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Japan Game Makers Count on Mobile
Gear for Growth
Fri Sep 24, 2004
MAKUHARI, Japan (Reuters) - Japanese game
makers, faced with a shrinking local market and increasing
competition from overseas rivals, are pinning hopes on mobile
platforms such as handheld machines and cellphones to stir
up demand.
Portable game gear came under the spotlight this week after
Nintendo Co. Ltd. announced prices and launch dates of its
dual-screen handheld game console "DS," and Sony
Corp unveiled its PlayStation Portable (PSP) at the Tokyo
Game Show, Japan's largest industry show for video games.
Nintendo, known for games characters such
as Pokemon, Mario and Donkey Kong, will release DS in the
United States on Nov. 21, followed by the Japanese and European
launches. Sony's PSPs are expected to hit some store shelves
by the year-end.
At the three-day Tokyo Game Show which started
on Friday, 26 percent of 461 software titles being showcased
are intended for either handheld machine or cellphones. That's
up from 21 percent last year.
NTT DoCoMo Inc., Japan's dominant mobile
phone operator, is displaying 45 mobile phone game titles
for trial by visitors, compared with 36 titles a year ago.
"Mobile gear makes it possible to play
games while being away from home. Changes like that entice
new users into games and expand the market," said Hideki
Sato, senior corporate adviser at Sega Corp., maker of popular
Sonic the Hedgehog game.
"Yes, we are holding high hopes (on
mobile game platforms)."
Software for the portable games market,
which is currently dominated by Nintendo's GameBoy Advance
SP handsets, accounted for 23 percent of the 309 billion yen
($2.8 billion) domestic game software market in 2003, according
to the Computer Entertainment Supplier's Association.
Some analysts predict that Sony's PSP will
expand the market about 1.5-fold by appealing to a different
age group -- above 20 years old -- from Nintendo's focus,
which is young children.
New platforms are a welcome move for game
creators also because it gives them an additional chance to
recover growing development costs just as movie studios recover
huge production costs through theater showings, TV broadcasting
and sales of packaged DVDs.
"In our line of business, we now need
to use and re-use software as arcade games, home games, handheld
games, cellphone games and online games," Namco Ltd.
executive vice president Akiyoshi Sarukawa said on the sidelines
of the game show.
"Otherwise, it is really difficult
to collect what we have spent on development."
Ballooning development costs are weighing
on profit margins at game makers as advanced consoles equipped
with cutting-edge chips and other technology call for sophisticated
graphics and realistic action.
The size of the Japanese video game market
-- software and hardware combined -- shrank for the third
straight year in 2003 to 446.2 billion yen as game makers
compete with mobile phones, Internet and DVDs for consumers'
leisure spending. ($1=110.72 Yen)
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