Activision Blizzard, Inc.
Atari, Inc.
Capcom Co., Ltd.
Electronic Arts, Inc.
iWin, Inc.
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I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
Console Games I-3
Handheld Games I-4
PC Games (Excluding Online Games) I-4
Online Games I-4
Wireless Games I-4
II. EXECUTIVE SUMMARY
1. INDUSTRY OVERVIEW II-1
Video Games Industry - An Introductory Prelude II-1
Market Fundamentals II-1
Video Games: A Sprawling Industry Presenting Opportunities to
a Wide Range of Participants II-2
Video Games Software & Subscriptions Market - A Review II-3
Table 1: Global Video Games Market (2013): Percentage Share
Breakdown of Values Sales by Segment (includes corresponding
Graph/Chart) II-3
Changing Demographics of Modern Players Sets Stage for
Increased Consumption of Video Games II-3
Traditional Users II-4
Gray Gamers II-4
Women: Succumbing to the Charms of Video Games II-4
Rise in Perceived Educative Value Of Video Games Fosters
Growth in the Market Over the Years II-5
Video Games Software & Online Subscriptions - Quite Resilient
to Periods of Economic Slowdown II-6
Current & Future Analysis II-6
Developing Markets to Lend Traction to the Market in the
Short to Medium Term Period II-6
Table 2: World Mobile Web Browsers Market by Geographic
Region/Country - Percentage Breakdown of Number of Mobile
Web Browser Users for Asia-Pacific, Canada, Europe, Japan,
Latin America, US, and Rest of World Markets for Years 2011
and 2018 (includes corresponding Graph/Chart) II-7
Table 3: Global Percentage Share Breakdown of Number of
Mobile Handsets Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8
Table 4: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2013 (includes
corresponding Graph/Chart) II-8
Table 5: Global Percentage Share Breakdown of Number of
Smartphones Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8
2. NOTEWORTHY TRENDS, GROWTH DRIVERS & CHALLENGES II-9
Hardcore Gamers - The 'Only' Saving Grace for Fast Fading
Console Gaming Software Segment II-9
A Look into the Key Trends in Home Consoles Software Market II-9
New Generation of Home Console Games Sustains Audience
Interest with Unique Attributes II-9
New Home Consoles Software Benefit from Cross-Platform Trend II-10
Smaller Consoles Helps Sustain Market Prospects for Console
Software Vendors II-10
PC Games Software Battles Hard to Survive Onslaught from
Online & Mobile Gaming Versions II-10
Table 6: World Market for Personal Computers (2012 & 2015P) -
Breakdown of Annual Volume Shipments (in '000 Units) by
Region (includes corresponding Graph/Chart) II-11
Table 7: Global Market for Personal Computers (2012 & 2015P) -
Percentage Share Breakdown of Annual Volume Shipments by
Product Segment (includes corresponding Graph/Chart) II-12
Table 8: Global Video Games Market (2013): Percentage Share
Breakdown of Top Three Devices for Casual Games among Kids
Aged 11-14 Years (includes corresponding Graph/Chart) II-12
Online Video Games Finds Success over the Years II-12
Table 9: World Market for Video Games (2013): Percentage
Breakdown of Dollar Sales by Online and Retail Distribution
(includes corresponding Graph/Chart) II-13
MMOGs Steal the Thunder from Console Games II-13
Growth in Home Broadband Connectivity Increases PC Based
Online Gaming Subscriptions II-13
Online Video Games Market Goes Beyond PCs as Web Enabled
Mobile Phones, Tablets & Consoles Enter the Fray II-14
Mobile Web Browsers Emerges as Gateway to "On-the-Go"
Entertainment II-14
Mobile Online/Browser Based Games: Current Scenario II-15
Console Gaming Players Eye Browser Based Games for Expansion II-16
Wireless Gaming Software - A Booming Segment II-16
Table 10: Global Mobile Gaming Market (2009 & 2013):
Breakdown of Number of Mobile Gamers (in Million) by Region
(includes corresponding Graph/Chart) II-17
Robust Growth in Mobile Phone Users Sets Stage for Evolution
of Mobile Games II-17
Table 11: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 & 2015
(includes corresponding Graph/Chart) II-18
Smartphones - Shot in the Arm for Mobile Games II-18
Smartphones Sales Continues to Grow Across the Globe - A Key
Opportunity Indicator for Mobile Games II-19
Table 12: Global Market for Smartphones (2011, 2013, 2015 &
