An incident in point is Grand Theft Auto IV, which became a jaw-dropping success when it broke two entertainment industry records, hauling the largest sales on a single-day and seven-day basis since its release on April 29, 2008. GTA IV sold 3.6 million copies or $310 million in equivalent sales within the very first 24 hours of its availability. On the initial week, the sales figures subsequently skyrocketed to over six million units or an exact carbon copy of $500 million.
The GTA IV first-week earnings are comparable to giant movie releases. In a written report by Reuters, the British-produced video game has outperformed Harry Potter and the Half-Blood Prince from Warner Bros., which raked in $394 million during its opening week in 2009. GTA IV also beat blockbuster Spider-Man 3 from Sony and Buena Vista’s Pirates of the Caribbean: At World’s End, which earned $382 million and $344 million, respectively, once they opened in cinemas in 2007. On December 12, 2011, Modern Warfare 3 officially de-throned the main movie of all time – Avatar, since the fastest entertainment media to attain the $1 billion mark. The former got its first billion dollar earnings 16 days after it was released whilst the latter for 17 days.
Exemplifying robust international business marketing techniques, game titles have also amassed earnings from its European market, decisively pulling the limelight far from the movie industry. Regarded as « the most valuable purchased entertainment market, » gaming sales are four times a lot more than cinema earnings, also trumping music and DVD sales combined.
Shedding light on the phenomenal video game following, UK paper The Guardian notes how video gaming pushes itself to the mainstream consciousness by stimulating the consumer’s intelligence, appealing with their imagination and improving constancy in player involvement – something which Hollywood may not be very successful at.Industry research firm that in 2011, global spending on the gaming ecosystem will reach over $74 billion, showing a growth of 10.4 per cent from $67 billion in 2010. Key transitions to gaming technology, business and software strategies are predicted to last beyond 2015, and at that time, spending will jump to a massive $112 billion. videogame.marketing
The gaming ecosystem covers gaming console manufacturers Nintendo, Sony and Microsoft; software for platforms or game consoles like PlayStation 2 and 3, Wii and Xbox 360; portable consoles Nintendo DS and DSi, Game Boy Advance, and Sony PSP; PC or notebook software; mobile gaming, as well as online and social gaming.Discussing gaming business and software strategies in general, marketing firm Zebra Partners representative Perrin Kaplan that gamers will have a tendency to answer new products, aside from how they are being packaged – console, PC, handheld or Internet. With new games mushrooming on various forms of media, the process for vendors in the gaming industry is always to adapt from what insatiable gamers want: to be continuously surprised and interested with a new kind of fun and new technology that come with video gaming.