|
Sections |
| Title | Starting Page | Number of Pages |
|---|
| Table of Contents
The Video Gaming Market Outlook
Executive summary 12
Market development 12
Console gaming â?? slowing growth 13
Online gaming â?? driving the growth of video gaming 14
Mobile gaming â?? rising rapidly 15
PC gaming â?? declining market 16
| 0 | 1 |
| Table of Contents | 0 | 1 |
| The Video Gaming Market Outlook | 0 | 1 |
| Executive summary 12 | 0 | 1 |
| Market development 12 | 0 | 1 |
| Console gaming – slowing growth 13 | 0 | 1 |
| Online gaming – driving the growth of video gaming 14 | 0 | 1 |
| Mobile gaming – rising rapidly 15 | 0 | 1 |
| PC gaming – declining market 16 | 0 | 1 |
| Changing demographic profile – the rise of casual gaming 17 | 0 | 1 |
| Evolving business models – rise of in-game advertising, | 0 | 1 |
| microtransactions and digital distribution 18 | 0 | 1 |
| Changing value chain – impact of industry consolidation and changing | 0 | 1 |
| distribution models 19 | 0 | 1 |
| Key and emerging video gaming markets 20 | 0 | 1 |
| Chapter 1 Introduction 24 | 0 | 1 |
| What is this report about? 24 | 0 | 1 |
| Methodology and definitions 25 | 0 | 1 |
| Chapter 2 Market development 28 | 0 | 1 |
| Summary 28 | 0 | 1 |
| Overview 29 | 0 | 1 |
| Introduction 29 | 0 | 1 |
| Market size and growth 29 | 0 | 1 |
| Key global video games publishers 32 | 0 | 1 |
| Emerging sectors in video gaming 33 | 0 | 1 |
| Multimedia consoles 33 | 0 | 1 |
| Thought controlled games 33 | 0 | 1 |
| User-generated content 33 | 0 | 1 |
| Social gaming 34 | 0 | 1 |
| Advergaming 35 | 0 | 1 |
| Serious gaming 35 | 0 | 1 |
| Challenges for the video games industry 37 | 0 | 1 |
| Piracy 37 | 0 | 1 |
| Piracy – some statistics compiled by Interactive Software Federation | 0 | 1 |
| of Europe (ISFE) 37 | 0 | 1 |
| Intellectual Property Rights 38 | 0 | 1 |
| Chapter 3 Console gaming – slowing growth 40 | 0 | 1 |
| Summary 40 | 0 | 1 |
| Console software market 41 | 0 | 1 |
| Market size and growth 41 | 0 | 1 |
| Console software publishers 41 | 0 | 1 |
| Console hardware market 43 | 0 | 1 |
| Market size and growth 43 | 0 | 1 |
| Console hardware manufacturers 45 | 0 | 1 |
| Online console market 48 | 0 | 1 |
| OnLive – a potential threat to console gaming 50 | 0 | 1 |
| Chapter 4 Online gaming – driving the growth of video gaming 52 | 0 | 1 |
| Summary 52 | 0 | 1 |
| Market size and growth 53 | 0 | 1 |
| Drivers of online gaming 54 | 0 | 1 |
| MMOGs (Massively multiplayer online games) - Dominating the online | 0 | 1 |
| games market 55 | 0 | 1 |
| Drivers of MMOGs 56 | 0 | 1 |
| Gaming as a social medium 56 | 0 | 1 |
| Increasing broadband users 56 | 0 | 1 |
| MMOG competitive landscape 57 | 0 | 1 |
| Chapter 5 Mobile gaming – rising rapidly 60 | 0 | 1 |
| Market Size and growth 60 | 0 | 1 |
| Drivers of mobile gaming 61 | 0 | 1 |
| Increasing mobile and 3G penetration 61 | 0 | 1 |
| Increasing smartphone sales 63 | 0 | 1 |
| Apple iPhone – revolutionizing the mobile gaming market 64 | 0 | 1 |
| Key mobile gaming publishers 65 | 0 | 1 |
| Chapter 6 PC Gaming – declining market 68 | 0 | 1 |
| Summary 68 | 0 | 1 |
| Market size and growth 68 | 0 | 1 |
| Reasons for the decline of PC gaming 69 | 0 | 1 |
| Lack of new game titles and sophisticated games 69 | 0 | 1 |
| Cannibalization by console games 70 | 0 | 1 |
| Advent of online and wireless gaming 70 | 0 | 1 |
| Chapter 7 Changing demographic profile – the rise of casual gaming 72 | 0 | 1 |
| Summary 72 | 0 | 1 |
| Overview 73 | 0 | 1 |
| Increasing casual gaming market 73 | 0 | 1 |
| Profile of casual gamers 74 | 0 | 1 |
| Increasing average game player age 75 | 0 | 1 |
| Increasing participation from women 77 | 0 | 1 |
| Video games in the family and as social medium 77 | 0 | 1 |
| Chapter 8 Evolving business models – the rise of in-game advertising, microtransactions and digital distribution 82 | 0 | 1 |
| Summary 82 | 0 | 1 |
| Overview 83 | 0 | 1 |
| In-game advertising 83 | 0 | 1 |
| Online/ digital distribution 85 | 0 | 1 |
| Microtransactions 86 | 0 | 1 |
| Chapter 9 Changing value chain – impact of industry consolidation and changing distribution models 90 | 0 | 1 |
| Summary 90 | 0 | 1 |
| Overview 90 | 0 | 1 |
| The traditional video gaming value chain 91 | 0 | 1 |
| Key components of traditional value chain 92 | 0 | 1 |
| Developer 92 | 0 | 1 |
| Publisher 92 | 0 | 1 |
| Distributor 92 | 0 | 1 |
| Retailer 92 | 0 | 1 |
| The new video gaming value chain 93 | 0 | 1 |
| Consolidation of developers and publishers 93 | 0 | 1 |
| Digital distribution 94 | 0 | 1 |
| Rise of mobile and online gaming 95 | 0 | 1 |
| Chapter 10 Key and emerging video gaming markets 98 | 0 | 1 |
| Summary 98 | 0 | 1 |
| The key video gaming markets 99 | 0 | 1 |
| The US 99 | 0 | 1 |
| Market size and growth 99 | 0 | 1 |
| Internet and broadband penetration 100 | 0 | 1 |
| Mobile penetration 101 | 0 | 1 |
| Key video games publishers 102 | 0 | 1 |
| Canada 103 | 0 | 1 |
| Market size and growth 103 | 0 | 1 |
| Internet and broadband penetration 104 | 0 | 1 |
| Mobile penetration 105 | 0 | 1 |
| Key video games publishers 106 | 0 | 1 |
| China 106 | 0 | 1 |
| Market size and growth 106 | 0 | 1 |
| Internet and broadband penetration 109 | 0 | 1 |
| Mobile penetration 109 | 0 | 1 |
| Key video games publishers 110 | 0 | 1 |
| South Korea 111 | 0 | 1 |
| Market size and growth 111 | 0 | 1 |
| Internet and broadband penetration 112 | 0 | 1 |
| Mobile penetration 113 | 0 | 1 |
| Key video games publishers 114 | 0 | 1 |
| Japan 115 | 0 | 1 |
| Market size and growth 115 | 0 | 1 |
| Internet and broadband penetration 116 | 0 | 1 |
| Mobile penetration 117 | 0 | 1 |
| Key video games publishers 117 | 0 | 1 |
| Western Europe 118 | 0 | 1 |
| Market size and growth 118 | 0 | 1 |
| Key video games publishers 119 | 0 | 1 |
| Key video gaming markets in Western Europe 120 | 0 | 1 |