Blog Post

Why 5G Matters Now For Video Game Publishers--CES 2018

P.J. McNealy • May 15, 2019

The business model and planning implication for video game publishers are now becoming clear as 5G is on the cusp of being realized. EDITOR'S NOTE: This report has now been widely published beyond DWR subscribers.

CES 2018--Why Planning for 5G Matters in 2018 for 2020

[Please note: The business model implications of 5G are numerous and this is designed to be a first-pass look at potential scenarios that may arise over the next 20-to-36 months.]

CES 2018 was one of the best shows in the past year, and the tech news leading the way is the promise of 5G. Plenty of 5G news was expected, but one key milestone was hit: Qualcomm announced that the first 5G-enabled phones will ship in 2019, meaning the tests have gone well, the rollout of equipment is on track in 2018, and the 5G chipsets are on track for phones to be shipped in the 2H of CY19.

So 5G matters because, to put it in perspective, the time it would take to download a 2-hour movie:

·over a 3G network (iPhone 4, 2010): 26 hours

·over a 4G network (iPhone 6, 2014): 6 minutes

·over a 5G network (2H 2019): under 4 seconds.

It is important to emphasize that 5G will be a technology solution for delivering content and two-way data comms for all platforms—not just phones--such as tablets, PCs, TVs, cars, game consoles, VR/AR/MR, home routers, etc. The benefits of 5G include:

1. Low latency . This means, for example, that all content can be streamed real-time from the server without needing for any big downloads on the customer/client side. Streaming, for example, a 4K FPS (fast-twitch with need for robust two-way service) will be viable and help limit last-mile problems.

2. Storage requirements get lower. Because more content can simply be streamed, it means that while phones today are increasing in storage amounts, that trend can be reversed with 5G. Consumers will have access to a wider array of potentially cheaper end devices for enjoy entertainment such as 4K movies, high-res audio, and immersive gaming experiences.

3. Data limits on mobile devices could be widely changed, so all-you-can-eat data plans become the norm. This moves the content and services businesses closer to a utility model longer term (10 to 15 years?) as the distribution pipes become so fast that delivery of content moves toward commodity pricing, and eventually, to a metered utility world.

4. The vision of any game, any where, on any platform moves from a Powerpoint slide to reality. The promise of 5G enables delivery of content--finding content and accessing it--simpler and with less friction.

Potential impact on console hardware makers —5G to a console maker is a threat and opportunity. It’s an opportunity to give gamers options about how they want to connect to a service such as Xbox live—wired via ethernet, wi-fi, or through a 5G-enabled device (such as built into the console). If the 2020 time frame is correct, other enabling technologies such as USB 3.0 and HDMI 2.1 should be shipping. While LG was quietly showing off one 120 fps TV panel at CES, the reality is likely later than 2020 for possible model introductions for a variety of reasons. The discussion of 120fps is a longer and different thread.

The advancement of 5G will have similar threads to the arguments made in the past four years that “cell phone gaming will kill the Nintendo DS product line and handheld gaming.” The reality is DS gaming is still strong in Japan, and the introduction of something new instead of iterative from Nintendo will likely come in the next 18 months. Nintendo has a skill set to iterate to extend products (and keep backwards compatibility), and more importantly for Nintendo, to continue to drive revenues from its core IP. So, the expectation of “5G could kill console gaming” arguments are coming, but the position is easily defended: 5G will be additive to the gaming, not cannibalistic as the definition of a “gamer” continues to broaden globally.

Potential impact on retail —Gamestop is not going to be happy (per usual) because wireless delivery of content erodes their core economic driver of used game sales. This means a continued death-by-a-thousand cuts for Gamestop’s traditional gaming business, even though some of its business lines in gaming will have a long tail (used games sales, a potential subscription service for used, sales of in-game currency and gift cards, accessories, new hardware sales, etc.). Its GameTrust publishing label could be the biggest beneficiary of 5G for all the benefits discussed above.

