BNCE GC01: Game Consoles (GCs) Government Standards Evidence Base 2009: Key Inputs Version 1.1 This Briefing Note and referenced information is a public consultation document and will be used to inform Government decisions. The information and analysis forms part of the Evidence Base created by Defra’s Market Transformation Programme. 1 Introduction • The aim of this Briefing Note is to provide details and reference sources of the underlying data in the model, along with the key assumptions used in the model. • There are three main sections to this Briefing Note, corresponding to the main variables of the MTP modelling approach: o Ownership & stock o Sales o Usage & lifespan • Each section also includes an indication of the overall confidence in the dataset, to provide a sense of the robustness of the model. • Since preparing the data for Government Standards in 2009, new sources of evidence have been found or been made available. They will be taken account of in future revisions of data. New sources as follows: o Act on CO2 study data o Nelson EU study data o Manufacturer (anonymous) data • A “Game Console” is a mains powered stand alone device which is marketed as a product providing video game playing as its primary function through an external screen and which has the following features: Hardware Architecture Central Processing Unit (CPU) System memory Video architecture Network architecture Optical drives (to be defined) Hard drives or other internal memory (optional) Mains connected internal or external power supply unit • • • • • • • Input devices Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 1 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 • Typically hand held controllers rather than keyboards or mice Optional Secondary functions • Optical disk playback • Digital picture viewing (via an external screen) • Digital music playback Excluded components or functionalities: • Integrated screens • Conventional Personal Computing (PC) operating systems • Internal batteries for powering products over extended periods of time 2 Ownership & stock 2.1 • • • • 1 Summary Stock data is derived from sales figures since this gives the most complete and reliable dataset. Stock has increased very rapidly over the past few years and is expected to continue to grow. An increasing number of households1 own game consoles, and multiple ownership is common for heavy gamers who want to play games exclusive to particular consoles. This could include multiple generations of one console brand, as well as multiple brands of current consoles. This means that despite stock of 20 million in 2010, household ownership is projected to be much less than 100% and stock will continue to increase. The main gamers include children aged 11-17 and men aged 21-37. The average age of gamers is increasing as the first generation of gamers continues to age, rather than leave the demographic. As new (young) gamers join the lower end of the demographic the stock and household ownership rates will increase. Table 2 shows 2009 as the most recent (calculated) stock data point. There are no actual stock data points available. Refer to BNXS25 UK Household and Population Figures 1970-2030 for details on figures used. Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 2 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Figure 1 Game Consoles Stock Table 1 Game Consoles Stock Game consoles (000’s) 2008 2010 2020 2030 15,819 19,912 29,859 30,727 • Game consoles are released in generations, with subsequent generations being graphically and computationally more powerful than the previous. • Each generation is expected to dominate sales for around 5 years before a new model is introduced (however the model accounts for smaller quantities of products continuing to be sold and remaining in stock past this 5 year threshold). As a result, sales of legacy (older generation) products reduce considerably in anticipation of new console launches as consumers are unwilling to buy products which appear to be nearing obsolescence. This slow-down in sales leads to a dip in the stock level of legacy games consoles • However, game console launch prices are very high and there are very few next generation game titles available immediately. Therefore sales of the new generation of product only spike 1-2 years after launch when prices fall. This exacerbates the dip observed in the legacy stock levels Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 3 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Therefore, high variability as one generation replaces another can be seen with clear dips in the stock level (See • 2.2 • • 2.3 Figure 1, years 2006 and 2013). In particular, the most recent generation, including the Nintendo Wii, has led to a very sharp spike in sales. Beyond 2020, this cycle is ignored in sales projections for simplicity, and the stock curve becomes smooth. Data sources – ownership & stock There are no reliable data sources for ownership and stock (sales more reliable). This model is a sales-based model, which calculates stock automatically using the sales projection and the product lifespan. Real stock data is put in as a check only, to help evaluate the output stock calculated from the model. This data series is usually incomplete. The stock shown in the previous charts and tables were to illustrate the full generated (rather than input) stock data series. Methodology & key assumptions – ownership & stock 2.3.1 Historic data Table 3 Interpolation & background calculations – ownership & stock Year Methodology & assumptions 1960-2008 The MTP model is a sales-based model, which calculates stock automatically using a sales projection, the product lifespan and a sales churn calculation to account for products purchased in previous years gradually leaving stock. Real stock data is put in as a check only, to help evaluate the output stock from the model. This data series is usually incomplete. 2.3.2 Future analysis Table 4 Extrapolation & background calculations – ownership & stock Year Methodology & assumptions Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 4 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Year Methodology & assumptions 2009-2030 The MTP model is a sales-based model, which calculates stock automatically using a sales projection, the product lifespan and a sales churn calculation to account for products purchased in previous years gradually leaving stock. Real stock data is put in as a check only, to help evaluate the output stock from the model. This data series is usually incomplete. 2.4 Data issues – ownership & stock • This section flags any areas of uncertainty, both in general and for specific data points, along with a description of how this has been dealt with in the model. Table 2 Data issues – ownership & stock Issue/risk Approach taken/rationale Only a single stock data source was identified. Mintel (2008) Video and computer games, leisure intelligence, August 2008. 2008 stock estimates of 28 million consoles could not be reconciled with much lower sales calculations. Data was not used since it is over 30% higher than sales data calculations. Mintel has based stock calculation on game consoles that no longer appear to be in use in general population. Usage is calculated based on consoles currently in-use, and therefore stock must disregarded if it has been stored away. 2.5 Confidence level – ownership & stock • This section provides an indication of overall confidence in the data set (i.e. data Data quantity / size of data set points, calculations, interpolation and projections) • No stock or ownership data has been used HIGH LOW HIGH LOW Source integrity / robustness of data Figure 2 Confidence indicator for ownership data 3 3.1 Sales Summary As discussed in the stock section, game consoles are released in generations around every 5 years, with sales being artificially suppressed in anticipation of new console launches and price reductions (therefore, sales only spike 1-2 years after launch when prices fall). Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 5 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 As a result, high variability as one generation replaces another can be seen with clear drops in sales (See Figure 3 - Sales). The following releases are accounted for: o Xbox 360 launched 2005, major sales volumes delayed to 2007, o Wii launched 2006, major sales delayed to 2007, o PS3 announced 2006, major sales 2007, o Anticipated replacements launched 2013. • In particular, the most recent generation including the Nintendo Wii has led to a very sharp spike in sales. Beyond 2020, this cycle is ignored in sales projections for simplicity. • Convergence with traditional video recorders and players is not expected to occur to a high degree due to the significant additional cost of purchasing a game console and the additional complexity of operating a game console. • Table 7 starts from 2008 as this is the most recent actual data point • Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 6 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Figure 3 Game Consoles Sales Table 3 Game Consoles Summary Sales Game consoles (000’s) 2008 2010 2020 2030 3.2 4,210 4,554 5,500 5,500 Data sources - sales Table 4 Sales data sources Year Reference Reference date 1975, 1980, 1983, 1986, 1987, 1989, 2000, 2013, 2015 Expert assumption based on console release dates 2009 Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 Author MTP Technical Expert 7 of 14 Justific ation Confidence in sources (High/Low) No available data Low http://efficient-products.defra.gov.uk 0845 600 8951 Year Reference Reference date 1986, 1989 The NES precedent: Lessons learned at Nintendo to make Wii successful VGChartz.co m 2008 Accessed 2009 20002008 3.3 • Author Justific ation Confidence in sources (High/Low) VGCHartz Best available data Low VGChartz Detailed data, long time series High Methodology & key assumptions - sales At the point of launch of the new generation product, it is assumed that sales of legacy generation will continue at a lower rate for approximately 2 years until the sales of the new generation peak. From that point some sales of legacy generation will continue as stock clearance occurs. 