Market Research Reports

Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast 2011 - 2015

65pages
Published Date: 2012-09-11
 

Description


This report is an effort to identify factors, which will be the driving force behind the gaming market in the next few years. The report provides extensive analysis of the industry, current market trends, industry drivers, applications and challenges for better understanding of the market structure. The report has segregated the gaming industry in terms of demand by products and geography and application in different sectors. We have used a combination of primary and secondary research to arrive at the market estimates, market shares and trends. We have adopted bottom up model to derive market size of the global gaming market and further validated numbers with the key market participants and C-level executives. 

This report highlights the industry with the following points:

  • Definition, estimates & forecast of gaming market from 2011 to 2015
  • Analysis of product and their application across industry for gaming market with historical data and forecast
  • Trends and forecast for four geographic markets, namely U.S, Europe, Asia-Pacific and Row based on their demand by types.
  • This report also focuses on the emerging technologies in the gaming industry.

This research is specially designed to estimate and analyze the demand and performance of gaming products in a global scenario. The research provides in-depth analysis of gaming product manufacturers, product sales, and trend analysis by segments and demand by geography. The report covers all the major product types of the global gaming market and provides in-depth analysis, historical data and statistically refined forecast for the types covered. The study presents a comprehensive assessment of the industrial challenges, strategies and innovations in the field of study. 

The in-depth research and high level analysis will allow gaming product manufacturers, lawmakers, large retailers, game zone owners and research and development agencies to make informed decisions about gaming equipment manufacturing, designing, marketing, planning growth strategies and gaining competitive advantage.

Table of Contents


TABLE OF CONTENTS

1. Introduction
    1.1. Report Description
    1.2. Research Methodology

2. Executive Summary

3. Global Gaming Market Overview
    3.1. Market Trends and Future Outlook
    3.2. Global Gaming Market Size and Forecast, 2011 - 2015
    3.3. Global Gaming Market Share, 2011 – 2015
    3.4. Value Chain Analysis
    3.5. Growth Drivers
           3.5.1. Growth in Broadband Industry
           3.5.2. Efficient Hardware compatibility
           3.5.3. Wireless Gaming
           3.5.4. Increase in disposable incomes
           3.5.5. Technological Advancement
           3.5.6. Innovative Pricing model
    3.6. Restraints
           3.6.1. Maturity of other segments
           3.6.2. Frauds
           3.6.3. Innovation in Gaming
    3.7. Opportunities
    3.8. Porter’s Five Force Model
           3.8.1. Bargaining power of Supplier
           3.8.2. Bargaining power of Buyer
           3.8.3. Threat of Substitute
           3.8.4. Threat of New Entrant
           3.8.5. Rivalry among Competitors
    3.9. Gaming Overall Market Segmentation

4. Gaming Market segmentation
    4.1. Gaming Market Segmentation by Type
           4.1.1. Gaming Hardware Market Size, Analysis and Forecast, 2011 - 2015
                     4.1.1.1. Video game handheld and accessories 
                                 4.1.1.1.1. Market Trend Analysis
                                 4.1.1.1.2. Market Size and Forecast. 2011 - 2015
                     4.1.1.2. Video game consoles and accessories
                                 4.1.1.2.1. Market Trend Analysis
                                 4.1.1.2.2. Market Size and Forecast. 2011 - 2015
                     4.1.1.3. Hardware market share Analysis and Forecast, 2011 - 2015
            4.1.2. Gaming Software Market Size, Analysis and Forecast, 2011 - 2015
                     4.1.2.1. Video game console software
                                 4.1.2.1.1. Market trend Analysis
                                 4.1.2.1.2. Market Size and Forecast, 2011 - 2015
                     4.1.2.2. Gaming development tools software
                                 4.1.2.2.1. Market Trend Analysis
                                 4.1.2.2.2. Market Size and Forecast. 2011 - 2015
                     4.1.2.3.  PC gaming software
                                 4.1.2.3.1. Market Trend Analysis
                                 4.1.2.3.2. Market Size and Forecast. 2011 - 2015
                     4.1.2.4. Mobile gaming software
                                 4.1.2.4.1. Market Trend Analysis
                                 4.1.2.4.2. Market Size and Forecast. 2011 - 2015
                     4.1.2.5. Video game handheld software
                                 4.1.2.5.1. Market Trend Analysis
                                 4.1.2.5.2. Market Size and Forecast. 2011 - 2015
           4.1.3. Online Gaming Market
                     4.1.3.1. Internet Users
                                 4.1.3.1.1. Market Trend Analysis
                                 4.1.3.1.2. Market Size and Forecast. 2011 - 2015
                     4.1.3.2. Mobile Users
                                 4.1.3.2.1. Market Trend Analysis
                                 4.1.3.2.2. Market Size and Forecast. 2011 - 2015
    4.2. Monetization and Revenue Generation methods
           4.2.1. Advertising or content services
           4.2.2. Advergaming
           4.2.3. In game advertising
           4.2.4. Content devices music
           4.2.5. Online platforms
           4.2.6. Hosting
           4.2.7. Publishing Platforms
           4.2.8. Currency/product exchange service
4.3. Global Gaming Market Revenue and Forecast by Geography
           4.3.1. U.S.
                                 4.3.1.1.1. Market Trend Analysis
                                 4.3.1.1.2. Market Size and Forecast. 2011 - 2015
           4.3.2. Europe
                                 4.3.2.1.1. Market Trend Analysis
                                 4.3.2.1.2. Market Size and Forecast. 2011 - 2015
           4.3.3. Asia Pacific
                                 4.3.3.1.1. Market Trend Analysis
                                 4.3.3.1.2. Market Size and Forecast. 2011 - 2015
           4.3.4. ROW
                                 4.3.4.1.1. Market Trend Analysis
                                 4.3.4.1.2. Market Size and Forecast. 2011 - 2015

