The US Video Game Industry Outlook to 2017 - Transition from Console to Online and Mobile Gaming

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The report titled “The US Video Game Industry Outlook to 2017 – Transition from Console to Online and Mobile Gaming” provides a comprehensive analysis of the various aspects such as market size of the …

The report titled “The US Video Game Industry Outlook to 2017 – Transition from Console to Online and Mobile Gaming” provides a comprehensive analysis of the various aspects such as market size of the US video game industry, video game hardware market, video game software market, online games market and mobile games market. The report also covers the market shares of major hardware manufacturers in the US as well as the revenues of major players in the software development space.

For more information on the industry research report please refer to the below mentioned link:
http://kenresearch.com/report.php?A=344&T=D&S=94

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  • 1. 1© This is a licensed product of Ken Research and should not be copied
  • 2. TABLE OF CONTENTS1. The US Video Game Market Introduction1.1. The US Video game Industry Value Chain2. The US Video Game Market Size, CY’2006-CY’20122.1. By Revenue, CY’2006-CY’20123. Profile of Gamers in the US4. The US Video Game Market Segmentation, CY’2006-CY’20124.1. By Software, Hardware And Accessories4.2. The US Video Game Software Market Introduction 4.2.1. The US Video Game Software Market Size, CY’2006-CY’2012 4.2.2. The US Video Game Software Market Segmentation 4.2.2.1. By Console and PC Software, CY’2006-CY’2012 4.2.2.2. By Type of Distribution, CY’2009-CY’2012 4.2.2.3. By Type of Video Game Ratings, CY’2012 4.2.2.4. By Console Game Software Genre, CY’2008 – CY’2012 4.2.2.5. By PC Game Software Genre, CY’2008-CY’2012 4.2.3. Revenues of Major Independent Game Software Developers and Publishers, CY’2008-CY’2012 4.2.4. The US Video Game Software Market Trends and Developments Shift from Retail to Digital Distribution Graphically Superior Video Games Focus on Fewer Game Software Titles 4.2.5. The US Video Game Software Market Future Outlook and Projections 4.2.5.1. Cause and Effect Relationship of the US Video Game Software Market4.3. The US Video Game Hardware Market Introduction 4.3.1. The US Video Game Hardware Market Size, CY’2006-CY’2012 2 © This is a licensed product of Ken Research and should not be copied
  • 3. 4.3.1.1. By Revenue and Consumption, CY’2006-CY’2012 4.3.2. The US Video Game Hardware Market Segmentation 4.3.2.1. By Console and Handheld Video Game Hardware, CY’2006-CY’2012 4.3.3. Market Shares of Major Players in the Seventh Generation Home Console Market, CY’2006-CY’2012 4.3.4. The US Video Game Hardware Market Trends and Developments Popularity of Motion Controls Emergence of Multifunction Gaming Hardware Advent of 3D Gaming A Shift towards Smartphones and Tablets The Eighth Generation Consoles 4.3.5. The US Video Game Hardware Market Future Outlook and Projections 4.3.5.1. Cause and Effect Relationship of the US Video Game Hardware Market4.4. The US Video Game Accessories Market Introduction 4.4.1. The US Video Game Accessories Market Size, CY’2006-CY’2012 4.4.2. The US Video Game Accessories Market Future Outlook and Projections, CY’2013-CY’20175. The US Online Gaming Market Introduction5.1. The US Online Gaming Market Size, CY’2010-CY’20125.2. The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’20176. The US Massively Multiplayer Online Gaming Market Introduction6.1. The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’20126.2. The US Massively Multiplayer Online Gaming Trends And Developments6.3. The US Massively Multiplayer Onine Gaming Market Future outlook andProjections, CY’2013-CY’20177. The US Social Gaming Market Introduction7.1. The US Social Gaming Market Size, CY’2010-CY’2012 3 © This is a licensed product of Ken Research and should not be copied
  • 4. 7.2. The US Social Gaming Market Segmentation, CY’2010-CY’20127.3. The US Social Gaming Market Future Outlook and Projections, CY’2013-cy’20178. The US Mobile Gaming Market Introduction8.1. The US Mobile Gaming Market Size, CY’2010-CY’20128.2. The US Mobile Gaming Market Segmentation, CY’2010-CY’20128.3. The US Mobile Gaming Future Outlook and Projections9. The US Video Game Industry Trends and Developments A Surge in the Casual Gaming Audience Popularity of Social Games Digital Distribution Gaining Momentum Cloud Gaming, the Next Wave of Growth Advergaming Becoming an Integral Part of Brand Media Data Center Services Playing an Important Role Entry of New Age Eighth Generation Consoles10. The US Video Game Industry Future Outlook and Projections11. Company Profiles11.1. Activision Blizzard 11.1.1. Business Overview 11.1.2. Financial Performance 11.1.3. Business Strategies Focus on Big Franchises and Niche Audience Digital revenues Focus on Customer Service and Intellectual Property11.2. Electronic Arts 11.2.1. Business Overview 11.2.2. Financial Performance 4 © This is a licensed product of Ken Research and should not be copied