The impact on Amazon, Walmart, Best Buy and Target need to be broken into two groups: Amazon /Walmart, and Best Buy /Target. Amazon and Walmart are a much, much deeper discussion as they both arm themselves for price wars by vertical for consumer market share. Both companies are going to beat up all other retailers whenever they both change their focus on the video game vertical after carving up the food retailer space (currently in motion; see Whole Foods, etc.). The adoption of 5G is solid for virtually every aspect of Amazon’s businesses. It is hard to name a negative impact for Amazon short of potential increased competition for its video streaming business. For Walmart, 5G provides an opportunity to build out its growing online presence with vertical offerings (either building its own service, buying one or partnering) in the short- and long-form TV/film space. But, if Walmart goes in that direction, they need to be moving now to have a service that can be battle-tested with current delivery pipes before the 5G launch. It remains to be seen how important games are to Walmart’s future because its core value remains trying to drive foot traffic into their physical stores, and games are going more and more digital.

Neither Best Buy nor Target have a pronounced online presence but 5G will be a big opportunity for Best Buy to see another bump in high-margin services revenue from a) Geek Squad consumer help with new 5G devices and b) attaching high-margin bounties by bundling/adding subscription services as Netflix to newly purchased device. Best Buy, outside of its Magnolia business, typically sees single-digit margins on hardware sales, so 5G is an opportunity, and if there are more (read: new) subscription gaming services that take advantage of 5G, then working with a company such as Best Buy is a future partnership opportunity. This also assumes that Best Buy continues a moderate downsizing/reconfiguration of store sizes and number of sizes over the next 24-to-36 months.

We don’t have a strong take on Target because it has not followed Walmart’s move to improving its online store and offerings through investments and new, high-profile management hires. The gut feel is that Target is a possible victim of the Amazon/Walmart wars, but we will follow up.

Potential impact on video game publishers —Multiple.

1. Mobile gaming opportunities broaden . While ecosystems such as selling through the Apple App Store will continue, the games themselves can become broader, deeper, richer, with more Live Ops opportunities (and a growth of more F2P games on mobile) because of the ability to have gamers download only a thin client app while the game is streamed live.

2. The inflection point hits for subscription services . If a video game publisher has a broad enough IP portfolio to launch a subscription service, the 5G rollout will likely be a solid service launch inflection point. It would mean consumers (gamers) could access any content from a vast library any where, any place, any time, over a 5G network in a frictionless, contextually relevant engagement. Frictionless is a key phrase here, too, meaning the single log-on and identification, transactional layer, social hooks, and communications layer are already in place, in the background, and easy to use. And, to take it a step further, are integrated with a user-generated content channel, potential engagement in e-sports, and synched with a music service.
Please duly note this the Holy Grail scenario, the same one pitched by Sony with the launch of the PlayStation 2 led by Kutaragi-san. However, they were still in the AOL dial-up and early DSL eras, with speeds that pre-dated 3G.
This scenario could easily be fleshed out to a much deeper level, both vertically and horizontally, but the purpose of this piece is a quick reaction to the CES show.

Potential partnership impacts for video game publishers because of 5G and Net Neutrality ---5G creates new Threats/Opportunities because of changes to Net-Neutrality. Assuming that Net Neutrality does go away under the Trump administration:

·Partnerships with companies such as AT&T or Verizon for access to low-latency delivery will likely become crucial. The partnerships could be by vertical (one for gaming, one for music such as Pandora or Spotify, for video such as HBO Go, Hulu or Netflix), by an aggregated provider (Amazon Prime, complete with its in-house content, or Apple and iTunes), or all of the above as deals are not exclusive.

·Partnerships with companies such as Netflix for a premium subscription (and over a preferred network) service could grow. For one price, a consumer/household could have unlimited access to movies, short-form TV, and video games from a great portfolio.

·Partnerships with automotive makers become more interesting as more screens and 5G chipsets are built into high-end autos first, giving video game publishers viable built-in interfaces into cars (in addition to current grab-and-go interfaces such as the Nintendo Switch or a mobile phone). While some auto makers have partnered with a company such as Apple for controlling the entertainment management of cars (see: Audi, BMW), streaming video and games have not been part of the in-vehicle entertainment options. Yet.
It is interesting because 12-to-15 years ago, there was plenty of excitement about how to get music into a car beyond terrestrial radio and satellite radio (XM/Sirius). Part of the value proposition of XM and Sirius was that for the most part, you could always listen to their services because of the combination of satellite coverage and the repeater networks installed in major cities (such as a repeater outside the Eisenhower Tunnel north of San Francisco). The argument was “How can you get music into a car that is going 60 mph?” With 5G coming, the viability of streamed content such as video games into a car going 60 mph is becoming real.