5. Competitive Landscape
    5.1. Summary 
    5.2. Market Share By Key Players
    5.3. Competitive Strategy By Key Players
    5.4. Agreements and Collaborations
    5.5. Recent Developments

6. Recommendations
    6.1. Market Strategy for Success
    6.2. Barriers to be Considered
    6.3. Future Assumptions

7. Company Profiles
    7.1. Nintendo
          7.1.1. Company overview
          7.1.2. Products and service
          7.1.3. Business strategies
          7.1.4. Financial Overview
          7.1.5. Recent Development
    7.2. Activision Blizzard
          7.2.1. Company overview
          7.2.2. Products and service
          7.2.3. Business strategies
          7.2.4. Financial Overview
          7.2.5. Recent Development
    7.3. Sony
          7.3.1. Company overview
          7.3.2. Products and service
          7.3.3. Business strategies
          7.3.4. Financial Overview
          7.3.5. Recent Development
    7.4. Konami
          7.4.1. Company overview
          7.4.2. Products and service
          7.4.3. Business strategies
          7.4.4. Financial Overview
          7.4.5. Recent Development
   7.5. Disney entertainment
          7.5.1. Company overview
          7.5.2. Products and service
          7.5.3. Business strategies
          7.5.4. Financial Overview
          7.5.5. Recent Development
   7.6. Microsoft
          7.6.1. Company overview
          7.6.2. Products and service
          7.6.3. Business strategies
          7.6.4. Financial Overview
          7.6.5. Recent Development
   7.7. Viacom
          7.7.1. Company overview
          7.7.2. Products and service
          7.7.3. Business strategies
          7.7.4. Financial Overview
          7.7.5. Recent Development
    7.8. Ubisoft
           7.8.1. Company overview
           7.8.2. Products and service
           7.8.3. Business strategies
           7.8.4. Financial Overview
          7.8.5. Recent Development
   7.9. Take-two interactive
         7.9.1. Company overview
         7.9.2. Products and service
         7.9.3. Business strategies
         7.9.4. Financial Overview
         7.9.5. Recent Development
   7.10. THQ
           7.10.1. Company overview
           7.10.2. Products and service
           7.10.3. Business strategies
           7.10.4. Financial Overview
           7.10.5. Recent Development
   7.11. Real networks
           7.11.1. Company overview
           7.11.2. Products and service
           7.11.3. Business strategies
           7.11.4. Financial Overview
           7.11.5. Recent Development
   7.12. Zynga
           7.12.1. Company overview
           7.12.2. Products and service
           7.12.3. Business strategies
           7.12.4. Financial Overview
           7.12.5. Recent Development
   7.13. Apple
           7.13.1. Company overview
           7.13.2. Products and service
           7.13.3. Business strategies
           7.13.4. Financial Overview
           7.13.5. Recent Development
   7.14. EA sport
           7.14.1. Company overview
           7.14.2. Products and service
           7.14.3. Business strategies
           7.14.4. Financial Overview
           7.14.5. Recent Development