  • 5. 11.2.3. Business Strategies Focus on Brand Building Focus on Fewer Titles Focus on Sequels11.3. Microsoft 11.3.1. Business Overview 11.3.2. Financial Performance 11.3.3. Business Strategies Focus on Technological Advancements Alliance Strategy Shift to Cross Platform Gaming11.4. Sony 11.4.1. Business Overview 11.4.2. Financial Performance 11.4.3. Business Strategies Focus on Digital Content and Other Platforms Focus on Cloud Sponsorship Strategy11.5. Nintendo 11.5.1. Business Overview 11.5.2. Financial Performance 11.5.3. Business Strategies Focus on Online and Mobile Gaming Focus on Non Gamers Research and Development Strategy11.6. Ubisoft 5 © This is a licensed product of Ken Research and should not be copied
  • 6. 11.6.1. Business Overview 11.6.2. Financial Performance 11.6.3. Business Strategies Focus on Online, Free-to-play and Mobile Games Focus on Research and Development Focus on Core and Casual Gamers and Smaller Number of Titles11.7. Konami 11.7.1. Business Overview 11.7.2. Financial Performance 11.7.3. Business Strategies Focus on Online and Digital Gaming Focus on Mobile Gaming Focus on Hit AAA Game Titles11.8. Take Two Interactive 11.8.1. Business Overview 11.8.2. Financial Performance 11.8.3. Business Strategies Focus on Digital and Mobile Platform Investing in Creative Teams Expansion Strategy11.9. THQ 11.9.1. Business Overview 11.9.2. Financial Performance 11.9.3. Business Strategies Focus on Core Games Focus on Trans Media 6 © This is a licensed product of Ken Research and should not be copied
  • 7. 11.10. Capcom 11.10.1. Business Overview 11.10.2. Financial Performance 11.10.3. Business Strategies Focus on Social Games on DLC Focus on Singular Content and Multiple Usage11.11. Sega Sammy 11.11.1. Business Overview 11.11.2. Financial Performance 11.11.3. Business Strategies Focus on Hit Game Titles Shift from Packaged to Digital11.12. Square Enix 11.12.1. Business Overview 11.12.2. Financial Performance 11.12.3. Business Strategies Globalization Focus on becoming Network Centric12. Macroeconomic Factors12.1. Video Game Playing Population in the US, CY’2006-CY’201712.2. Time Spent on Gaming, CY’2006-CY’201712.3. Wired Broadband Subscribers in the US, CY’2006-CY’201712.4. The US Personal Disposable Income, CY’2006-CY’201712.5. Number of New Games Released in the US, CY’2006-CY’201713. Appendix13.1. Market Definitions 7 © This is a licensed product of Ken Research and should not be copied
  • 8. 13.2. Abbreviations13.3. Research Methodology Data Collection Methods Approach Variables (Dependent and Independent) Final Conclusion13.4. Disclaimer 8 © This is a licensed product of Ken Research and should not be copied
  • 9. LIST OF FIGURESFigure 1: Value Chain of the US Video Game IndustryFigure 2: The US Video Game Industry Market Size on the Basis of Revenue in USD Million,CY’2006-CY’2012Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage,CY’2012Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage,CY’2012Figure 5: The US Video Game Market Segmentation by Software, Hardware and Accessories onthe Basis of Revenue in Percentage, CY’2006-CY’2012Figure 6: The US Video Game Software Market Size on the Basis of Revenue in USD Millionand Number of Units Sold through Retail in Million, CY’2006-CY’2012Figure 7: The US Video Game Market Segmentation by Retail Unit Sales of Console and PCSoftware in Percentage, CY’2006-CY’2012Figure 8: The US Video Game Software Market Segmentation by Type of Distribution inPercentage, CY’2009-CY’2012Figure 9: The US Video Game Software Market Segmentation on the Basis of Ratings inPercentage, CY’2006-CY’2012Figure 10: The US Video Game Console Software Segmentation by Unit Sales in Genre,CY’2008-CY’2012Figure 11: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008 -CY’2012Figure 12: The US Video Game Software Market Future Projections on the Basis of Revenue inUSD Million, CY’2013-CY’2017Figure 13: The US Video Game Hardware Market Size on the Basis of Revenue in USD Millionand Consumption of Units in Million, CY’2006-CY’2012Figure 14: The US Video Game Hardware Market Segmentation on the Basis of Number ofUnits Sold in Percentage, CY’2006-CY’2012Figure 15: Revenues of Major Players in the Seventh Generation Home Console Market on theBasis of Revenues in Percentage, CY’2006-CY’2012 9 © This is a licensed product of Ken Research and should not be copied
