannegativeWhenaskedwhetherornottheythoughttheprospectofmid-cycleconsolerefreshes(intheformofthemorepowerfulPS4Proand“ProjectScorpio”Xbox)weregoodforthegameindustry,41percentofsurveyrespondentswereundecided,36percentsaidtheywereneutralonthesubject,and18percentsaidtheythoughtitwasagoodthingfortheindustry.Just5percentsaiditwasanegativedevelopment.“CONSOLESHAVEBENEFITEDFROMBEINGFIXEDPLATFORMS,SINGLESPECSTOFOCUSON.THISMID-CYCLE‘REFRESH’BREAKSTHATBENEFIT”“TheconsolesdidneedreinvigorationduetotheirlowperformingspecscomparedtowhatPCswerecapableofatlaunch,”wroteonerespondent.“Although,Idonotwantthemarketstobedivided.IalsodonotwanttheeventualityofayearlyreleaseofanewconsoleasIbelievethiscoulddamagetheconsolemarketseverely.”Hasthismid-cycleconsolerefresh(XboxOneScorpio/PS4Pro)beenreceivedpositively,negatively,orneutrallyatyourstudioPositively:Wethinkthisisagoodthingfortheindustry.18%Negatively:We'renotsurethisisthebestthingfortheconsolebusinessrightnow.5%Neutral:WearejustOKwithit.36%N/A:Wedon'tknow,don'tcare,oraren'tsurewhattomakeofit.41%StateoftheGameIndustry20175“Consoleshavebene?tedfrombeingxedplatforms,singlespecstofocuson.Thismid-cycle‘refresh’breaksthatbene?t,”wroteanother.“Developerswillnoweitherneedtobuildtwogames,releasealowestcommondenominatoronthemorepowerfulplatform,orreleaseacompromisedversiononthelower-poweredplatform.”GamemakersarefeelingoptimisticaboutNintendo’snewSwitchconsoleNintendoisexpectedtoreleaseitshybridportable/homeconsole,theSwitch,thisMarch,andthegamemakerswesurveyedseemcautiouslyoptimisticabouttheplatform’schances.WhenpolledaboutwhetherornottheythoughttheSwitchwouldoutsellNintendo’sWiiU(whichhasaninstallbaseofroughly13million,worldwide)initslifetime,50percentsaidyes,theSwitchwilloutperformtheWiiU.14percentpredicteditwouldn’t,and37percentadmittedtheyhadnoidea.“WHENPOLLEDABOUTWHETHERORNOTTHEYTHOUGHTTHESWITCHWOULDOUTSELLNINTENDO’SWIIUINITSLIFETIME,50PERCENTSAIDYES”TheSwitch’sabilityto...switchbetweenaportablemodeandadockedhomeconsolemodeistheconsole’scoresellingpoint,butsurveyrespondentsseemunsureaboutwhetherthatfeaturewillresonatewiththepublic.48percentsaidtheythoughtitmight,butthatitdoesn’tseemtobeworld-changing,while19percentsaidyes,theSwitchistherightproductfortherighttime.11percentguredpeoplewouldn’tbeinterestedinthecorepremiseoftheSwitch,and23percentsaidtheydidn’tknowhowitwouldbereceiveduponlaunch.HTCViveoutpacesOculusRifttobecomemostpopularVR/ARplatformamongdevsThemajorityofthosesurveyed(61percent)aren’tcurrentlyinvolvedindevelopinggamesforVRheadsets,butthosethatarearefocusingonHTCandValve’sViveheadsetaboveanyotherplatform.WhenaskedwhichVR/ARplatformstheywerecurrentlymakinggamesfor,24percentofrespondentssaidVive,23percentsaidOculusRiftand13percentsaidPlayStationVR.That’sasigni?cantshiftfromlastyear,when19percentansweredthesamequestionwithOculusRift,whiletheHTCViveandPlayStationVRgarnered6percenteach.StateoftheGameIndustry20176WhichVR/ARdevice(s)/platform(s)areyou*currentlydeveloping*for(Chooseallthatapply)castAR(castAR)%GearVR(Samsung/Oculus)13%HoloLens(Microsoft)6%HTCVive(Valve/HTC)24%OculusRift(Oculus)23%PlayStationVR(Sony)13%GoogleCardboard(Google)8%GoogleDaydream(Google)8%N/A