SHFL entertainment Takes Over ProTec Games II-84
Microsoft Enters into Joint Venture with BesTV New Media II-84
Baidu Takes Over PPS II-85
Sony Commences Manufacture of PlayStation 3 in Brazil II-85
Genesis Gaming Enters into Partnership with Relax Gaming II-85
Twitch Partners with Red 5 for Live Broadcasting II-85
TransGaming Takes Over Interactive TV & Connected TV Business
of Oberon Media II-86
Warner Bros. Interactive Entertainment Inks Distribution
Agreement with Cyanide II-86
GungHo Commences Operations II-87
Signature Devices and Graffiti Entertainment to Merge II-87
The Walt Disney Company to Acquire Lucasfilm II-87
NASA Joins Hands with Microsoft to Unveil Mars Rover Curiosity
Game Landing II-87
Sony Acquires Gaikai to Enter Cloud Gaming II-88
EA Forms Multi-Product and Multi-Year Partnership Agreement
with Zuffa II-88
Zuffa and THQ Enter into an Agreement II-88
Bigpoint and Fox Consumer Products Jointly Launch Ice Age Online II-89
THQ Sells ValuSoft Games to Cosmi II-89
343 Industries Develops Halo 4 II-89
GameFly and 2K Games Extend Their Partnership II-89
Play N Trade Merges with Dimensions Games II-90
Nexon Takes Over Gloops II-90
ENTERTAINMENT LICENSING ASSOCIATES Forms Joint Venture with
Kaliya II-90
Salans Advises Flaregames to Form a Joint Venture Keen Flare
with Keen Games II-90
Creative Assembly and SEGA Ink Multi-Title Licensing Agreement
with Games Workshop II-91
GMG Merges with Playfire II-91
WMS Industries Takes Over Jadestone Group II-91
SingTel Acquires Minority Stake in The Mobile Gamer II-92
THQ and Clearlake Capital Group's Affiliates Enter into Asset
Purchase Agreement II-92
Reverb Publishing Inks a Site Licensing Agreement to with Epic II-92
Netflix to Acquire OnLive II-93
DDM Signs a Partnership with Seahorn Capital II-93
8. FOCUS ON SELECT PLAYERS II-94
Activision Blizzard, Inc. (US) II-94
Atari, Inc. (US) II-94
Capcom Co., Ltd. (Japan) II-94
Electronic Arts, Inc. (US) II-95
PopCap Games (US) II-96
iWin, Inc (US) II-96
Konami Corporation (Japan) II-96
Konami Digital Entertainment Co. Ltd. (Japan) II-96
Konami Gaming Inc. (US) II-96
Microsoft Corporation (US) II-97
Namco Bandai Holdings, Inc. (Japan) II-97
Namco Bandai Games America Inc. (US) II-97
Nintendo Co. Ltd. (Japan) II-97
Sega Corporation (Japan) II-98
Sony Computer Entertainment America Inc. (US) II-98
Square Enix Holdings Co. Ltd (US) II-98
Eidos Plc (UK) II-98
Take 2 Interactive Software, Inc. (US) II-99
Tetris Holding, LLC (US) II-99
Ubi Soft Entertainment S.A (France) II-99
WMS Industries Incorporated (US) II-99
9. GLOBAL MARKET PERSPECTIVE II-100
Table 36: World Recent Past, Current and Future Analysis for
Video Games by Geographic Region/ Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2013 through 2020 (includes
corresponding Graph/Chart) II-100
Table 37: World Historic Review for Video Games by Geographic
Region/ Country - US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets
Independently Analyzed by Annual Sales in US$ Million for the
Years 2006 through 2012 (includes corresponding Graph/Chart) II-101
Table 38: World 15-Year Perspective for Video Games by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Middle East and Latin American Markets for the Years
2006, 2014, and 2020 (includes corresponding Graph/Chart) II-102
Table 39: World Recent Past, Current and Future Analysis for
Console Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-103
Table 40: World Historic Review for Console Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-104
Table 41: World 15-Year Perspective for Console Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-105
Table 42: World Recent Past, Current and Future Analysis for
Handheld Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-106
Table 43: World Historic Review for Handheld Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-107
Table 44: World 15-Year Perspective for Handheld Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-108
Table 45: World Recent Past, Current and Future Analysis for
PC Video Games Software by Geographic Region/Country - US,
Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle
East and Latin American Markets Independently Analyzed by
Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-109
Table 46: World Historic Review for PC Video Games Software by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific (excluding Japan), Middle East and Latin American
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2006 through 2012 (includes corresponding
Graph/Chart) II-110
Table 47: World 15-Year Perspective for PC Video Games
Software by Geographic Region/Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-111
Table 48: World Recent Past, Current and Future Analysis for
PC Video Games Software by Product Type - Digital and Boxed
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2013 through 2020 (includes corresponding
Graph/Chart) II-112
Table 49: World Historic Review for PC Video Games Software by
Product Type - Digital and Boxed Markets Independently
Analyzed by Annual Sales in US$ Million for the Years 2006