The Future of Console Cycles: A Mid-Life Assessment of the Seventh Generation of Gaming Hardware

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The Future of Console Cycles: A Mid-Life Assessment of the Seventh Generation of Gaming Hardware
PC/CONSOLE/MOBILE

GAMES

The Future of Console Cycles:

A Mid-Life Assessment of the Seventh Generation of

Gaming Hardware









Lead Analyst

Benton Lyle



Contributing Analysts

Michael Gartenberg

Michael Cai









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use of clients. All opinions and projections are based on Interpret’s judgment at the time of publication and are subject to change.

Published June 2009. © 2009 Interpret, LLC

The Future of Console Cycles:

A Mid-Life Assessment of the Seventh Generation of Gaming Hardware





Core Questions



• Where are we in the game console cycle? Is this generation almost over, halfway

through, or something else?



• Has the video game industry really broadened its scope beyond the “core” male

audience? What impact will this have on the console life cycles?



• How can developers and console manufacturers be successful over the next

generational transition?



Interpret Insight:



By historical standards, the current, seventh generation of console hardware would be

nearing its midpoint. However, the “Wii Effect” on gaming audience expansion,

widespread consumer adoption of expensive and innovative gaming peripherals, and

console makers’ increased focus on online gaming features, digital delivery of games,

and multimedia content all suggest that this generation of hardware will significantly

outlast the previous generation.









Seventh Generation Console Cycle



Historical trends suggest that the seventh generation of game consoles is at its

midpoint. The third (8-bit), fourth (16-bit), and fifth (Sony PlayStation, Nintendo 64)

generations each lasted approximately one decade. The sixth generation (PlayStation 2,

Microsoft Xbox, Nintendo GameCube)—excluding the PS2—lasted seven years.

Including the PS2, it will have been ten years in 2010. What makes the PS2 unique in

the history of gaming consoles, however, is not its longevity—other consoles have

enjoyed ten-year lifespans—but how robust and successful the console has been, even

alongside its vastly more powerful successor system, the PlayStation 3.



The PS2’s continued presence in the marketplace has been astounding, with hardware

sales that easily outpaced its successor system for a full year after the PS3’s

introduction. Although the percentage of gamers using their PS2s the most often

decreased from 40% in Q4 2007 to 14.5% in Q4 2008, the PS2 remains the second-most

popular console in terms of usage, trailing only the Nintendo Wii: 27% of gamers

reported using a PS2 in the last three months, the same figure as used a Wii. The

unprecedented library of high-quality late-generation PS2 games, including both

exclusives (God of War) and popular franchise iterations like the Guitar Hero and Call of

Duty series, hints towards an extended lifespan, beyond that enjoyed by any previous

hardware.



Sixth/Seventh Generation Console Hardware: Ownership, Usage, Preference

45.0%

40.0%

35.0%

30.0%

25.0%

20.0%

15.0%

10.0%

5.0%

0.0%

Microsoft Microsoft Nintendo Nintendo Sony Sony

Xbox Xbox 360 GameCube Wii PlayStation PlayStation

2 (PS2) 3 (PS3)



Own system Use system in last 3 months Use system most



[Source: New Media Measure, Q4 2008]





What of the seventh generation of consoles, then? Based on our analysis, the PS3 will

remain a significant force in the marketplace for some time, owing to Sony’s long-term

planning and significant investment in the system. Although Nintendo’s plans for Wii

hardware are unclear, successful sales, particularly during the 2007 and 2008 holiday

seasons, suggest that a premature abandonment of the platform is unlikely. The Xbox

360, on the other hand, was the first to launch, and the early-to-market success will

likely spur them to be the first to launch an eighth generation console. However, any

predictions of a cl

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