2018): Breakdown of Volume Sales in Million Units by
Geographic Region (includes corresponding Graph/Chart) II-19
Table 13: World Smartphone Penetration for Select Countries
(as a Percentage of Mobile Phone Users): 2013 (includes
corresponding Graph/Chart) II-20
Table 14: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 2-6 Years (includes corresponding Graph/Chart) II-20
Table 15: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 7-10 Years (includes corresponding Graph/Chart) II-21
Consumer Mobile Usage Habits Foster Growth in Mobile Gaming
Market II-21
Entertainment Applications Lead Smartphone Content:
Indication of Potential in Store for Mobile Gaming II-21
Opportunity Indicators II-22
Table 16: Global Mobile Internet Market (2012): Percentage
Share Breakdown of Revenues for Advertisement/Search,
Enterprise Services, Entertainment, MMS/SMS and Other Data
Access (includes corresponding Graph/Chart) II-22
Table 17: Percentage Breakdown of Time Spent by Users on
Wireless Games by Location (includes corresponding
Graph/Chart) II-22
Table 18: Global Mobile Apps Market (2012): Percentage
Share Breakdown of Revenues by Category (includes
corresponding Graph/Chart) II-22
Table 19: Average Time Spent (In Minutes) On Mobile Apps On
Smartphones & Tablets Worldwide Per User Per Day: Breakdown
by Category (includes corresponding Graph/Chart) II-23
Table 20: Korean Gaming Market (Jan 2011 & Jan 2012):
Breakdown of Playing Hours (in Millions) by Gaming Category
(includes corresponding Graph/Chart) II-23
Growing Adoption of Tablet PCs Increases Market Prospects for
Wireless Video Games Software II-24
Table 21: Global Market for Media Tablets: Annual Sales
Figures (in Million Units) for years 2010, 2013 & 2018
(includes corresponding Graph/Chart) II-24
Downloadable Mobile Video Games Pips Traditional Message
Based Games to Become the Most Popular Wireless Gaming
Category II-24
Table 22: Top Reasons for Gaming Downloads Measured as a
Percentage of User Responses to Given Reasons (includes
corresponding Graph/Chart) II-25
App Stores Revolutionize Mobile Gaming Distribution - Lends
Traction to the Downloadable Wireless Games II-25
Mobile Social Networking Adds Fillip to the Wireless Gaming
Market II-26
Opportunity Indicators II-27
Table 23: Global Online Social Gaming Market (2010 & 2015P)
Breakdown of Number of Players (in Millions) by Country
(includes corresponding Graph/Chart) II-27
Table 24: Penetration of Social Games on Facebook (2013):
Percentage Share Breakdown by Geographic Market (includes
corresponding Graph/Chart) II-27
Table 25: Major Social Networking Sites Worldwide (2011):
Breakdown of Number of Registered Users in Millions
(includes corresponding Graph/Chart) II-28
Expanding Consumer Base for Wireless Games II-28
Table 26: Worldwide Wireless Gaming Market (2012):
Percentage Breakdown of Mobile Gamers by Age Brackets- Under
18, 18-49, and Above 50 (includes corresponding Graph/Chart) II-29
Table 27: Worldwide Wireless Games Market (2012): Percentage
Breakdown of Mobile Gamers by Gender - Male and Female
(includes corresponding Graph/Chart) II-29
Mobile Internet - The Backbone of Mobile Gaming II-29
Table 28: Worldwide Mobile Internet Traffic (2008-2010) (In
terabyte (TB)/month) (includes corresponding Graph/Chart) II-30
Table 29: Worldwide Mobile Data Traffic by Application
(2013, 2015 & 2018) - Percentage Share Breakdown of Monthly
Data Traffic Volume for Data, File Sharing, M2M, and Video
(includes corresponding Graph/Chart) II-31
Table 30: Worldwide Mobile Data Traffic by Device Type
(2013, 2015 & 2018) - Percentage Share Breakdown of Monthly
Data Traffic Volume for Laptops, Non-Smartphones,
Smartphones, Tablets, and Others (includes corresponding
Graph/Chart) II-32
Cloud Technology: Optimally Positioned to Provide Online &
Wireless Gaming Experience II-32
Cloud Gaming: An Emerging Platform for Games Distribution II-33
Key Benefits of Cloud Technology that are Expected to Boost
Internet Gaming Platforms II-33
Economic Benefits II-33
Extreme Scalability II-34
Ubiquity II-34
Data Management Concerns Outsourced II-35
Cloud Insurance Shields from Losses II-35
Remote Access: The Real Flavor of Cloud Gaming II-35
