Accessorize: Bringing the “A” Game to Gaming
Gaming accessories are also integrated into our everyday lives to improve our health and lifestyle. Case in point is Nintendo's Wii Fit. They have created software that works with balance/fitness boards that help us get into shape. The snakebyte Premium Fitness Board for Wii is an example of a third-party accessory that has enhanced features such as a built-in scale and increased weight limit. There are also driving and shooting games which help with eye hand coordination and dexterity. There are dance mats that allow us to have fun. Game nights at home or in assisted living facilities now include sports such as bowling, baseball, football and a host of others that require we put something in our hand for the new virtual interactive world of gaming. Interaction is the wave of the future as showcased by Sony's new Move and Microsoft's Kinect.
Gaming accessories are and will continue to be the profit center for most retail and e-tail sellers. Margins on the platform hardware and gaming software are slim at best, and their role is to generate consumer interest and bring them into the purchase space. And while accessories contribute significantly to the overall profitability in the category, their other role is to make the overall gaming experience better and more enjoyable.
It is said that imitation is the sincerest form of flattery. Within the gaming sector, what states it better than to have a third-party accessory company designing and manufacturing products around the main gaming platform systems and software? Providing the consumer a multitude of choices gives the overall industry not only a boost in sales, but also creates a stronger bond with its customers.