3.3.1 Historic data Table 5 Interpolation & background calculations – sales data Year Methodology & assumptions 1975 No data available - Low sales assumed of first game console launched (100 units) No data available - assumed total sales to have reached 50,000 units No data available - Launch of NES (Nintendo Entertainment System) with increased sales – assumed total sales of this and previous generation to be 167,000 units 2 UK sales calculated at approx 18% of USA sales. This ratio is used against 1986 USA NES sales from VGChartz (2008). Launch of SNES (Super Nintendo Entertainment System), reaching a more mainstream children and teen audience which is assumed to increase sales approximately 400% compared to NES launch. As no data available, assumed. otal sales of this and previous generations to have reached 827,000 units by 1987 2 UK sales calculated at approx 18% of USA sales This ratio is used against 1989 USA NES sales from VGChartz (2008) No sales data available for legacy game consoles in the “older” sub-category of game consoles (e.g. SNES, PS1). Assumed sales of “older” consoles to be 1 million units in 2000 as sales of next generation products begin to increase sharply. Data interpolated using assumed data points listed above and the VGChartz sales data from 2000-2008 and smoothed using two sided exponential window, two pass (kalman filter and lagrange multiplier) 1980 1983 1986 1987 1989 2000 1975-2008 2 In 2003 and 2008, UK sales of GCs were approx.18% of those in the USA – ratio calculated from VGChartz data Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 8 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 3.3.2 Future analysis Table 6 Extrapolation & background calculations – sales data Year Methodology & assumptions 2013 Assumed launch of next generation of game consoles with low sales to early adopters only, due to high sales price and few games available. This increases to a maximum of 6.5 million in 2015 which represents a saturated market (where all users likely to want that generation of game console, at that price, have one, and the ownership level of GCs in general is equivalent to almost 100% of households). Sales reach 6.5 million – see assumption for 2013 above. Sales stabilise at 5.5million creating stock of slightly over 30 million of actively used game consoles, reflecting high uptake and market saturation with some households owning multiple game consoles platforms of the same generation or overlap with previous generations. Data interpolated from last actual data point in 2008, and assumptions in 2013, 2015 and 2019 and smoothed using two sided exponential window, two pass (kalman filter and lagrange multiplier) Beyond 2020, the cycle of sales peaks due to “new generation” product launches is ignored in sales projections for simplicity. Assumed sales are unchanged from 2019 at 5.5 million. 2015 2019 2009-2019 2020- 2030 3.4 • Data issues - sales This section flags any areas of uncertainty, both in general and for specific data points, along with a description of how this has been dealt with in the model Table 7 Data issues - sales Issue/risk Approach taken/rationale Next generation game consoles may come in sooner than 2013 No changes made. To be addressed in next revision as there becomes greater certainty on near-future trends. Methodology reviewed and considered reliable. Widespread use of data provides confidence data is reliable. Only one data source available, which is not an established, widely recognised organisation. GfK data will be used in conjunction for future models (depending on feasibility/sanity checking on figures). 3.5 • • Confidence level This section provides an indication of overall confidence in the data set (i.e. data points, interpolation and projections). Small but detailed dataset from single source, using reliable methodology. VG Chartz is a video game sales tracking website that provides weekly sales figures of console software and hardware by region and is ranked amongst the top 5,000 websites in the United States and serves over 3 million page impressions3. VG Chartz has defended the credibility and reliability of its sales data, often comparing their numbers with the ones published by NPD Group4, although sometimes the reports are altered after NPD numbers come out (providing in-built sanity check). News organizations such as BBC, Forbes, Fortune, The New York Post, Yahoo and The New York Times have used VG Chartz for sales data in their publications. 