Anita Frazier

Anita Frazier
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While we have seen retail sales of PC games decrease for several years now, we know from talking to consumers about their online gaming behaviors that playing games on the PC, whether it's via online casual sites or through massive multi-player online (MMO) subscription play, has been increasing.
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They did a great job of creating the hype. The 360 has largely been out-of-stock at retail since its launch last November. So clearly, selling out is one sign of performance, but you can't say that its market potential has been even close to tested with the limited supplies available.
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The monthly/annual subscription fees can be hugely significant, as they are for WoW from Blizzard, but unless you get a critical mass of players to make the game interesting to participate in, it's likely to die quickly. So it can be profitable or not, depending on its retail and subscription success.
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It goes without saying that the full impact of next generation consoles on the consumer market won't unfold until later this year when Sony and Nintendo's video game consoles hit U.S. retail shelves.
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The introduction of the Xbox 360 was a defining moment for the industry in 2005. However, it goes without saying that the full impact of next generation consoles on the consumer market won't unfold until later this year when Sony and Nintendo's video game consoles hit U.S. retail shelves. The real story for 2005 was the incredible expansion of portable gaming. The GBA continued to realize stellar sales, and the introduction of the DS and PSP to the market brought older gamers to the portable format.
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We expect this will add significant dollars to the PC game market size.
change few results seeds taking
The seeds of change are taking root, and we'll see the results in a few years. It isn't here yet.
likely worse
Things are likely to get worse before they get better.
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Educational toys account for 50 percent of all toy sales to kids aged five years or under. This is a category where parents make the primary purchase decision, not the kids. It's definitely a hot area for toymakers.
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There simply are more options for entertainment these days outside of traditional toys.
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Scene It? increased its sales in this category by more than 60 percent, fueled largely by new items such as the Harry Potter, Disney and TV versions.
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As the possibility of building a greater install base for the first 'next-gen' system increases, so does the possibility of selling more software. So, that combined with some good sales of titles for current-gen systems could be a stabilizing factor for the industry.
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The toy industry continues to wrestle with the new digital reality of kids' lives. Kids aren't really 'getting older younger,' they're just playing differently than they have in the past. However, despite this shift, it's important to note that toys continue to be one of the top choices for kids when choosing leisure time activities.
certainly
That would certainly be an interesting development in the market.