Electronic games and gaming global markets

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This report examines the current position of electronic gaming in each of these platforms. We also examine the prospects for game development and software, plus accessories and services for each platform. Our key objective is to determine the future potential for this large industry.

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Electronic games and gaming global markets

  1. 1. Electronic Games and Gaming: Global MarketsPublished:September 2011No.Of Pages:194Price:US $ 4850INTRODUCTIONSTUDY GOALS AND OBJECTIVESIn this study, the goal of BCC Research is to determine the current status of the electronicgaming business and assess its growth potential from 2010 to 2011 and then over a 5-yearperiod to 2016. Various types of gaming platforms, electronic games, and software plusrelated services and accessory equipment present a large market with growth potential.Our objective is to present a comprehensive analysis of electronic games, which can bedefined as interactive games played on regular consoles, handheld consoles, computers,and mobile devices such as phones and arcade machines, and project the industry’s futuredirection.REASONS FOR DOING THIS STUDYElectronic gaming is a global popular pastime for many people. Game consoles are similar tocomputer-like devices and also serve as media centers. Handheld consoles have grownmore powerful and are popular with an increasing number of gamers. Computer gamingcontinues to grow as downloading is more accessible and the mobile market, particularlysmartphones, has become a burgeoning place for games. Arcade games, once very popular,are losing their appeal to more personalized gaming, but there is still some life left in thisplatform.The report Electronic Games and Gaming: Global Markets examines the current position ofelectronic gaming in each of these platforms. We also examine the prospects for gamedevelopment and software, plus accessories and services for each platform. Our keyobjective is to determine the future potential for this large industry.INTENDED AUDIENCEWe have compiled a study of the different gaming platforms that is contained in uniquemarket sections. An overview of the industry and its key players is presented as well as thetechnology of each platform. A review of the gaming industry competitiveness is alsopresented. Within each platform, we present the key advantages and electronic gamingmarket factors that will impact the demand. Shipments of gaming products, software, andaccessories are projected for 2010, 2011, and 2016. The value of these global shipments isalso ascertained. This study will be of interest to those in the electronics entertainmentindustry; manufacturers of microelectronic devices such as ICs, displays, and graphicsproducts; and makers of PCs, cell phones, and other handheld devices. It will also be ofinterest to those in the entertainment business.
  2. 2. SCOPE OF REPORTThe scope of this study encompasses game consoles that play electronic games fromtelevision, DVD, the Internet, and outside sources; handheld consoles that performessentially the same function but are portable; personal computers and tablets that play avariety of games from their hard drives or download them; cell phone and mobile devicesthat can play games; and the arcade machines that still play some video games.BCC Research analyzes the global electronic gaming industry including manufacturingcapability and consumption in regional markets. This study also examines industryinvolvement, standards, and other pertinent factors related to the success of electronicgaming.METHODOLOGYBoth primary and secondary research methodologies were used in preparing this study. BCCpresents an analysis of units shipped for 2010 and their value. Our estimated value is whatmanufacturers have paid in underappreciated U.S. dollars. Based on our surveys, weanalyze the potential growth for each major product and then forecast shipments for 2011and 2016. We also analyze pricing trends and establish shipment values for 2010 andproject those for 2011 and 2016.INFORMATION SOURCESWe interview approximately 130 companies to obtain data for this study. Included weremanufacturers of all the major gaming platforms, developers of a variety of games,distributors, accessory manufacturers, and service organizations. We also spoke with gameplayers and compiled data from current financial/trade information such as tradepublications, financial reports, and government sources.ANALYST CREDENTIALSBob Moran has worked as a technology market analyst and technology writer for more than20 years, and is the author of numerous BCC Research reports. He has authored reportscovering thin-film deposition, photovoltaic solar technology. magnetic and optical storage,surface modification of polymers, and other technology topics. He has also served as theeditor of BCC Research publications including Display Industry News and Micro andNanotechnology.Table Of ContentsChapter- 1: INTRODUCTION - ComplimentarySTUDY GOALS AND OBJECTIVESREASONS FOR DOING THIS STUDYINTENDED AUDIENCESCOPE OF REPORTMETHODOLOGYINFORMATION SOURCESANALYST CREDENTIALS