By P.J. McNealy 10 Jun, 2021
Microsoft takes a step closer to offering games anywhere, anytime, anyplace and over any connection with Xbox and its offerings. Here are our key takeaways.
By P.J. McNealy 15 Jan, 2021
#CES2021 will go down as a relative virtual success -- no lines, wide access online, sessions timed well -- and gave the chance to dig in on how companies have adjusted to 2020 heading into 2021. These adjustments are opportunities for other companies to learn from others, because we are in the thick of #AdaptOrPerish. The one overriding theme was clear: 2020 has hyper-started consumer adoption rates to digital, changing consumer consumption behavior by a factor of years. As history has shown, consumer don't typically revert back, either. In no particular order, some observations from this week: The term "franchise is so 2020. "Universe" is so 2021 . (And you can add "Content is Still King" too.) As streaming TV/film content services have spent the last three years or so driving subscriber growth numbers, one of the underlying business model tactics has been #BuildVsBuy when it came to adding content to the service to build out the library while attracting new subs. The balance of creating original programming versus acquiring licensed content is regularly being tested and where the bulk of investment dollars for the next 12-to-24 months go. Take it one step further and more mature services such as Netflix have been focused on which international markets to spend money on for local content in those markets while still offering enough to the U.S. subscriber market and holding off any rising churn rates. Part of the licensed content land grab has been for franchised content, whether it is, for example, Friends or Seinfeld or His Dark Materials . This year will see the expansion of the more important term: universe. The universe of Star Wars (Disney/LucasArts), the universe of The Avengers (Disney/Marvel), the universe of DC Comics (Warner Brothers). Comic book stories were sometimes islands of characters, and occasionally they overlapped. As those books moved to film, collaboration and overlap and off-shoots of story lines have grown in multiple prongs. There are TV series, mini-series, film adaptations--in other words, short-form and long-form content to be consumed on multiple-sized platforms, from phones to the Box Office. Do consumers really know what they want to watch? @HBO had an interesting point on consumers viewing patterns: 66% of time, consumers know what they want, while 33% of time they’re looking for new. This is classic push/pull content balance for subscription providers. The 66% of time means that the service has to have a strong library of content that has few friction points to discovery and consumption. That 33% of looking for new? This is an evolution of what we saw 20 years ago in the early days of streaming audio, where streaming radio "channels" were either being curated by panels of "groovers and musicologists" (one music service did actually promote that phrase) versus early algorithms setting programming options. The net-net is that consumers win. They enjoy a better experience, leading to a sticky subscription service. Potential benefits for the service provider include lower churn rates, lower marketing costs, better margin expansion potential, and better consumer data to build strong profiles for potential targeted advertising. Voice hits its stride in 2021 . The evolution of consumer behavior with user interfaces continues to mature, from keyboards to digital pens to touch screens to voice commands. The use of voice is going to quickly become a default interface for many (mostly younger) consumers, from search to commands to dictation. This leads to a deeper learning set and the concept of a relationship of sorts with Alexa/Siri/Cortana will grow. A consumer could ask “Hey Siri, what should I watch tonight?” The question suggests inherent trust that Siri (or others) know enough of the consumer to give a relevant answer. The result could be a combination of known viewing habits, time of day, location, companions, how busy a day one had, consideration if dinner has been made/ordered/eaten, tone of voice, filter of live events...the combined data sets are endless. We have consistently seen in consumer survey data that the 18-to-30 year old market is comfortable with tradeoffs of giving up data in order to get a more personalized recommendation. Also underlying is the trust in a reasonable result. Services such as Alexa are logging reams of data while answering a wider array of questions beyond "Alexa, what is the weather forecast for today?" Added functionality such as traffic information, intra-home device calling, streaming music, answering questions, telling jokes...all build up trust in getting a targeted response. (Bonus: pick a voice with an accent you find familiar or comforting for Siri!) Voice will become much more prevalent in homes in 2021. #GenerationMe #ItIsComing #CanBeCreepy #ChangingConsumerBehavior What is "entertainment?" Who is a "gamer?" The concept of a "gamer" is simple these days: everyone. It is no longer just a teenager in a basement on a console, and one panel said the gaming market is 40% female. The