  • 10. Figure 16: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Salesin the US, CY’2014Figure 17: The US Video Game Hardware Market Future Projections on the Basis of Revenue inUSD Million, CY’2013-CY’2017Figure 18: The US Video Game Accessories Market Size on the Basis of Revenue in USDMillion, CY’2006-CY’2012Figure 19: The US Video Game Accessories Market Future Projections on the Basis of Revenuein USD Million, CY’2013-CY’2017Figure 20: The US Online Gaming Market Size on the Basis of Revenues in USD Million,CY’2010-CY’2012Figure 21: The US Online Gaming Market Future Projections on the Basis of Revenue in USDMillion, CY’2013-CY’2017Figure 22: US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue inUSD Million, CY’2009-CY’2012Figure 23: The US Massively Multiplayer Online Gaming Market Future Projections on theBasis of Revenues in USD Million, CY’2013-CY’2017Figure 24: The US Social Gaming Market Size on the Basis of Revenue in USD Million,CY’2010-CY’2012Figure 25: The US Social Gaming Market Segmentation on the Basis of Revenue in USDMillion in Percentage, CY’2010-CY’2012Figure 26: The US Social Gaming Market Future Projections on the Basis of Revenues in USDMillion, CY’2013-CY’2017Figure 27: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million,CY’2010-CY’2012Figure 28: Installed Base of iOS and Android Smartphones in the US in Million Units, CY’2011-CY’2012Figure 29: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USDMillion in Percentage, CY’2010-CY’2012Figure 30: Market Shares of iOS and Android in the US on the Basis of Revenue Generated fromtop 200 Grossing Games, CY’2012Figure 31: Mobile Devices Used to Play Games in the US, CY’2012 10 © This is a licensed product of Ken Research and should not be copied
  • 11. Figure 32: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million,CY’2013-CY’2017Figure 33: Market Shares of Major Portable Gaming Software across Different Platforms on theBasis of Revenue in Percentage, CY’2009-CY’2011Figure 34: The US Video Game Industry Future Projections on the Basis of Revenue in USDMillion, CY’2013-CY’2017Figure 35: Activision Blizzard’s Revenues from Video Game Software Development andPublishing in the US in USD Million, CY’2008-CY’2012Figure 37: Electronic Arts Revenues from Video Game Software Development and Publishing inUSD Million, CY’2008-CY’2012Figure 38: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012Figure 39: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units,CY’2006-CY’2012Figure 40: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012Figure 41: Ubisoft’s Revenues from Video Game Software Development and Publishing in USDMillion, CY’2008-CY’2012Figure 42: Konami’s Revenues from Video Game Software Development and Publishing in USDMillion, CY’2008-CY’2012Figure 43: Take Two Interactive’s Revenues from Video Game Development and Publishing inUSD Million, CY’2008-CY’2012Figure 44: THQ’s Revenues from Video Game Development and Publishing in USD Million,CY’2008-CY’2012Figure 45: Capcom’s Revenues from Video Game Development and Publishing in USD Million,CY’2008-CY’2012Figure 46: Sega Sammy’s Revenues from Video Game Development and Publishing in USDMillion, CY’2008-CY’2012Figure 47: Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012Figure 48: Video Game Playing Population in the US in Million, CY’2006-CY’2017Figure 49: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017Figure 50: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017 11 © This is a licensed product of Ken Research and should not be copied
  • 12. Figure 51: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017Figure 52: Number of New Games Released Across all Platforms in the US in Units, CY’2006-CY’2017 12 © This is a licensed product of Ken Research and should not be copied
