Online's Where It's At
Online-able sports videogames led the way in 2003, capturing 51.0 percent of the market, versus the 69.0 percent it commandeered in 2002. Shooters remained unchanged with 22.0 percent of the market, with racing games contributing 15.0 percent and role-playing games 4.0 percent.
Since 2000, the category has contributed over 33.0 million in unit sales and more than $1.5 billion in sales. Richard Ow, senior industry analyst, The NPD Group, noted, "In some cases, consumers aren't necessarily aware they're buying games with online capabilities, but whether they're aware or they aren't, the onus falls in the laps of the software developers to provide games with multiple playability features."
3/24/2004 Aaron Thomas