concept of "entertainment" is now likely simple: it is everything. It is no longer just a TV show, going to the movie theatre, or to a live sporting event. "Entertainment” is now in people’s homes for cooking shows, fashion shows, DIY shows, podcasts, Zoom cocktail hours, etc. The services have redefined entertainment too as a major source of eyeballs and time on screens thanks to both TikTok and Twitch. Both have grown straight vertical users/user hours and 2021 should continue that acceleration. One service, however, that sank in 2020? Quibi. With dominating screen time of such importance, Quibi was really well positioned with very short-form, quality video content with A- and B-list talent. Unfortunately, when consumers stopped commuting in 2020, Quibi sank. It would have probably worked in 2021/22 and will be interesting to see how Roku continues to move away from being a hardware and service company to service company and integrate the Quibi content into its platform. #DigitalEmpireBuilding
By PJ McNealy 21 Feb, 2020
YES. The launch of the upcoming Sony PlayStation 5 and Xbox Series X consoles could be delayed, have reduced launch inventory numbers, or be configured to regional launches which means no simultaneous global launches this Fall---all due to the COVID-19. Let us be clear, too – there are many unknowns at this point in February, especially understanding when manufacturing workers in China will be back to full-time production, enabling the supply chain, manufacturing and assembly for the upcoming consoles. While the consoles may still launch as scheduled in the Fall in North America, the global rollout, launch numbers and software support will be causing scenario planning discussions as the global outbreak of COVID-19 continues. There are likely two current scenarios for launching the PS5 and Xbox Series X consoles in North America. The optimistic scenario is for an October launch, which allows retailers to sell hardware for 10-11 weeks before Christmas. The second scenario is a pre-Black Friday launch in mid-November, allowing the new console(s) launch(es) to be on the shelves ahead of Black Friday and what is now an extended sales period leading up to and following the day after Thanksgiving. To build a schedule for key dates for making October/November possible is similar to getting an orchestra to play in sync at a future date—it requires layers of coordination. The console maker needs to hit critical dates around dev kits being built and distributed, retailer support being lined up, media buys locked in, operating systems being finalized, third-party software finalized for launch, and hardware debugged and manufactured for scale for shipment to North America. The last point? It is likely causing the most worry at this point because of the uncertainty of how off-schedule manufacturing is going to be disrupted this month, March, April, etc . It is virtually impossible to predict when the outbreak will subside and the supply chain and manufacturing are back to work in full force . What we can predict is a timeline for manufacturing given an October or mid-November 2020 North American console launch.
By P.J. McNealy 15 May, 2019
The emergence of F2P gaming and video game subscriptions beg the question: Which one wins, and why? What do consumers really want?
By PJ McNealy 08 Nov, 2017
Is the Xbox One X Launch the Death Knell for Consoles?
By P.J. McNealy 12 Jan, 2017
While the market is currently focused on the Xbox One and PS4 consoles, there is a case to be made that a year from now, the upcoming Nintendo Switch could be the top-selling console in CY 2017. Three factors: 1. What is the case for the Switch? 2. What is happening with Sony and Microsoft? 3. What else could influence dollars to the segment? VR? Mobile? 1. What is the case for the Switch? Nintendo announced its upcoming new console, called the Switch and is scheduled to launch in the first quarter of CY2017. While there has been early criticism, as expected, of how the console looks, history shows that software drives hardware sales, and Nintendo has the most top-10 most popular IP in console history, with IP such as Mario, Zelda, Donkey Kong and Super Smash Bros. These are multi-generational games, meaning that the big IP typically launch once per hardware console cycle, and are multi-family generational titles. There are many 40-to-60 year old parents who grew up playing Nintendo games, a tradition shared by many 15-to-39 year olds also understand. Nintendo IP is often family friendly, and again, has the easiest path for a family to just pick up controllers in the Living Room and just play. No family sits around the Living Room with four Xbox One or PS4 controllers, or connects on four Amazon Fire Tablet, or on four Apple iPads. This family gaming is a Nintendo tradition, and neither the Xbox One nor PlayStation 4 have focused on this aspect of multi-player family gaming software with any significance. Remember—when the Xbox One launched, it was focused on being an entertainment platform, while the PS4 was focused on the hard-core gamer market. So Nintendo will focus elsewhere—the family demographic with familiar, fun, friendly software. Nintendo sets itself as being the likely