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Video game companies struggle to draw mass market

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CIOL Bureau
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Timna Tanners

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LOS ANGELES: Whether you're a dedicated video gamer or merely sneak a round

of computer solitaire when the boss isn't watching, the video game industry is

aiming to make you pay. To play, that is.

The industry's eyes are focused on how No. 1 independent video game publisher

Electronic Arts (EA) will fare with its new $4.99 a month online games

subscription, which it rolled out this month. EA's play-for-pay gambit is one of

many strategies being used by the video game industry to extract more revenue

from the mass market.

Sales of video games and hardware, despite a struggling software industry,

are steady, with volume sales up 1 per cent and sales in dollars down 5 per cent

to $6.5 billion in 2000 from the previous year. Yet executives know that

existing "hard-core" gamers are a limited bunch. To sustain this

growth, the consensus view is that the video game industry needs to reach a

broader audience.

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The industry is divided over how best to draw more video gamers and revenue,

with strategies ranging from promoting new platforms, such as mobile phones, to

new subscription-based pricing models for online games. French video game

publisher Infogrames Entertainment chairman and chief executive Bruno Bonnel,

SA, and its New York-based subsidiary Infogrames Inc., is skeptical that money

can be made with online video games, which are best known for free card games

like Solitaire.

His company's Web site, http://www.games.com,

costs about $25 million annually to maintain and Infogrames recently stopped

investing in it, he said. Bonnel argues for expanding the market for games,

predicting Web games won't turn profits for five years. "The formula for

interactive entertainment means reaching the mass market," Bonnel said.

"We're not making enough games that are sing-a-long."

In this effort to hook everyone on role-playing, shoot-em-up, gambling and

sports games, some developers such as Sega Corp. and THQ Inc. are working to

tailor games to cellular phones and Palm organizers and other personal data

assistants.

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"We're forgetting the mass market, who would enjoy video games if they

were more accessible to the market," Bonnel said, during the first Global

Gaming Forum earlier this month in Los Angeles, suggesting new media for games

such as video glasses, mobile phones and television.

The completion of Infogrames' acquisition of Hasbro Interactive in January

has positioned it to offer Hasbro Inc.'s popular licensed brand games, such as

Scrabble, Monopoly and Dungeons and Dragons.

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Online subscriptions



In contrast, Electronic Arts is so confident in this subscription model,
under which players pay between $4.99 and about $10 a month, that it is

constructing a new building at its Redwood City, Calif., headquarters to support

its Web site: http://www.EA.com. It aims to

generate profits by spring 2002.

The advent of PC games for adults, such as Electronic Arts' The Sims, has

expanded the world of video gaming, noted Roger Lanctot, senior director of

research for PC Data, a market research and consulting firm. A simulated world

where the player creates interacting characters, The Sims was the top-selling PC

game in 2000.

Later this year, Electronic Arts aims to take The Sims online as part of a

package of strategy and role-playing games available for a monthly fee. Although

it remains uncertain whether mass-market gamers will opt to pay, the recent

weakness of Web sites offering free services offers support for a subscription

model. Internet portal Yahoo! Inc.'s earnings warning earlier this month helped

back arguments that the era of free games and services may be over.

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"We think the next wave of Internet content will be fee-based as the

Internet evolves toward other forms of media," said, a Deutsche Banc Alex.

Brown analyst, Justin Post, in a recent report to clients. He said Electronic

Arts' subscription model was compelling due to its brand and content.

"EA's uncommon focus on the bottom line should pay long-term

dividends," Post wrote.

(C) Reuters Limited 2001.

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