Mobile Cloud-Gaming - The New Paradigm II-35
Softening Prices Increases Number of Gamers - Bodes Well for
the Market II-36
Developments at Hardware & Content Level Boosts Opportunities
for Video Games Software II-36
Physical and Digital Crossover Adds New Dimension to Video
Gaming II-37
Video Games with Motion Control Keeps Players Glued II-37
3D Gaming Titles Soar in Demand II-37
Table 31: World Market for Stereoscopic 3D Screens (2018P):
Percentage Share Breakdown of Volume Shipments by End-Use
Application (includes corresponding Graph/Chart) II-38
Biotic Video Games to Make Games More Lifelike II-38
Developers Prefer RPG-like, Built-in Features II-38
Advancements in HTML5 - A Major Boost for Mobile Games II-39
NFC Technology Increases Adoption of Wireless Multi-Player Games II-39
Ability to Accept User Driven Changes Increases User Involvement II-39
Convergence & Improved Network Capability: Crucibles for Success II-40
Blurring Boarders Extend Huge Opportunity for Developers II-40
Micro Gaming Studios & Independent Developers Finally See
Their Efforts Get Rewarded II-40
A Peek into Challenges in Store II-41
Rising Game Development Costs Jeopardizes Developers'
Profitability II-41
Table 32: Video Game Development Scenario: Average
Expenditure, Team Size and No. of Days by Platform (includes
corresponding Graph/Chart) II-42
Table 33: Global Video Game Market (2012): Percentage Share
Breakdown of Project Budgets by Platform (includes
corresponding Graph/Chart) II-42
Table 34: Global Video Games Market (2013): Anatomy of
US$100 Video Game (includes corresponding Graph/Chart) II-43
Aggressive Marketing Strategies Make Gamers Uncomfortable II-43
Reselling Hurts New Title Purchases II-44
Software Piracy Takes the Wind Out of the Market's Sails II-44
Negative Publicity Over Violent Video Games Blemishes
Business Opportunities II-45
Lack of Skilled Workforce Hurting New Product Development
Initiatives II-45
Challenges to Reckon With for Online Games II-45
Free-to-Play Games - A Major Threat for Paid Online &
Wireless Gaming Titles II-46
Competition II-46
Consolidation Blows in the Wind II-46
A Look into the M&A Activity Recorded in 2013 II-46
Comparatively Low Entry Barriers Invite Scores of New
Companies in Mobile Gaming Market II-47
Even Non-Gaming Enterprises Join the Fray II-47
Table 35: Global Mobile Games Market (2013): Percentage
Share Breakdown of Revenue by leading Players (includes
corresponding Graph/Chart) II-48
Outsourcing: An Antidote to the Predicament II-48
Leading Game Development Studios II-48
Top Video Game Titles for All the Platforms in 2013 II-49
Top Video Game Titles for iPhone in 2013 II-50
Top Video Game Titles for PC in 2013 II-51
Top Video Game Titles for PS3 in 2013 II-51
Top Video Game Titles for Wii U in 2013 II-52
Top Video Game Titles for Xbox One in 2013 II-52
Top Video Game Titles for Xbox 360 in 2013 II-53
Top Video Game Titles for Facebook in 2013 II-53
3. PRODUCT OVERVIEW II-54
Video Games: A Primer II-54
Video Games Software: A Definition II-54
A Look into the Past & Recent Software Distribution Platforms II-54
Online Downloads II-54
DVDs II-55
CDs II-55
CD-ROMs II-55
Cartridges II-55
Video Games Software: Classification By Gaming Platform II-56
Console Games Software II-56
Handheld Games Software II-56
PC Games Software (Excluding Online Games) II-56
Online Games II-57
MMORPG (Massively Multiplayer Online Role Playing Game) II-57
Perpetual State Worlds (PSW) II-57
Wireless Games Software II-58
Video Games Software: Classification By Game Genres II-58
Adventure/Role-Playing II-58
Action II-58
Fighting/Combat Game II-58
First-Person Shooter Games II-58
Sports II-58
Simulations II-59
Strategy Games II-59
Miscellaneous/Other II-59
Rhythm/Action II-59
Platformer II-59
Puzzle II-59
Racing/Flying II-59
The Eighth Generation of Video Game Consoles - An Overview II-59
A Glance at Key Specifications II-60
Wii U II-61
PlayStation 4 II-61
Xbox One II-61
Other Home Video Game Consoles Released in the Recent Past II-61
Upcoming Home Video Game Consoles II-61
4. PROCESS OVERVIEW II-62
Existing Model II-62
Design II-62
Development II-62
In-house Developers II-62
Third Party Developers II-63
Independent Developers II-63
Publishing II-63
