Game Platforms and the Future of the Internet
The launch of the Sega Saturn and the Sony Playstation, the impending
launch of the Nintendo Ultra 64, and the announcements concerned
3DO technology all make game platforms sound really hot. Is there
any rational reason for this? Or is it another case of media enthusiasm
(or even -- dare we say -- hype)?
Since the e3 conference in May in Los Angeles (and well
before then with our clients), we have been pointing to the enormous
gap between those segments of the population that own PC's and
those that own Videogames. In this brief note, we will refer to
a key exhibit we used at the e3 conference and argue that
it points conclusively to the emergence of a new platform that
will embody PC functionality, but will not be a PC.
This note is prompted by some comments in a recent column by Bob
Metcalfe, Publisher and Internet Editorial columnist for Infoworld.
(See InfoWorld, October 23, page 59). Prior to Metcalfe's column, Larry
Ellison (chairman of Oracle) and Scott Nealy (CEO of Sun Microsystems)
had both, and separately, forecast -- and even promised -- delivery
of a low cost ($299) internet access device. Metcalfe then reports
on the "buzz" at Agenda, a conference for industry
leaders at which this topic surfaced again. In Metcalfe's comments,
and in the references of other spokespeople, videogames come up
as an important point of reference.
The reason why is clear.
In our Computer/Videogame Benchmark study, which we conduct annually
in the late fall of each year, we consider the characteristics
of households with various platforms and the characteristics of
those who intend to purchase or upgrade to various platforms.
The results of the '93 study showed interesting skews in the distribution
of PC households -- toward upper income, well educated, white
households. The '94 study confirmed this skew -- and even more
importantly, showed that it was not moving. More recently, our
study of Windows '95 buyers (see Windows '95: The First 30 Days) confirmed the upper income, well educated characteristics of PC
users.
And here's the point: if the PC is the gate through which one
has to pass to gain internet access, the internet is going to
be a rich boys toy for a long time. But if one had internet access
through a low cost, plug and play console (ie, an advance videogame
system), the consumer market potential for the internet would
triple at once!
The consumer data speaks volumes.
The results of the '94 study are summarized below. In this table,
the following definitions apply: HH means households; household
income is annual income as reported by respondent; percent with
children refers to households with children under the age of 18
living at home; VGS refers to Video Game System (any model) and
PC refers to personal computer (any brand or generation).
| |
PC Only |
VGS Only |
PC and VGS |
| Millions of HH's |
13.2 |
17.3 |
9.6 |
| Average HH Size |
2.69 |
3.46 |
3.75 |
| Average Resp. Age |
40.4 |
33.9 |
35.9 |
| Average HH Income |
$54,951 |
$34,811 |
$52,803 |
| Percent Married |
64.1 |
59.6 |
68.3 |
| Percent w/ Children |
32.6 |
69.3 |
68.4 |
| Percent College Grad |
50.3 |
15.5 |
36.7 |
| Percent White |
89.1 |
69.0 |
78.1 |
| Percent Black |
4.6 |
12.6 |
5.5 |
| Percent Other |
5.6 |
14.7 |
15.4 |
| Percent With Cable |
67.4 |
67.6 |
75.1 |
| Percent With VCR |
94.7 |
92.7 |
97.2 |
In this table, we are talking about a total of 40.1 million US
households out of about 95 million -- or just under half the total
population. The total number of Videogame households 26.9 million
(VGS Only plus the PC and VGS households); the total number of
personal computer households is 20.5 million (PC Only plus the
PC and VGS Households). Note that the date of the field work on
this study is the first week of December 1994. More recently,
we have measured total PC households at about 29.4 million. (See
Computer Ownership for more details.)
Infrequently in the analysis of consumer behavior patterns do
we see such distinct differences between the owners of products
that are often linked together in the same category. The PC household
is older, has higher income, is less likely to have children at
home, and is white. The VGS household is younger (on average,
by 6.5 years), has lower income (about $20,140 less), and is more
likely to be "of color". These two groups are radically
different.
Interestingly, the household that has both a PC and a VGS is like
the PC Only household in some ways (better educated, higher income)
and like the VGS Only household in others (average age, percent
with children, and percent non-white).
Markets -- With Limits and Without
The conclusion we draw, and have argued repeatedly, is that the
PC market has yet to show that it can break out of this "upper
income ghetto". Therefore, it is a limited market. This is
not a theoretical argument. This conclusion is the result of careful
study of the demand side of the new media markets -- a side of
the equation that is often overlooked by commentators focusing
on suppliers. And as a limited market, Mr. Gilder and Mr. Negroponte
would then both be wrong about the future of the PC!
The PC market can continue to grow, however, because there are
households with these demographic and social characteristics left
who have yet to buy their first computer. And increasingly, we're
seeing a trend toward multiple PC's in households that own PC's.
But this is not a mass market.
A product that was priced right (like a videogame machine) and
that was easy to set up and use (like a videogame machine), however,
could indeed find a mass market. Videogame systems are generally
found in households with children (some young adult households
also have them); but the new media platform that these numbers
point to could easily appeal beyond those households to the general
public.
And that would indeed be an important development -- for consumers,
hardware companies and software developers alike..
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