-NotinvolvedindevelopmentforVR/ARheadsets61%Thiswastheyearthatalltheseheadsetshitretailstoreshelves,soforthersttimeeverweaskedStateoftheIndustrysurveyrespondentsonwhatplatformtheyshippedtheirlastVRgameon.Most(75percent)saidtheyhadn’tbeeninvolvedinshippinganyVRgame(yet),while11percentsaidthey’dshippedtheirlastVRgameontheOculusRift.TenpercentsaidtheirlastcompletedVRgamewasreleasedfortheHTCVive,and6percentsaidSamsung’sGearVRheadset.Lookingahead,weaskedthosesurveyedwhichVR/ARplatformstheyexpectedtheirnextgame(theoneaftertheonethey’reworkingonnow)wouldbereleasedon.Hereagain,theHTCVivewonthegreatestshareofinterest,with40percentofrespondentssayingtheyexpectedtheirnextprojectwouldcometoVive.37percentsaidtheirnextgamewouldreleaseontheOculusRift,and26percentsaidPlayStationVR.StateoftheGameIndustry20177WhichVR/ARdevice/platformareyouexclusivelydevelopingyour*next*gamefor(Selectone)castAR(castAR)%GearVR(Samsung/Oculus)9%HoloLens(Microsoft)5%HTCVive(Valve/HTC)33%OculusRift(Oculus)24%PlayStationVR(Sony)15%GoogleCardboard(Google)4%GoogleDaydream(Google)9%1in10gamemakersisworkingonaplatform-exclusiveVR/ARgame,predominantlyfortheViveOfcourse,theconversationaroundplatformexclusives(timedorotherwise)intheVRgameindustryhasbeenheatinguprecently,sowethoughtitwouldbeinterestingtoasksurveyrespondentswhethertheirnextVR/ARgamewasbeingdevelopedexclusivelyforasingleplatform.Halfofrespondentssaidtheyweren’tinvolvedinVR/ARgamedev,while39percentsaidno,theirnextprojectwouldnotbeexclusivetoasingleVR/ARplatform.11percentofsurveyrespondentssaidyes,theirnextgamewouldbeexclusivetooneVR/ARplatformordevice.Thirty-threepercentofsurveyrespondentswhosaidtheirnextprojectwouldbeaplatform-exclusiveVR/ARgamesaidtheywerecreatingitfortheHTCVive,makingitthemostpopularVRsystemforexclusives.24percentofrespondentssaidtheirnextgamewouldbeexclusivetotheOculusRift,and15percentsaidtheirnextprojectwouldbeaPlayStationVRexclusive.StateoftheGameIndustry20178ViveistrumpingotherVR/ARplatformsintermsofdevinterestWetriedtogaugethegeneralinterestlevelsforeachmajorVR/ARheadsetamongoursurveyrespondents,andtheHTCViveagainwonout:WhenaskedtomarkdowntheVR/ARplatformsmostinterestingtothemasdevelopers,45percentmarkedVive.30percentsaidOculusRift,and29percentmarkedPlayStationVR.Microsoft’sHoloLensheadsetcameinaclosefourth,asitwasmarkedby24percentofrespondents.WhichVR/ARdevice(s)/platform(s)mostinterestyouasadeveloperrightnow(Chooseallthatapply)castAR(castAR)3%GearVR(Samsung/Oculus)13%HoloLens(Microsoft)24%HTCVive(Valve/HTC)45%OculusRift(Oculus)30%PlayStationVR(Sony)29%GoogleCardboard(Google)8%GoogleDaydream(Google)17%Whencomparedagainstlastyear’sresultsforthesamequestion,weagainsawashiftawayfromRiftandtowardstheVive.Whenweaskedlastyear’ssurveyrespondentswhichVR/ARplatformsmostinterestedthem,40percentsaidOculusRift;26percentsaidHTCVive,and26percentsaidPlayStationVR.25percentsaidHoloLens.MostdevscontinuetoseeVR,ARasalong-termsustainablebusinessLikelastyear,thosesurveyedcontinuetobelieveVRandARisalong-termsustainablebusiness.75percentsaidyesand25percentsaidnothistimearound,thesame75/25percentyes/nosplitwesawwhenweaskedthequestionlastyear.StateoftheGameIndustry20179“AconcentratedfocusonimprovingHMDfunctionality,unencumberingtheuser,andprovidingmeaningfulexperiencesisgivingAR/VRarealshotatstickingaround,”wroteinonerespondent.