Distribution II-64
Retail II-64
Existing Value Chain Model II-64
Emerging Models II-65
A Typical Model of Emerging Value Chain II-65
5. REGULATORY FRAMEWORK II-66
Recreational Software Advisory Council (RSAC) II-66
Entertainment Software Ratings Board (ESRB) II-66
Pan European Games Information (PEGI) II-67
6. PRODUCT LAUNCHES/DEVELOPMENTS II-68
Activision and Hasbro Unveils TRANSFORMERS™: RISE OF THE DARK
SPARK a™ Video Game II-68
PopCap Games Unveils Peggle™ 2 for Xbox 360 II-68
Konami Digital Entertainment Announces Worldwide Release of
METAL GEAR SOLID V: GROUND ZEROES II-68
505 Games and Overkill Launch PAYDAY 2 II-68
Microsoft Introduces Xbox One II-69
Sony Computer Entertainment Unveils PlayStation®4 for Gamers II-69
Nintendo to Unveil the New PAX Prime Series of Videogames II-69
Plexus Games Launches RunicSorcerer for iPad II-70
Trion Launches Defiance™ Globally II-70
Genesis Gaming Introduces Arabian Caravan II-71
The LEGO Group, TT Games and Warner Bros. Interactive
Entertainment Launch LEGO® The Hobbit II-71
DC Entertainment and Warner Bros. Interactive Entertainment
Launch Batman: Arkham Origins II-71
Valve Launches SteamOS PC Gaming Platform II-72
SplitmediaLabs Releases XSplit Broadcaster 1.2 II-72
Smart Media Launches Online Game Bubble King II-72
LP and Kuuluu Collaborate to Launch LP Recharge II-73
Valve Launches Steam Family Sharing II-73
Rescue Service and Vaughan Fire Introduce Novel 3D Animation
Video Game II-73
Trion Worlds Unveils Defiance™ II-74
Pokemon to Launch Pokemon Y and Pokemon X II-74
505 Games and Overkill Roll Out Payday 2 II-74
2K Sports Announces the Launch of NBA® 2K13 II-75
Ubisoft and IGN Collaborate to Introduce ShootMania Storm II-75
Nintendo Unveils Xenoblade Chronicles for Wii II-75
Majesco Rolls Out Hello Kitty® for Nintendo 3DS™ II-75
Disney Interactive Media Group to Launch "Brave: The Video Game" II-76
Intergi Introduces Game Distribution and In-game Video AD
Solution II-76
Ankama Launches FLY'N II-77
PopCap Games to Unveil Zuma's Revenge for Xbox 360® II-77
Kickstarter.com Launches Orbital Blaster II-77
THQ and Machinima Launch Nexuiz PC II-77
THQ Unveils WWE® WrestleFest™ II-78
7. RECENT INDUSTRY ACTIVITY II-79
Tetris® and Ubisoft® to Offer Tetris Franchise on Sony
PlayStation®4 II-79
Sega to Split Index Corporation into Index and Atlus II-79
Facebook to Takeover Oculus II-79
iWin Acquires Certain Assets of Oberon Media II-79
Vivendi Divests Majority Stake in Activision Blizzard II-79
Electronic Arts Signs Licensing Agreement with The Walt Disney
Company II-80
Wargaming.net Acquires GPG II-80
Koch Media/Deep Silver Takes Over Metro, Saints Row and Volition II-80
Hasbro Enters into a Licensing Agreement with Electronic Arts II-81
RealNetworks Acquires Slingo II-81
Scarab Entertainment and Razor USA form Partnership II-81
Xseed Takes Over Atlus Online II-82
AMD Enters into New Game Developer Partnerships for Mantle II-82
SCEI Unveils PS Store for PSM II-82
Sega Sammy Holdings Takes Over Index II-82
NAMCO BANDAI Games and Little Orbit® Expand Distribution
Agreement II-83
Stardock Takes Over Atari's Star Control PC Game II-83
CiiNOW Partners with Metaboli II-83
Bigben Interactive Acquires FIA WRC License II-84
CiiNOW and GAME Ink Partnership Agreement II-84
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
through 2012 (includes corresponding Graph/Chart) II-113
Table 50: World 15-Year Perspective for PC Video Games
Software by Product Type - Percentage Breakdown of Dollar
Sales for Digital and Boxed Markets for the Years 2006, 2014,
and 2020 (includes corresponding Graph/Chart) II-114
Table 51: World Recent Past, Current and Future Analysis for
Digital 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-115
Table 52: World Historic Review for Digital 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-116
Table 53: World 15-Year Perspective for Digital 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-117
Table 54: World Recent Past, Current and Future Analysis for
Boxed 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-118
Table 55: World Historic Review for Boxed 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-119
Table 56: World 15-Year Perspective for Boxed 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-120