choice the second-console-in-the-house position. The Xbox One and PS4 are just over three years old since the November 2013 launches. Assuming that the Switch is priced at $299 or less, Nintendo has the opportunity to launch a swath of big first-party games for the March and June quarters of 2017, and have the third-party publishers (Electronic Arts, Ubisoft, Activision, Take-Two, etc.) target September and December 2017 quarters to launch. The extra six-to-nine months are likely critical to third-party publishers for development time. This means the value proposition of buying a second console—with lots of first-, second- and third-party software available by Holiday 2017. It is worth noting, too, that the public support for the Switch is notably better than for either the Wii or WiiU launches. Why would the business model case for Nintendo fail? Likely one of two reasons: 1. Supply constrains inventory to the point of frustration for consumers and limits market share. 2. History repeats itself and Nintendo fails to roll out a continual flow of big IP after the launch of the Switch, leaving the channel short of marketing opportunities to push the new console. 2. What is happening with Sony and Microsoft? Both companies are in new ground for Holiday 2016. The fourth quarter is typically the strongest hardware sales period, and Sony is pushing the new, updated version of its console, with the PS4 Slim ($299) and the PS4 Pro ($399), while Microsoft is pushing its Xbox One S. They vary in power (both CPU and GPU), and 4K streaming vs. 4K gaming, and consumers already know about the next Xbox One (Project Scorpio), slated for launch in Q4 2017. Again, it is an upgraded box over the Xbox One S, with full 4K gaming and 4K streaming, as well as likely enablement of a host of Virtual Reality/Augmented or Mixed Reality offerings. The corporate goals for the companies, as a result of these hardware rollouts, show divergent paths: Sony has one goal and one goal only: to sell as many PS4 consoles as possible as the PlayStation business is the core of the company moving forward. This means that Sony has been very aggressive, with multiple bundles or discounts through partners such as GameStop, Best Buy, Target, Amazon and Wal-mart. Microsoft switched its goal to enable alignment between the underlying operating system to be Windows 10 for the Xbox as well as for tablets and PCs. This means Microsoft can enable cross-play among devices, opening up its ecosystem to more partners, including on the VR/AR/MR front. It also then appeals to developers who might want to code once, distribute anywhere in the Win10 ecosystem. Hence, this holiday, Microsoft has been happy to sell Xbox One S boxes, feature 4K streaming, and really focus on gaining share in Holiday 2017. Could both Sony and Microsoft generate problems for Nintendo in CY 2017? Sure. It could come from a break-through title in VR that speeds up consumer adoption (and spending) on VR equipment, or it could be in the form of a killer, brand-new IP that sparks console sales (such as the original Halo launch), or it could be from either Sony or Microsoft being aggressive for either an exclusive licensing deal (such as for the next Grand Theft Auto), or going the merger and acquisition route (such as Microsoft buying Valve). These are all scenarios that could dim Nintendo prospects in 2017. 3. What else could influence dollars to the segment? VR? Mobile? It has been a popular argument to say that Nintendo has lost market and wallet share due to mobile gaming, and it has been largely true of the declining cycle of the Nintendo 3DS handheld systems. However, the role of mobile gaming has largely been short-session engagements, or a car back-seat babysitter. It has not replaced the Living Room family experience, and that is why the Switch launch could be impactful to the overall gaming market. Will VR/AR/MR take dollars from a Switch launch? The answer is likely no, but with some assumptions, such as Sony not having a killer PSVR game launched in 2017 (see https://www.digitalworldresearch.com/Virtual-Reality-Forecasts for our recent VR piece). If it does, it could erode some potential dollars at the margins for Nintendo. If the Samsung Gear or Google Daydream View sell incredibly well in 2017, those are likely incremental, small dollars (most headsets are either bundled or cost under $100). And at the high-end of VR, there is likely not many households making a buying decision between an $800 VR solution (assuming they have a compatible PC) versus a $299-or-under Switch.
By P.J. McNealy 07 Oct, 2016
Early Days and Overhype: Putting Reality Back Into Virtual Reality Forecasts
By P.J. McNealy 06 Oct, 2016
So kudos to Vizio, who sold out to LeEco for $2B. This is a great example of #DigitalEmpireBuilding in action where a company chooses to buy instead of building to grow its empire in the digital landscape.
By P.J. McNealy 24 May, 2016
New version(s) of an Xbox One console is launched and runs the full Windows 10 Operating System, enabling new forms of entertainment on the console such as Virtual Reality (VR).
By P.J. McNealy 24 May, 2016
The Battle for the Living Room is OVER—the War for the Consumer is ON!
More Posts
Share by: