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VENTURE
CAPITALISTS BYPASS STRON VIDEOGAMES MARKET
Strength of Industry's Major Players Makes it Hard to Pick Small Winners
NEW
YORK -- The videogame industry is booming, but venture capitalists aren't
playing.
VC investments in games-related start-ups have been sporadic, even as
sales of videogames are surging. One factor is the broader downturn in
VC activity since the late 1990s, which has hit start-ups in most categories.
But a specific obstacle has been the videogame industry's hit-or-miss
nature, VCs say.
"Historically, in the games business, a lot of companies really
succeeded by hitting it big with one blockbuster," says Jon Callaghan,
managing director at Globespan Capital Partners in Palo Alto, Calif. "As
a VC, it's very hard to invest in that."
Only $37 million was invested in games-related firms in the U.S. during
2002, down from $66.9 million the year before and a peak of $295.3 million
in 1999, according to Thomson Venture Economics, which tracks VC data.
At the same time, U.S. sales
of videogames and consoles jumped 10% to a record $10.3 billion in
2002, according to NPD Group, a consumer market-research
firm. Titles ranging from "Grand Theft Auto" to "Madden
NFL" to "Super Mario" led the way.
The videogame market is dominated by established players such as Electronic
Arts Inc., Sony Corp. and Microsoft Corp. Electronic Arts is a venture-capital
success story, but it has been around since 1982, and its VC backers,
including Ben Rosen, the co-founder of Compaq Computer, have long since
cashed out.
These market leaders dominate the shelves of retail stores, making it
hard for start-up publishers and developers to get attention. Also, for
every top-selling game there are dozens that don't catch on, making the
business a low-margin proposition for many firms.
Even online and downloadable games, which independent developers have
had some success with, aren't drawing a lot of VC interest. Independent
developers that aren't controlled by leading publishers have a tough
time getting funding because VCs want to see a meaningful revenue stream
and a track record of titles that sell.
"The whole gaming area for VCs hasn't been a big item for them
in a while," said Jesse Reyes, vice president at Venture Economics. "The
barriers to entry are too low and it's a fairly low-margin business."
There have been some bright spots. Sorrent Inc., a San Mateo, Calif.,
publisher of games for wireless devices, raised $5.5 million in Series
B financing in April. The round was led by Globespan Capital Partners,
with Mr. Callaghan taking a seat on Sorrent's board. Previous investors
New Enterprise Associates and Sienna Ventures also chipped in.
Some investors see a lot of potential in cellphone gaming because the
wireless distribution is inexpensive, leading to higher profit margins.
Also, the market is still small enough that it hasn't prompted the industry
leaders to make a big push into wireless.
"It's a big market for a nice little start-up," Mr.
Callaghan said.
Sorrent develops and publishes games that wireless carriers sell to
customers for anywhere from $2 for a 30-day license to $8 for permanent
ownership, said Chief Executive Scott Orr. Games like basketball and
football can be played on phones with color screens.
Globespan typically doesn't invest in entertainment firms. But Mr. Callaghan
said he was drawn to wireless gaming because it could be the first big
premium data service for cellphones, which aren't just for talking anymore.
Mr. Orr said Sorrent had an easier time raising money in the Series
B round than the first round in 2001. But the hunt for VC funding remains
difficult for most games start-ups. Just ask Adeo Ressi, chief executive
of Game Trust, a New York developer of software used to run multiplayer
videogame tournaments on various devices.
Formed in February 2002, Game Trust is still running on angel and management
funding. Mr. Ressi has spent much of his time searching for VC backing,
including a public pitch at a business forum sponsored by the MIT Enterprise
Forum NYC.
So far, Game Trust hasn't
raised a penny, although Mr. Ressi said some term sheet offers are
pending. "I would say by far it's the most
difficult financing market I've ever experienced," said Mr. Ressi,
who previously raised financing for other start-ups.
Mr. Ressi thinks some segments of the gaming market, particularly on
the infrastructure side, have higher potential to draw VC interest than
other industries. It's just that few VCs are pulling the trigger on deals.
"The VCs are waiting for demonstrable results," he
said.
Write to Peter Loftus at peter.loftus@dowjones.com
Updated July 3, 2003 12:22 p.m.
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