  • 13. LIST OF TABLESTable 1: Profile of the Video Games Playing Population in the USTable 2: Best Selling Video Game Software in the US in Units, CY’2008-CY’2012Table 3: Revenues of Major Independent Game Software Developers and Publishers in USDMillion, CY’2008-CY’2012Table 4: Upcoming Major Game Software Releases, CY’2013Table 5: Cause and Effect Relationship Analysis between Industry Factors and Expected VideoGame Software Market ProspectsTable 6: Competitive Landscape of the Seventh Generation Home Console Market on the Basisof Number of Units Sold Through US Retail, CY’2006-CY’2012Table 7: Cause and Effect Relationship Analysis between Industry Factors and Expected VideoGame Hardware Market ProspectsTable 8: Top Social Game Application Developers in the US on the Basis of Average MonthlyUsers, CY’2012Table 9: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million,CY’2010-CY’2012Table 10: Most Downloaded Free Mobile Games, as on 20th January, CY’2013Table 11: Market Shares of Various Mobile Platforms in the US on the basis of SmartphoneSales, CY’2011-CY’2012Table 12: Eighth Generation of Video Game Consoles with Release DatesTable 13: List of Popular Video Games Published by Activision BlizzardTable 14: List of Popular Video Games Published by Electronic ArtsTable 15: List of Popular Games Published by MicrosoftTable 16: List of Sony Computer Entertainment Studios and Games Developed in the USTable 17: List of Popular Games Published by SonyTable 18: List of Popular Video Game Consoles Released by Nintendo in the Home andHandheld CategoryTable 19: List of Popular Games Published by NintendoTable 20: List of Popular Video Games Published by Ubisoft 13 © This is a licensed product of Ken Research and should not be copied
  • 14. Table 21: List of Popular Games Published by Konami CorporationTable 22: List of Popular Video Games Published by Take-Two InteractiveTable 23: Correlation Matrix of the US Video Games IndustryTable 24: Regression Coefficients Output 14 © This is a licensed product of Ken Research and should not be copied
  • 15. THE US VIDEO GAME MARKET SIZE, CY’2006-CY’2012Video game industry in the US, which is hugely driven by retail sales of software and hardware,registered revenues of USD ~ million in CY’2012. Even so with the advent of new video gameplayers in the industry, the revenues decreased by ~ % compared to CY’2011 where the totalrevenues was USD ~ million. Broadening landscape of relatively cheap online gaming, digitalsubscriptions and mobile gaming had…... Although the software segment fared well witnessing a 23.16% growth, the overall videogame industry grew by ~% from USD ~ million in CY’2007 to USD ~ million in CY’2008. Thevideo game industry in the US has grown at a CAGR of ~% from USD ~ million in CY’2006 toUSD ~ million in CY’2012.Figure: The US Video Game Industry Market Size on the Basis of Revenue in USD Million,CY’2006-CY’2012 30,000.0 25,000.0 20,000.0USD Million 15,000.0 10,000.0 5,000.0 0.0 CY2006 CY2007 CY2008 CY2009 CY2010 CY2011 CY2012 15 © This is a licensed product of Ken Research and should not be copied
  • 16. THE US VIDEO GAME SOFTWARE MARKET SEGMENTATIONBY TYPE OF DISTRIBUTION, CY’2009-CY’2012Physical distribution of video game software, propelled by sales through the retail channel,continued to dominate the video game software market in CY’2012 with a share of ~%.Although retail prevails as an important channel of game content distribution, the share of onlinedistribution has witnessed a continual increase from ~% in CY’2009 to ~% in CY’2012...Figure: The US Video Game Software Market Segmentation by Type of Distribution inPercentage, CY’2009-CY’2012 100.0% 90.0% 80.0% Percentage (%) 70.0% 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY2009 CY2010 CY2011 CY2012 Physical Digital 16 © This is a licensed product of Ken Research and should not be copied
  • 17. REVENUES OF MAJOR INDEPENDENT GAME SOFTWAREDEVELOPERS AND PUBLISHERS, CY’2008-CY’2012... Market revenues of Activision Blizzard have increased noticeably from USD ~ million inCY’2008 to USD ~ million in CY’2012, making it the largest player in the independent softwaredevelopment space. While Call of Duty series has evidently added to its revenues over the years,Activision’s other franchises, such as Guitar Hero and Tony Hawk, have continued to performwell and to add to the revenue gains over the past few years.Electronic Arts was the second largest publisher of video games in CY’2012. EA generatedrevenues of USD ~ million through software development and publishing…… The company recorded revenues of USD ~ million in the US in CY’2012. Sega Sammy andSquare Enix registered revenues of USD ~ million and USD ~ million respectively in CY’2012.Table: Revenues of Major Independent Game Software Developers and Publishers in USDMillion, CY’2008-CY’2012Company CY2008 CY2009 CY2010 CY2011 CY2012ActivisionElectronic ArtsUbisoftKonamiTake Two InteractiveTHQCapcomSega SammySquare Enix 17 © This is a licensed product of Ken Research and should not be copied