“Atthemoment,thehardwareisstilltooexpensive,”wroteanother.“Softwareisonlycomingbecauseofrst-partyfunding;oncethatdriesup,Iamconcernedthattherewon'tbealargeenoughinstallbase.”"ACONCENTRATEDFOCUSONIMPROVINGHMDFUNCTIONALITY,UNENCUMBERINGTHEUSER,ANDPROVIDINGMEANINGFULEXPERIENCESISGIVINGAR/VRAREALSHOTATSTICKINGAROUND"Lookingahead,mostdevsthinkmobileVR/AR—andARspeci?cally—isthefutureThelion’sshareofdevsthinktheVR/ARindustryistrendingtowardsmobileAR/VR—andjustARspeci?cally.Whenaskedwhichwouldbethedominantimmersiverealitytechinveyears,mobilevs.PC/ConsoleVR/AR,33percentofrespondentssaidmobile.31percentsaidPC/Console,and17percentsaidPC/ConsoleandmobileVR/ARtechwouldbeequallypopularinveyears’time.Eightpercentsaidneitherwouldbeimportant,and12percentadmittedtheydidn’tknow.Lookingaheadevenfurther—20years,tobeexact—weaskedrespondentswhethertheythoughtVRorARwouldbethedominantimmersiverealitytech.43percentsaidAR,21percentguredVRandARtechwouldbeequallypopular,and19percentpredictedVRwouldprovemorepopular.12percentsaidtheydidn’tknow,and5percentsaidneitherVRnorARwouldbeimportantin20years.MostdevsgetsickorunsettledinVR,butlessthan10percentarealwaysuncomfortableinVRWealsothoughtitwouldbeinterestingtondouthowourrespondentshandledtheexperienceofbeinginVR,sinceitcansometimesbeunsettlingornauseating.Whenaskedhowtheyexperiencediscomfortand/ormotionsicknessinVR,9percentsaidduringallVRexperiences;17percentsaidnever.43percentsaidtheyfeltmotionsickordiscomfortedduringsomeVRexperiences,and31percentsaidtheyonlyfeltitveryrarely.StateoftheGameIndustry201710Publishersareonlyinvolvedwithaboutaquarterofrespondents’projectsMostofthegameindustryprofessionalswesurveyedaren’tworkingwithpublishers.Whenaskedifthey’dworkedwithapublisherontheirlastproject,54percentsaidno,25percentsaidyes,and21percentsaiditwasn’tanapplicablequestion,eitherbecausethey’renotinapositiontoworkwithpublishersortheythemselvesworkasapublisher.Theseguresarewellinlinewithsurveyrespondents’responsestothesamequestionlastyear.Whenaskedifthey’recurrentlyworkingwithapublisher,56percentsaidno,and23percentsaidyes.Thatisagainalmostexactlythesamedistributionofresponsesthatwesawtothesamequestionlastyear.Lookingahead,thisyear34percentofrespondentssaytheyplantoworkwithapublisherontheirnextproject,while44percentdonot.Again,there’sverylittlechangeherefromthesamequestionlastyear,suggestingthatthegameindustryatlargeoperatesoutsidethetraditionaldeveloper/publisherrelationshipmodel.Mostofthegameindustryisstillself-fundingTherearelotsofwaystofundgamedevelopmentthesedays,butitappearsthemostpopularoptionisstillself-nancing—eitheroutofyourcompany’sfunds,oryourownpocket.Whenaskedtoselecttheplacestheirfundingcomesfrom,themajorityofrespondents(55percent)saidtheircompany’sexistingfunds.29percentsaidtheirownpersonalfunds,and15percentsaidanexternalpublisher.Thenextmostpopularresponsewasn’tcrowdfunding,orventurecapital,butthewide-ranging“other”,with15percent.Thisisroughlythesamebreakdownaslastyear’sresponsestothesamequestion,when55percentsaidcompanyfunds,34