Table 57: World Recent Past, Current and Future Analysis for
Online 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-121
Table 58: World Historic Review for Online 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-122
Table 59: World 15-Year Perspective for Online 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-123
Table 60: World Recent Past, Current and Future Analysis for
Wireless 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-124
Table 61: World Historic Review for Wireless 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-125
Table 62: World 15-Year Perspective for Wireless 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-126
III. MARKET
1. THE UNITED STATES III-1
A.Market Analysis III-1
Current & Future Analysis III-1
Video Games Software: Market Basics III-1
Changing Demographics: A Primer Driver III-1
A Snapshot III-2
Key Statistical Data III-2
Table 63: US Video Games Market (2013): Percentage Share of
Gamers by Age Group (includes corresponding Graph/Chart) III-2
Table 64: US Video Games Market (2013): Percentage Share of
Gamers by Gender (includes corresponding Graph/Chart) III-3
Table 65: US Video Games Market (2013): Percentage Share of
Most Often Played Online Games by Category (includes
corresponding Graph/Chart) III-3
Table 66: US Video Games Market (2013): Percentage Share of
Most Often Played Mobile Games by Category (includes
corresponding Graph/Chart) III-3
Table 67: US Video Games Market (2013): Percentage of Video
Gamers Playing Games with Others by Gamer Group (includes
corresponding Graph/Chart) III-4
Table 68: US Video Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4
Table 69: US Computer Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4
Table 70: US Video Games Sector (2013): Percentage Share
Breakdown of Dollar Spending by Category (includes
corresponding Graph/Chart) III-5
Table 71: US Video Games Market (2013): Percentage Share
Breakdown of Sales by Physical and Digital Channels
(includes corresponding Graph/Chart) III-5
Rise in Broadband Access, Bandwidth and Social Networking
Sites Drive Online Gaming III-5
Wireless Gaming - 'All Set' to Grow III-6
Social Games Boosts Market Prospects for Wireless and Online
Games Software III-6
Competition Heats Up, Reduces Profit Margins for Online &
Wireless Game Developers III-7
Software for Leading Console Manufacturers Take the Major
Share in Console Gaming Software Market III-7
Publishers Keen on Enhancing Product Portfolio III-7
Distribution Dynamics III-7
Traditional Stores III-8
Retail Stores III-8
Specialty Video Stores III-8
Other III-8
Digital Distribution Gathers Momentum III-8
Other Factors Driving Revenue Growth III-8
Hollywood and Video Games III-9
Films Inspired by Games III-9
Games Borrow from Films III-9
Violent & Adult Theme Video Games: Cause for Concern III-10
ESA: A Dedicated Platform for Interactive Game Publishers III-10
Product Introductions/Enhancements III-11
Strategic Corporate Developments III-14
Key Players III-21
Activision Blizzard, Inc. III-21
Atari, Inc. III-22
Electronic Arts, Inc. III-22
PopCap Games III-23
iWin, Inc III-23
Konami Gaming Inc. III-23
Microsoft Corporation III-24
Namco Bandai Games America Inc. III-24
Rockstar Games, Inc. III-24
Sony Computer Entertainment America Inc. III-24
Square Enix Holdings Co. Ltd III-25
Take 2 Interactive Software, Inc. III-25
Tetris Holding, LLC III-25
WMS Industries Incorporated III-25
B.Market Analytics III-26
Table 72: US Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-26
Table 73: US Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-27
Table 74: US 15-Year Perspective for Video Games by Segment -
Percentage Breakdown of Annual Value for Console Games
Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-28
2. CANADA III-29
A.Market Analysis III-29
Market Overview III-29
Video Game Development to Seek New Highs III-29
Companies Line Up with New Investments III-29
Mobile/Casual Gaming Set to Raise the Bar III-29
Regulatory Mechanism III-30
Product Launches III-30
Strategic Corporate Development III-31
B.Market Analytics III-32
Table 75: Canadian Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-32