  • 18. MARKET SHARES OF MAJOR PLAYERS IN THE SEVENTHGENERATION HOME CONSOLE MARKET, CY’2006-CY’2012Three main competitors in the video game hardware market in the US are Nintendo, Sony andMicrosoft. These players are comparatively distinguished in terms of technological innovationand user friendliness. Microsoft was in a governing position in the US marketplace for videogaming hardware with a share of 53.2% in the home console segment in CY’2012. …Nintendo’s market share has catalogued a sharp decline from ~% in CY’2008 to ~% in CY’2012.Since the inception of revolutionizing Wii console, Nintendo dictated the market share in the USretail sales of home console hardware…Figure: Market Shares of Major Players in the Seventh Generation Home Console Marketon the Basis of Revenues in Percentage, CY’2006-CY’2012 100.0% 90.0% 80.0% 70.0% Percentage (%) 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY2006 CY2007 CY2008 CY2009 CY2010 CY2011 CY2012 Xbox 360 PlayStation 3 Nintendo Wii 18 © This is a licensed product of Ken Research and should not be copied
  • 19. THE US SOCIAL GAMING MARKET SEGMENTATION, CY’2010-CY’2012Revenues from virtual goods accounted for a majority share of ~% in the US social gamingrevenues in CY’2012 and are expected to……Advertising spending witnessed the most prolific growth, expanding by ~% from USD ~million in CY’2011 to USD ` million in CY’2012. Increased revenues from the advertisingsegment have been in sync with an….... However, this segment has been losing its share since marketers have been using social gamesfor more branding oriented efforts.Figure: The US Social Gaming Market Segmentation on the Basis of Revenue in USDMillion in Percentage, CY’2010-CY’2012 100.0% 90.0% 80.0% 70.0% Percentage (%) 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY2010 CY2011 CY2012 Virtual Goods Lead Generation Offers Advertising 19 © This is a licensed product of Ken Research and should not be copied
  • 20. Table: The US Social Gaming Market Segmentation on the Basis of Revenue in USDMillion, CY’2010-CY’2012 Category CY2010 CY2011 CY2012Virtual GoodsLead Generation OffersAdvertisingTotalTHE US MOBILE GAMING FUTURE OUTLOOK AND PROJECTIONSThe US mobile gaming market is poised to expand in the next several years by means ofprocessing thousands of game play linked micro transactions for an increasing population ofmobile gamers. The mobile gaming market is expected to register a CAGR of ~%, growing fromUSD ~ million in CY’2012……The last few years have witnessed the market for traditional handheld gaming devicesdeclining at the expense of tablets and smartphones…Figure: The US Mobile Gaming Future Projections on the basis of Revenue in USDMillion, CY’2013-CY’2017 12,000.0 10,000.0 8,000.0USD Million 6,000.0 4,000.0 2,000.0 0.0 CY2012 CY2013 CY2014 CY2015 CY2016 20 © This is a licensed product of Ken Research and should not be copied
  • 21. Figure: Market Shares of Major Portable Gaming Software across Different Platforms onthe Basis of Revenue in Percentage, CY’2009-CY’2011 100.0% 90.0% 80.0% 70.0% 60.0% Percentage (%) 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY2009 CY2010 CY2011 iOS and Android Nintendo DS Sony PSPTHE US VIDEO GAME INDUSTRY FUTURE OUTLOOKAND PROJECTIONSThe market for video games in the US is changing at a brisk rate. Technological advancementsand gaming diffusion across ages as well as competitive pressures have been significantlychanging the market. Revenues from the video game industry in the US are expected to expandto USD ~ million in CY’2017, growing with a CAGR of `% from CY’2012 to CY’2017...Traditional handheld software market shares will continue to decline as mobile devices develop astrong framework of game publishers around its lower cost gaming applications... …The emergence of games on connected TV such as Onlive and Playcast Media will addfurther changes to the US video game industry. More prominent companies are expected toinvest in games……Growth in the US video game market is less likely to be driven by the traditional retail sales ofsoftware, but rather growth by the billions of hours spent in online gaming, increasingsubscriptions… 21 © This is a licensed product of Ken Research and should not be copied
  • 22. Figure: The US Video Game Industry Future Projections on the Basis of Revenue in USDMillion, CY’2013-CY’2017 45,000.0 40,000.0 35,000.0USD Million 30,000.0 25,000.0 20,000.0 15,000.0 10,000.0 5,000.0 0.0 CY2013 CY2014 CY2015 CY2016 CY2017 22 © This is a licensed product of Ken Research and should not be copied
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