3 Wikipedia The NPD Group, founded in 1967, is a leading global provider of consumer and retail market research information for a wide range of industries – http://www.npd.com 4 Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 9 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Data quantity / size of data set HIGH LOW HIGH LOW Source integrity / robustness of data Figure 4 Confidence indicator for sales data 4 4.1 Usage & lifespan Summary • Active use is assumed to be generally low (approx 0.4 hr/day) due to large number of rarely used consoles. • On-idle time is projected to increase from an assumed level of 1 hr/day to 1.5 hr/day by 2013 as more downloadable content is made available to users, which makes increased use of the console more attractive. • Standby time is assumed to be approximately 10 hr/day because games consoles have a “young” demographic (who are assumed to be less energy aware) so a large proportion will not be switched off. As is common with consumer electronics, there is no hard-off switch and the plug is often inaccessible behind the TV cabinet. • Console lifespan represents the period for which it is actively used. This is assumed to be five years before they begin to be replaced by new generation consoles, For simplicity, it is assumed that this is the same for all console formats. Table 8 Summary Lifespan Games consoles (yrs) 2008 2010 2020 2030 5 5 5 5 Table 9 Summary Usage (hr/yr) 2008 2010 2020 2030 Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 On On-idle Standby 156 156 156 156 365 438 548 548 3,650 3,650 3,650 3,650 10 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 4.2 Data sources – usage & lifespan Table 10 Usage & lifespan data sources Year Reference Reference date Author Justific ation Confidence in sources (High/Low) 2008 The state of the video gamer 2009 Nielsen Best available data Low 2008 Expert assumption 2009 Question of the Day: Do You Leave Your Game Console Running? http://gizmod o.com/50944 11/questionof-the-daydo-youleave-yourgameconsolerunning 2008 no reliable data Lack of alternativ e hard evidence on usage of these products low 2008 MTP (Anson Wu) Gizmodo 4.3 Low Methodology & key assumptions – usage & lifespan • This section describes what has been done with the data listed in Table 10 along with a rationale for any key assumptions (in particular any expert judgements listed in Table 10) and detail of any background calculations behind the data points. 4.3.1 Historic data Table 11 Interpolation & background calculations – usage & lifespan data Year Methodology & assumptions 2008 Lifespan is assumed to be constant throughout the period modelled, both for historic and current game consoles. It is assumed to equal the length of each generation cycle, after which it is replaced and no longer actively used, as new (incompatible with legacy product) games with better graphics and features come into vogue. Whilst games consoles are able to play back DVD or Blu-ray (BD) disks (Xbox360 and PS3), the controllers are clumsy for this purpose and are not suited to a wider audience who are more accustomed to video recorder/player remote controls. Currently, games machines incorporating BD playback may well be used to watch video, but this likely to change as BD devices fall rapidly in price and incorporate additional features/content via Blu-ray live. Sales of consoles between 2006 and 2009 have risen rapidly as the appeal of consoles like the Wii reaches out to new audiences with new applications like Wii Fit etc. Usage figures have been assumed to be the same for these new users, as Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 11 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Year Methodology & assumptions a larger percentage of the population use the games consoles. 1960-2007 2008 Lifespan is unchanged from 2008 assumption at 5 years. Average on-time is calculated from the Nielsen report. Each games console model type is stock weighted in the UK MTP model to calculate energy consumption. 5 The Nielsen survey is USA based and carried out in December, over a major holiday period. This suggests usage is high because games consoles (and other consumer electronics) tend to be more heavily used in the USA and Christmas and Thanksgiving. These figures therefore would imply elevated energy consumption in the report. Nielsen data also suggests that higher power consoles have higher usage times. However, in the MTP model the same usage time has been used for all product sub-categories, thereby creating a tendency for the MTP model to understate usage of higher power consoles and overstate usage of lower powered consoles. It is assumed that when the (overestimated) figures from the Neilsen report are put into the MTP model (underestimate) that they compensate for one another and no further correction is made here or elsewhere On-idle time estimated at 1 hour. This is less than the Gizmodo survey which is assumed to be the absolute upper bound (See data issues) Standby time is assumed to be half the sum of the Gizmodo survey standby and off time. This is because there is no clear distinction between off, standby and unplugged. For clarification: The user interface in current generation consoles uses the term “off” to refer to the mode that is represented as standby in this model. 