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Global gaming console market ppt
1.
2. OBJECTIVES
PRIMARY OBJECTIVES :
1. Study of market segmentation
2. Study of industry impact forces.
3.Study of industry ecosystem.
4. Current trends
5.Estimate market size and forecast growth
3. OBJECTIVES CONTD..
SECONDARY OBJECTIVES:
a)Analysing the nature of the market i.e. Whether the market is a concentrated
or fragmented market.
b)Identification of key players involved, study of individual player's profiles.
c)Competitive share analysis and study of competitive strategies adopted by
the companies.
4. LIMITATIONS
•A predefined statistical template cannot be applied here.
•Qualitative aspects cannot be quantified precisely.
•The report may not be relevant after a significant period of time as
market forces change with time.
5. LIMITATIONS CONTD..
•Market size estimations have been made based on the revenue
approach.
•Product cycle shifts have shortened my forecast period.
6. RESEARCH METHODOLOGY
•Combination of qualitative and quantitative research
•Duration of research was 60 days
•Primary data was collected via in-depth interviews of gaming professionals,
industry players, gamers, bloggers, developers, public forums.
•Secondary data was collected via YouTube channels, influential bloggers,
regulatory websites, already published research reports, tech magazines, gaming
websites, etc.
7. DATA PROCESSING & ANALYSIS
INDUSTRY INSIGHTS:
•INDUSTRY SEGMENTATION
•INDUSTRY IMPACT FORCES
•INDUSTRY ECOSYSTEM
•GROWTH POTENTIAL
•COMPETITIVE ANALYSIS
9. INDUSTRY SEGMENTATION ANALYSIS
ON THE BASIS OF PRODUCT:
• The TV based console segment holds the
majority of the market around 85%
• Better hardware, graphics, games and
content drives this segment’s growth
• The handheld segment will witness growth
owing to features such as gaming on the go,
portable entertainment, etc.
ON THE BASIS OF AGE :
• Majority of buyers for consoles will be young
adults 18 to 24 and adults 25 to 35
• Kids and teen segment will witness a
relatively slow sales growth as around 57%
of parents follow game rating system to buy
their children a console
10. SEGMENTATION ANALYSIS CONTD..
COMPONENT BASED SEGMENTATION:
• The software segment will continue to hold
more sales volume as software segment
consists of actual game title sales which are
huge
• The hardware segment will also witness
growth owing to various technological
developments in this field
GEOGRAPHICAL SEGMENTATION
• Asia Pacific holds the largest share of gaming
console market
• North America holds the second largest share
• Europe holds the third position
• MEA and Latin America holds the 4th & 5th
position in terms of revenue generation for
overall video game sales
14. GROWTH POTENTIAL ANALYSIS
•Analysis of market with respect to trends which are foreseen in near
future
•Include technologies, new product development, etc.
16. COMPETITIVE ANALYSIS
• Highly concentrated market, three players dominating the global market with their
offerings
• SONY’s prime product is the PlayStation Series (Current PS4 Pro)
• Microsoft’s prime product is the Xbox ONE
• Nintendo’s prime products involve Nintendo Switch, Wii-U and 3DS
17.
18. PRODUCT COMPARISON
SONY PS4 PRO
• Most advance specs
• Higher priced 400$ price
• Exclusive game contents
MICROSOFT XBOX ONE
• Second highest in terms of
specs
• Priced at 350$ price
• Flagship game contents
NINTENDO WII-U
• Lower in specs but
backs it with portability
• Priced around 350$ /
300$
• Flagship game contents
19. MARKET SIZE ESTIMATE
• For estimating the market valuation I have considered: revenue of the gaming console
segment. CAGR has been estimated using the following formula
Here ending and beginning values are revenue figures. # of years is defined as difference in years. The value is
then converted into percentage by multiplying by 100.
20.
21. PRODUCT LIFECYCLE ANALYSIS
• The gaming console market has witnessed launch of 3 main products
• SONY's PS4 (2013), Nintendo Wii-U (2012) and Microsoft's Xbox One
(2013)
• All three products belong to the 8th generation of gaming consoles
• But due to several technological developments particularly in the
audio-visual industry all three players have come up with mid-8.5th
Generation consoles which includes SONY's PS4 Pro(2016),
Microsoft's Xbox One S(2016) and Nintendo Switch(2017)
22. FINDINGS
• Gaming console industry is highly capital intensive
• Market is expected to witness a rise owing to the various driving forces such as
development of virtual reality technology, motion sensing technology and development
of audio-visual technology
• Growth may slow down due to rising competition from substitute products such as pcs,
gaming laptops, tablets and smart phones
• My market size estimates for forecast period 2017 to 2019 are USD 30.82 billion (2017),
USD 31.61 billion (2018) and USD 32.41 billion (2019). At a CAGR of 2.54%.
23. RECOMMENDATIONS
• Focus on new product development can help increase the sales
• Faster adoptions towards proven technological breakthrough can help the industry players to
capture larger market share in the early cycles
• Focus on online content & offline access for digital content, games, multimedia
• Strategic mergers, acquisitions and partnerships with various third party accessories
manufacturers
• Introducing backward compatibility of games
• More focus on development of exclusive flagship titles in order to compete with growing PC and
smart phone gaming market