LIST OF FIGURES

Fig 1. Global Gaming Market Overview, 2011 – 2015 (USD Billion) 
Fig 2. Global Gaming Market Overview in percentage (2011 v/s 2015)
Fig 3. Global Gaming Market Size, 2011 – 2015 (USD Billion) 
Fig 4. Gaming Console Market Share by Major Players 
Fig 5. Porters Five Forces model
Fig 6. Global Market Forecast 2011 – 2015 (USD Billion) 
Fig 7. Global Gaming Market share (2011) 
Fig 8. Global Gaming Market share (2015) 
Fig 9. Total video gaming hardware market, 2011 – 2015 (USD Billion) 
Fig 10. Total video gaming software market, 2011 – 2015 (USD Billion) 
Fig 11. Video Game Handheld and Accessories Market, 2011 – 2015 (USD Billion) 
Fig 12. Video Game console and Accessories Market, 2011 – 2015 (USD Billion) 
Fig 13. Global Gaming Hardware Market share (2011) 
Fig 14. Global Gaming Hardware Market share (2015) 
Fig 15. Distribution of software gaming market size, 2011 – 2015 (USD Billion) 
Fig 16. Software gaming Market Share 2011 v/s 2015 (%)
Fig 17. Video Games Consoles Software Market Size and Forecast 2011 – 2015 (USD Billion)
Fig 18. Gaming Development Tools Software Market Size and Forecast 2011 – 2015 (USD Billion)
Fig 19. PC Gaming Software Market Size and Forecast 2011 – 2015 (USD Billion) 
Fig 20. Mobile Gaming Software Market Size and Forecast 2011 – 2015 (USD Billion) 
Fig 21. Video Game Handheld Software Market Size and Forecast 2011 – 2015 (USD Billion) 
Fig 22. Number of Internet Users and Forecast, 2011 – 2015 (Million) 
Fig 23. Number of Mobile Users and Forecast, 2011 – 2015 (Million)
Fig 24. Online and Mobile Gamers, (2011 v/s 2015) 
Fig 25. Video Games Ad Revenues Forecast 2011 – 2015 (USD Billion) 
Fig 26. Global Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)
Fig 27. Global Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)
Fig 28. Asia Pacific Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)
Fig 29. U.S. Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)
Fig 30. Europe Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)
Fig 31. RoW Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)


Enquiry Before Buying


Free Market Analysis



The gaming market has seen consistent rise since 2009 after the downturn of 2008 when the whole economy was affected due to the financial meltdown as people were not able to spend on the secondary needs, but after 2009 there was an increase and boom in the Gaming industry was observed till 2011. The Total Gaming Market was recorded at USD 70.5 Billion in 2011 which is seen to be rising and expected to reach USD 117.9 billion by 2015. 

The Global market is estimated to increase due to increasing demand of the users and growing technological advancements in the industry. The age group of individuals taking the gaming experience range from 5 to 45 years. The innovations and tech games are the reasons why people take up gaming as a source of entertainment. Gaming is also made possible on laptops, tablets, and mobile devices, which makes gaming preferable also on move. High speed internet connectivity or broadband makes gaming experience pleasurable and games can be played between users who are interconnected. The lead manufacturers in the gaming Industry are Sony, Microsoft and Nintendo which undertake steps to integrate new gaming technologies and bring about advancement in gaming. The boost in the smartphone and tablet market is also responsible for the growth in the gaming market. There are many games available online which can be downloaded free of charge online or at a minimal cost. UK is the largest market for gaming which is followed by other geographies such as the U.S. and Asia Pacific. 

The market is dominated by the major players in the gaming industry such as Nintendo, Sony, and Microsoft. Other key participants include Viacom, Ubisoft, Apple, Zynga, EA sports, Disney Entertainment. 

The report contains the global outlook of the Gaming market and discusses the detailed overview and market figures. The research report study and analyze the industry growth rate, industry structure and industry capacity. It analyses the data and forecasts the Gaming market size, production forecasts along with key factors driving and restraining the market. Gaming has its increased usage in the market due to increasing applications across. The manufacturers of Gaming Devices are producing them at competitive prices. This results into boom in the gaming industry due to increase in demand. 

The report gives the detailed analysis of the demand and usage trends across different geographies like U.S, Europe, Asia Pacific and RoW. The report also gives the demand trends in different sectors of usage. It focuses on the emerging technologies in the gaming market.
 

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