Table 76: Canadian Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-33
Table 77: Canadian 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-34
3. JAPAN III-35
A.Market Analysis III-35
Current & Future Analysis III-35
Overview III-35
Unique Features of Japanese Gaming Industry III-35
Expanding Demographics and New Markets to Revive Japanese
Video Games Market III-36
Japanese Home Video Gaming Sector III-36
Big Players, Big Games III-36
Japanese Cartoons 'Anime' Invade Video Games III-37
Foreign Developers to Tap Japanese Market III-37
Regulatory Mechanism III-37
Product Launch III-37
Strategic Corporate Developments III-38
Key Players III-39
Capcom Co., Ltd III-39
Konami Corporation III-40
Konami Digital Entertainment Co. Ltd. III-40
Namco Bandai Holdings, Inc. III-40
Nintendo Co. Ltd. III-40
Sega Corporation III-41
B.Market Analytics III-42
Table 78: Japanese Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-42
Table 79: Japanese Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-43
Table 80: Japanese 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-44
4. EUROPE III-45
A.Market Analysis III-45
Current & Future Analysis III-45
Overview of the European Video Games Industry III-45
Demographics of the European Gaming Industry III-45
B.Market Analytics III-47
Table 81: European Recent Past, Current & Future Analysis
for Video Games by Geographic Region - France, Germany,
Italy, UK, Spain, Russia and Rest of Europe Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2013 through 2020 (includes corresponding Graph/Chart) III-47
Table 82: European Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-48
Table 83: European Historic Review for Video Games by
Geographic Region - France, Germany, Italy, UK, Spain,
Russia and Rest of Europe Markets Independently Analyzed by
Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-49
Table 84: European Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-50
Table 85: European 15-Year Perspective for Video Games by
Geographic Region - Percentage Breakdown of Annual Value for
France, Germany, Italy, UK, Spain, Russia and Rest of Europe
Markets for Years 2006, 2014 & 2020 (includes corresponding
Graph/Chart) III-51
Table 86: European 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-52
4a. FRANCE III-53
A.Market Analysis III-53
Current & Future Analysis III-53
Video Games Market in France to Witness Growth III-53
Strategic Corporate Development III-53
Ubi Soft Entertainment S.A - The French Video Games Behemoth III-53
B.Market Analytics III-54
Table 87: French Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-54
Table 88: French Historic Review for Video Games by Segment
- Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-55
Table 89: French 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-56
4b. GERMANY III-57
A.Market Analysis III-57
Current & Future Analysis III-57
Market Overview III-57
Strategic Corporate Developments III-57
B.Market Analytics III-58
Table 90: German Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-58
Table 91: German Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-59
Table 92: German 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-60
4c. ITALY III-61
Market Analysis III-61
Table 93: Italian Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-62
Table 94: Italian Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-63
Table 95: Italian 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-64
4d. THE UNITED KINGDOM III-65
A.Market Analysis III-65
Current & Future Analysis III-65
Overview III-65
Distribution Scenario III-65
Console Software Leads the Way for UK Games and Leisure Market III-66
Advergaming To Target Right Customers III-66
Market Trends & Issues III-66
Educational Games Hold Out III-66
Fantasy Themes Offer Fantastic Prospects III-66
Pop Stars, Music, & Video Games Combo Could Spell Success III-67
Piracy: The Biggest Spoilsport III-67
Entertainment & Leisure Software Publishers Association:
Collective Identity III-67
Strategic Corporate Developments III-67
Eidos Plc - A Key Player in the Uk Market III-68
B.Market Analytics III-69
Table 96: UK Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
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