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Masterarbeit MASTERARBEIT Frau Sabrina Flechtner Markt- und Trendanalyse der deutschen Games-Branche im internationalen Kontext Mittweida 2013 Fakultät Medien MASTERARBEIT Markt- und Trendanalyse der deutschen Games-Branche im internationalen Kontext Autorin: Sabrina Flechtner Studiengang: Information and Communication Science Seminargruppe: IC10w1-M Erstprüfer: Prof. Dr. phil. Andreas Wrobel-Leipold Zweitprüfer: Dr. Karoline Simonitsch Einreichung: Mittweida, 30. April 2013 Faculty of Media MASTER THESIS Market and trend analysis of the German games industry in an international context Author: Sabrina Flechtner Course of studies: Information and Communication Science Seminar group: IC10w1-M First Examiner: Prof. Dr. phil. Andreas Wrobel-Leipold Second Examiner: Dr. Karoline Simonitsch Submission: Mittweida, 30. April 2013 Bibliographische Beschreibung und Referat Flechtner, Sabrina: Markt- und Trendanalyse der deutschen Games-Branche im internationalen Kontext Market and trend analysis of the German game industry in an international context 186 Seiten, Hochschule Mittweida (FH), University of Applied Sciences, Fakultät Medien, Masterarbeit, 2013 Referat Die vorliegende Masterarbeit beschäftigt sich mit der deutschen Games-Branche. Anhand einer Marktanalyse werden aktuelle gesellschaftliche und technische Trends aufgezeigt. Die Analyse stellt dabei den deutschen Markt in den Kontext von internationalen Märkten aus den USA, Japan, China und Südkorea. Ziel ist es einhergehend mit der Analyse herauszufinden, welche Geschäfts- und Erlösmodelle im Allgemeinen Durchsetzungspotenzial haben und welche sich speziell in Deutschland verbreiten werden. Über die einfache Marktanalyse hinaus werden die Methoden Tiefeninterviews und Case- Studies zur Evaluierung herangezogen. Als Interviewpartner stehen die Branchen-Experten Tom Putzki und Achim Quinke zur Verfügung. Für die Case-Studies werden fünf deutsche Unternehmen ausgesucht, welche die Games-Branche hierzulande durch unterschiedliche Unternehmensstrukturen und Entwicklungsarten weitgehend repräsentieren. I Inhalt Bibliographische Beschreibung und Referat .................................................................................... I Abkürzungsverzeichnis ................................................................................................................. V Abbildungsverzeichnis ................................................................................................................VII Tabellenverzeichnis ...................................................................................................................VIII Vorwort ....................................................................................................................................... IX Einleitung ..................................................................................................................................... 1 1. Untersuchungsleitfaden ......................................................................................................... 5 1.1. Zielsetzung, Hypothese und Forschungsfragen ............................................................ 5 1.2. Marktforschung und empirische Methoden ................................................................. 6 1.2.1. Marktanalyse ......................................................................................................... 6 1.2.2. Qualitative Befragung: Die Experten-Interviews .................................................. 7 1.2.3. Case-Studies ........................................................................................................ 10 2. Die jüngeren Game-Bereiche und ihre Erlösmodelle ............................................................. 11 2.1. Phänomen Gamification ............................................................................................. 11 2.2. Casual Games .............................................................................................................. 15 2.3. Onlinegames ............................................................................................................... 17 2.3.1. Client Games ....................................................................................................... 17 2.3.2. Browsergames ..................................................................................................... 18 2.3.3. Online vs. Offline ................................................................................................. 19 2.4. Mobile Games ............................................................................................................. 22 2.5. Social Games ............................................................................................................... 24 2.6. Serious Games ............................................................................................................. 28 2.7. Erlösmodelle und Finanzierung ................................................................................... 33 2.7.1. Die eigene Plattform ........................................................................................... 33 2.7.2. Advertising bei Mobile Games ............................................................................ 35 2.7.3. Sponsoring von Games ........................................................................................ 36 2.7.4. Micropayment ..................................................................................................... 36 2.7.5. Kostenlos Spiele anbieten ................................................................................... 36 2.7.6. Free-to-Play ......................................................................................................... 37 2.7.7. Pay-What-You-Want ........................................................................................... 39 II 2.7.8. Crowdfunding ...................................................................................................... 40 2.7.10. Weitere Erlösmodelle und Finanzierungen in der Übersicht .............................. 42 2.7.11. Fazit Erlösmodelle und Finanzierung – brauchen wir noch Publisher? .............. 42 3. Technik von heute und morgen ............................................................................................ 45 3.1. Konsolen ...................................................................................................................... 47 3.1.1. Verkaufszahlen und Markteinführung ................................................................ 48 3.1.2. Die siebte Konsolengeneration ........................................................................... 49 3.1.3. Zusammenfassung der siebten Generation ........................................................ 54 3.1.4. Die achte Konsolengeneration ............................................................................ 55 3.2. Der PC .......................................................................................................................... 58 3.2.1. Die jüngere Entwicklung des Spiele-PCs ............................................................. 58 3.2.2. Der PC-Absatz ...................................................................................................... 59 3.3. Mobile Plattformen ..................................................................................................... 61 3.3.1. Smartphones und Tablet-PCs .............................................................................. 61 3.3.2. Handhelds ........................................................................................................... 65 4. Der deutsche Gaming-Markt im internationalen Vergleich .................................................... 71 4.1. Spielereport US-amerikanischer Markt....................................................................... 73 4.2. Spielereport japanischer Markt .................................................................................. 78 4.3. Wachstumsmärkte ...................................................................................................... 82 4.3.1. China.................................................................................................................... 82 4.3.2. Südkorea ............................................................................................................. 88 4.4. Spielereport in Deutschland im Spiegel der USA und Asien ....................................... 93 4.4.1. Die Games-Branche in Deutschland .................................................................... 93 4.4.2. Gamer Statistik .................................................................................................... 98 4.4.3. Datenträger und Downloads ............................................................................. 100 4.4.4. Mobile Endgeräte 2012 ..................................................................................... 102 4.4.5. Onlinegames mit kostenpflichtigen Zusatzinhalten .......................................... 104 4.4.6. Auswertung und Vergleich der Märkte ............................................................. 106 5. Die Situation der Spielehersteller – dargestellt anhand von Case-Studies ............................ 110 5.1. Case-Study I – Bigpoint GmbH .................................................................................. 113 5.2. Case-Study II – Crytek GmbH .................................................................................... 116 5.3. Case-Study III – Daedalic Entertainment
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