percentsaidpersonalfunds,and15percentsaidanexternalpublisher.InterestincrowdfundingisslippingWhenaskedtodescribetheirexperiencewithcrowdfunding,thelargestshareofsurveyrespondents(46percent)saidtheyhadnointerestincrowdfunding.24percentsaidthey’dnevertriedcrowdfundingbutwereplanningtointhenearfuture,and15percentsaidyes,theyhadworkedonacrowdfundedproject.4percent,meanwhile,saidtheyhadtriedtocrowdfundaprojectbutfailedtomeettheirfundinggoals.That’sroughlyinlinewithlastyear’sresults,butwithasmallyetnotableslipincrowdfundinginterest.Whenweaskedthesamequestionayearago,40percentofrespondentssaidtheyhadnointerestincrowdfunding,29percentsaidtheyhadn’tyettriedcrowdfundingbutwereplanningto,and15percentsaidtheyhadworkedonacrowdfundedproject.StateoftheGameIndustry201711Whenitcomestothe#1wayofpromotinggames,platformstorefrontsarestillseentobeontop—andTwitchstreamersareonthebottomSurveyrespondentswereaskedtoshare(byrankingthem)whatpromotionalmethodshadbeenmosteffectiveinhelpingtheirlastcompletedgamegetdiscovered,andpromotiononagameplatform’sdigitalstorefront(think:Steam,thePlayStationStore,etc.)provedmostpopular,with19percentofrespondentsratingitthe#1way.Twitchstreamersprovedtheleastpopularchoicefor#1,withjust3percentofrespondentsratingthemthetopwayofraisingawarenessabouttheirlastgame.Thisisaboutthesameaslastyear’sStateoftheIndustrysurvey.However,it’simportanttonotethatmostrespondentsdidnotrateallmethods,presumablybecausemostofthemhaven’ttriedeverymethodofgamepromotion.Here,then,istheorderofaveragediscoverabilityusefulness,frombesttoworst,factoringinthenumberofdeveloperswhousedthem:Whichmethodsweremosteffectivefordiscoveryofyour*lastcompleted*gamePromotiononaplatform'sdigitalstorefrontCommunity/Fans'socialmediaDevelopers'socialmediaTraditionalpressandbloggersYouTubevideosPaidadvertisingTwitchstreamersWeshouldalsopointoutthatthemostpopularanswerforrespondentstopassonwasTwitchstreamers.45percentofrespondentsmarkedthatcategory“N/A”,suggestingfewerdevelopershadexperienceorsuccesswithTwitchthananyotherpromotionalmethodlisted.Thisiswellinlinewithlastyear,asisthepreponderanceofrespondentsmarkingstorefrontpromotionthe#1meansofraisingawareness.StateoftheGameIndustry201712Con?denceineSportsasalong-term,sustainablebusinessisrisingWeaskedourrespondentswhethertheythoughteSports(gamesbuilttobeplayedcompetitivelyataprofessionallevel)wasasustainablebusiness,long-term,and90percentsaidyes.That’saslightincreasefromlastyear,when88percentofrespondentssaidyestothesamequestion.“Aslongasyouhaveacrowdthatisbigenoughtosupportit,itwillgowell,”wroteonerespondent.“WecanseethatformanyyearstheinterestineSportsisgrowing.Andwithmoreacceptanceforvideogamesinsocial,itcouldprobablygoaswellasfootballsomeday.”“AsthegenerationthatgrewupwitheSportsmatures,gameswillndaplacesomewhatliketraditionalsports,”wroteanother.“Nolongerbeingtheweirdoutsider,butbeinganacceptedpartofwhatsocietyisand‘alwayshasbeen.’”StateoftheGameIndustry201713oin,000gamedevelopersattheworldslargestprofessionalgameindustryeventearnfromexpertsin500sessionsongamedesign,programming,visualarts,production,andmoreRegisterbyanuarytosaveupto00
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