2008 2008 4.3.2 Future analysis Table 12 Extrapolation & background calculations – usage & lifespan data Year Methodology & assumptions 2009-2030 2009 -2012 2013 Lifespan assumption unchanged from 2008 at 5 years. Linear interpolation applied to historic 2008 and assumed 2013 usage data points. On-idle time is assumed to increase to 1.5 hours in 2013 as more downloadable content is available and consumed, e.g. movies, games. On-idle time unchanged from 2013 at 1.5 hours per day 2014 -2030 4.4 Data issues – usage & lifespan • This section flags any areas of uncertainty, both in general and for specific data points, along with a description of how this has been dealt with in the model 5 Since this analysis was carried out, an EU specific survey has been identified. This can be used to inform further modelling revisions. Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 12 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Table 13 Data issues – usage & lifespan Issue/risk Approach taken/rationale The Gizmodo (2008) survey is an informal small self-selected, 24hr survey run on a technology enthusiast website. It was taken as a response to the Natural Resources Defense Council (NRDC 2008) assumed usage cycles. It is assumed that this still over-estimates usage, as most users logging on to this site would be high use gamers/enthusiasts (sense checked by examining the high % of users running 6 Folding@Home continuously). Based on UK stock data, considering that 3% of game consoles were shown to be running folding at home, this would suggest around 30% of all PS3 console users are running this (only PS3 consoles can run this facility) which is 7 very high based on published statistics.) Data from NRDC (2008) “Lowering the cost of play”, suggests much higher onidle and usage times than Gizmodo or Nielsen Data has been treated as an upper bound and assumptions are made that are lower than this. Usage data is very unreliable 4.5 This does not agree with Gizmodo and Nielsen data when taking into account the high stock levels and the large proportion of game consoles which are rarely used. NRDC recognise the variability in usage patterns but have highlighted usage figures from the high-end gamer profile rather than an average across all users. Since usage data is very unreliable, it may be possible to use either attachment rates (games sold per console) or time spent connected to the game console host site (in connected play), to provide alternative estimates for cross-reference. The feasibility of this could be assessed for future model revisions. Confidence level – usage & lifespan • This section provides an indication of overall confidence in the data set (i.e. data points, interpolation and projections) • Very little data and low confidence since non-UK and unsuitable presentation. 6 Folding@home is a distributed computing project which studies protein folding, misfolding, aggregation, and related diseases – run by Stanford University. Gamers run the folding@home programme on their console when they are not playing games (e.g. overnight). This changes the use pattern to increase the on-time of the game console. 7 http://folding.stanford.edu/English/Stats - in 2008, the global population of connected cpu’s was 250,000 units which includes all PC types not just games consoles, whereas for the UK alone, stock of PS3s in 2008 was 1.5 million units Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 13 of 14 http://efficient-products.defra.gov.uk 0845 600 8951 Data quantity / size of data set HIGH LOW HIGH Source integrity / robustness of data LOW Figure 5 Confidence indicator for usage & lifespan data Related MTP information • Briefing Note BNCE_GC02: Government Standards Evidence Base 2009 – Reference Scenario, Game Consoles (GCs) Changes from previous version • • Minor updates to clarify text in light of stakeholder responses to the 2010 Consultation 'Saving energy through better products and appliances.' Minor changes to the template. Consultation and further information Stakeholders are encouraged to review this document and provide suggestions that may improve the quality of information provided, email [email protected] quoting the document reference, or call the MTP enquiry line on +44 (0) 845 600 8951. For further information on related issues visit http://efficient-products.defra.gov.uk Version: 1.1 First created: 01/04/2009 Updated: 11/05/2010 Last reviewed: 11/05/2010 14 of 14 http://efficient-products.defra.gov.uk 0845 600 8951
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