  3. 3. RELATED BCC WORK CREDENTIALSBCC ONLINE SERVICESDISCLAIMERChapter- 2: SUMMARYTable : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016Chapter- 3: OVERVIEWGAMING PLATFORMSGAME GENRESGAMING ADAPTS TO NEW TECHNOLOGYTable 3 : FUTURE EXPANSION OF GAMESChapter- 4: INDUSTRY STRUCTURERECENT INDUSTRY DEVELOPMENTSGAMING MANUFACTURING AND DEVELOPMENT BY REGIONGAMING CONSUMPTION BY REGIONMARKET SHARESCOMPANY PROFILESChapter- 5: GAMING TECHNOLOGYVIDEO GAME CONSOLESCOMPUTER GAMESHANDHELD GAME PLAYERSARCADE GAMESDESIGN, DEVELOPMENT, AND SOFTWARETECHNOLOGICAL TRENDSELECTRONIC GAMING PATENT ANALYSISChapter- 6: INDUSTRY COMPETITIVENESSELECTRONIC GAMING CULTUREWIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLYECONOMIC CONSIDERATIONSTECHNOLOGY AND GAMINGMARKET GROWTH FACTORSChapter- 7: ELECTRONIC GAMING MARKETSTHE PLATFORM APPROACHMARKET ANALYSISChapter- 8: THE GAME CONSOLE MARKET 25GAME CONSOLE HISTORYWHO PLAYS VIDEO GAMES?FEATURES AND ADVANTAGES OF NEW CONSOLESRECENT CONSOLE DEMANDGAME CONSOLE MARKET DRIVERSTable 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMANDTable 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKET
  4. 4. Chapter- 9: THE HANDHELD GAME CONSOLE MARKETHANDHELD GAME CONSOLE HISTORYHANDHELD CONSOLES VIDEO GAME AUDIENCEFEATURES AND ADVANTAGES OF HANDHELDSRECENT HANDHELD CONSOLE DEMANDHANDHELD GAME CONSOLE MARKET DRIVERSTable 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMANDTable 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLEMARKETChapter- 10: THE COMPUTER GAMING MARKETMOST HARDWARE IN PLACEPERSONAL COMPUTER GAME HISTORYPC GAME DISTRIBUTIONPC GAME AUDIENCETECHNOLOGICAL IMPACT OF GAMING PCSGAME PC DEMANDCOMPUTER GAME MARKET DRIVERSTable 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMANDTable 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE COMPUTER MARKETChapter- 11: THE MOBILE GAMING MARKETMOBILE DEVICES IN PLACEHISTORY OF MOBILE GAMINGMOBILE GAMING AUDIENCETECHNOLOGICAL IMPACT ON MOBILE GAMESMOBILE GAME MARKET DRIVERSTable 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMANDTable 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE MOBILE WIRELESS MARKETChapter- 12: THE ARCADE GAMING SECTORARCADE GAME HISTORYCURRENT STATUS OF ARCADE GAMESARCADE GAME AUDIENCEIMPACT OF TECHNOLOGY ON ARCADE MACHINESRECENT ARCADE DEMANDARCADE GAME MARKET DRIVERSTable 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMANDTable 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE ARCADE MARKETList of TablesSummary Table : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016Table 1 : BASIC TYPES OF GAMING PLATFORMSTable 2 : BASIC ELECTRONIC GAMING GENRESTable 3 : FUTURE EXPANSION OF GAMESTable 4 : KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
  5. 5. Table 5 : GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWAREMANUFACTURING BY REGION, 2010–2016Table 6 : GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010–2016Table 7 : TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010Table 8 : GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010Table 9 : GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARECOMPANIES, 2010Table 10 : GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010Table 11 : MARKET LEADING VIDEO GAME CONSOLESTable 12 : TECHNICAL FEATURES OF THE SONY PLAYSTATION 3Table 13 : TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLETable 14 : TECHNICAL FEATURES OF THE NINTENDO WIITable 15 : TECHNICAL FEATURES OF THE NINTENDO DSTable 16 : TECHNICAL FEATURES OF THE MICROSOFT XBOX 360Table 17 : ELECTRONIC GAMING CONSOLE ATTACHMENTSTable 18 : BASIC PC REQUIREMENTS FOR COMPUTER GAMESTable 19 : POSITIVE FEATURES FOR GAMING ON AN IPADTable 20 : TECHNICAL FEATURES OF A HANDHELD GAME PLAYERTable 21 : BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONETable 22 : MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAMTable 23 : COMPARISON OF LEADING PROCESSORSTable 24 : NEXT-GENERATION APPLICATIONS FOR CELLTable 25 : MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELDDEVICESTable 26 : ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011Table 27 : ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011Table 28 : VIDEO AND COMPUTER GAME CULTURETable 29 : COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMINGTable 30 : PROFILE OF THE WORLDWIDE MOBILE PHONE MARKETTable 31 : GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010Table 32 : GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY REGIONTable 33 : PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTHOF ELECTRONIC GAMINGTable 34 : GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM,2010-2016Table 35 : GLOBAL GAMING SOFTWARE REVENUES AND MARKET SHARE BY PLATFORM,2010-2016Table 36 : GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM, 2010-2016Table 37 : A BRIEF HISTORY OF THE VIDEO GAME CONSOLETable 38 : CONSOLE MANUFACTURERS KEY MARKETING STRATEGIESTable 39 : PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010Table 40 : TOP 10 VIDEO GAMES, 2010Table 41 : MAJOR FEATURES OF BLU-RAY DISCSTable 42 : GLOBAL GAME CONSOLE DEMAND, THROUGH 2010Table 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMANDTable 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKETTable 45 : GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016Table 46 : AVERAGE CONSOLE UNIT COSTS, 2010–2016Table 47 : GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS, THROUGH2016Table 48 : ASSUMPTIONS FOR ESTABLISHING UNITS AND VALUE OF GLOBAL VIDEO
