[game_edu] thoughts on access to industry research
Andrew Armstrong
andrew at aarmstrong.org
Sun May 24 04:49:04 EDT 2009
This is also an issue for game historians - there are figures out there,
vaguely, for certain game sales, but apart from public NDP figures, most
countries "selling data analysts" don't even release anything, apart
from perhaps a chart.
If anyone knows a whole load of good data (and not vgchartz) I'd love to
check the links out. :)
Andrew
S. Gold wrote:
> As you all know, I am always very busy looking for resources and
> opportunities for all of us to benefit, but sometimes I come across
> small stumbling blocks. This is one of those occasions where I need a
> couple more heads to help me come up with possible solutions that
> might help bring this resource to all of us in education.
>
> I recently found myself on a quest to access game industry research
> information that is normally sold to various studios per report or via
> purchasing seats to the database of information. When I am referring
> to research information, I mean in-depth information on game titles,
> industry trends, franchise history, marketing analysis, competition
> analysis, etc... This is information that really is not accessible via
> a Google search. I tried to talk to the folks at NPD, "I appreciate
> your inquiry, but at this point NPD does not wish to participate. We
> have quite a strain on our resources right now, so we can't make any
> time commitment." I then spoke to EEDAR, a "a business intelligence
> company". The cost to get access to EEDAR's info via GamePulse is $25K
> USD per seat (or $50K for 5 seats) per year with most large studios
> buying into the 5 seat access. Of course, that kind of pocket change
> is not in the budget of most educational departments. So I have been
> in touch with the CEO of EEDAR (http://eedar.com) and he said that he
> has a great affinity for education, he realizes that this is
> information that educators need access to in order to really give
> students a true understanding of the business of games. However he
> finds it hard to sell something to EA for $25K and then turnaround and
> sell the same thing to educators for considerably less. So he is
> looking for ideas on how to do business with educational institutions
> without jeopardizing current clients. My questions to you: 1) is this
> the kind of information you would like access to? 2) what would you be
> willing to pay if your institution could have access? 3) can you think
> of a reasonable recommendation that would satisfy all parties?
>
> Ideas that are currently being floated:
>
> * Creating a "lite" version of GamePulse -- probably branded under
> a different name
> * Custom reports that give game industry info with permission to
> redistribute to students (custom reports are still pricey, but
> not like the all access GamePulse). Typically, there is no
> license to redistribute.
>
>
> All of your comments and ideas will be compiled and I will present
> them in hopes of making something like this open to all educators.
>
> Everyone have a great weekend (those in the USA -- have a great long
> weekend).
>
>
> Susan
> --
> Susan Gold
> Skype: tahoegold
>
> "To live is the rarest thing in the world. Most people exist, that is
> all." Oscar Wilde
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