  6. 6. GAMES FOR GAME CONSOLES, 2010Table 49 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMSGROWTH, THROUGH 2016Table 50 : GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016Table 51 : GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICESIN THE CONSOLE MARKET, THROUGH 2016Table 52 : A BRIEF HISTORY OF THE HANDHELD GAME MARKETTable 53 : HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIESTable 54 : PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010Table 55 : TOP 10 HANDHELD VIDEO GAMES, 2010Table 56 : KEY SPECIFICATIONS OF THE PLAYSTATION VITATable 57 : MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEMTable 58 : HANDHELD GAME CONSOLE DEMAND, THROUGH 2010Table 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMANDTable 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLEMARKETTable 61 : GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH2016Table 62 : AVERAGE HANDHELD UNIT COSTS, 2010–2016Table 63 : GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2016Table 64 : UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES,2010Table 65 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLEPLATFORMS, THROUGH 2016Table 66 : GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH2016Table 67 : GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE INTHE HANDHELD CONSOLE MARKET, THROUGH 2016Table 68 : BRIEF HISTORY OF PC GAMINGTable 69 : PROFILE OF THE COMPUTER GAME AUDIENCE, 2010Table 70 : TOP 10 COMPUTER GAMES, 2010Table 71 : SPECIFICATIONS OF AN ALIEN GAME PCTable 72 : ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010Table 73 : GAME PC DEMAND, THROUGH 2010Table 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMANDTable 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE COMPUTER MARKETTable 76 : GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016Table 77 : GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016Table 78 : GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010Table 79 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS,THROUGH 2016Table 80 : GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016Table 81 : PROFILE OF THE COMPUTER GAME ACCESSORY MARKETTable 82 : FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE COMPUTINGMARKET, THROUGH 2016Table 83 : BRIEF HISTORY OF MOBILE GAMINGTable 84 : PROFILE OF THE MOBILE GAME AUDIENCE, 2010Table 85 : TOP 10 MOBILE GAMES, 2010Table 86 : ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMINGTable 87 : HOW 4G IMPROVES PERFORMANCE
  7. 7. Table 88 : MAJOR FEATURES OF A SMARTPHONETable 89 : GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010Table 90 : GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010Table 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMANDTable 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE MOBILE WIRELESS MARKETTable 93 : UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010Table 94 : GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS,THROUGH 2016Table 95 : GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016Table 96 : PROFILE OF THE MOBILE GAME ACCESSORY MARKETTable 97 : GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES, ANDSERVICES IN THE MOBILE MARKET, THROUGH 2016Table 98 : BRIEF HISTORY OF ARCADE GAMESTable 99 : KEY PARTS OF AN ARCADE CABINETTable 100 : QUALITIES OF ARCADE GAMESTable 101 : PROFILE OF THE ARCADE GAME AUDIENCE, 2010Table 102 : TOP ARCADE GAMES, 2010Table 103 : GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010Table 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMANDTable 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWAREFOR THE ARCADE MARKETTable 106 : GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016Table 107 : GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2016Table 108 : UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010Table 109 : FORECAST—GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADEPLATFORMS, THROUGH 2016Table 110 : GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016Table 111 : FORECAST—GLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES INTHE ARCADE MARKET, THROUGH 2016List of FiguresSummary Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016Figure 1 : MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BYREGION, 2010–2016Figure 2 : GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010–2016Figure 3 : GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES, 2010-2016Figure 4 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016Figure 5 : GLOBAL GROWTH OF CONSOLE GAMES, 2010–2016Figure 6 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016Figure 7 : GLOBAL GROWTH OF HANDHELD GAMES, 2010–2016Figure 8 : GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010–2016Figure 9 : GLOBAL GROWTH OF COMPUTER GAMES, 2010–2016Figure 10 : GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES,2010–2016Figure 11 : VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010–2016Figure 12 : GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010–2016
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