Market Research Reports

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

65pages
Published Date: 2012-09-11
 

Description


Gaming involves specialized applications or games used for entertainment purpose. Various types of electronic devices such as personal computers, console and smart devices are used for gaming. The term "gaming" was originated as a synonym for "gambling" although most of the electronic games do not involve gambling in the traditional sense. Gaming involves different console, software and accessories used in the gaming industry. The report includes segmentation of gaming market by type and geography. Further, it provides current and forecast market size by revenue for the aforementioned categories. Cross sectional analysis for gaming market by type and geography segments is also a part of the scope. Factors influencing and inhibiting growth of the market have been analyzed. 

The market overview section of the report demonstrates the market dynamics such as drivers, restraints and opportunities that influence the current status and future status of the market. Impact factors such as Porter’s five forces analysis have also been explained in the market overview section of the report, in order to give a thorough analysis of overall competitive scenario in global gaming market. Factors such as increasing prevalence of high-speed internet connection contributing to the growth of online gaming market.

The report includes segmentation of gaming market by type and geography. Different types of gaming hardware include video game handheld and accessories and video game console and accessories. The market revenue and forecast for each industry has been provided for the period 2010-2015 in terms of USD million, along with the CAGR for the forecast period 2011 to 2015.

Gaming software market includes video game console software, gaming development tool software, personal computer (PC) gaming software, mobile gaming software and video game handheld software. Online gaming is classified into internet users and mobile users. A detailed market analysis and forecast for these types gaming software has been provided in the study, in terms of market revenue in USD million for the period 2010 to 2015. The market revenue has been forecast for the period 2011 to 2015, considering 2010 as the base year.

In terms of geographical distribution, the global gaming market has been classified into four regions namely, North America, Europe, Asia-Pacific and Rest of the World (RoW).  This section includes market revenue (2010-2015) and forecast (2011-2015) for gaming software, gaming hardware and online gaming in each regional market, in terms of USD million. The study further offers recommendations and highlights of the market, which would be useful for the present and new market players to sustain and grow in the global gaming market.

The report concludes with the company profile sections which include key information about the major players in the market. Some of the key players profiled in this report include Nintendo Co. Ltd, Activision Blizzard Inc., Sony Corporation, Konami Corporation, Disney Entertainment, Microsoft Corporation, Viacom Inc., Ubisoft Entertainment S.A., Take-Two Interactive Software Inc., THQ Inc., RealNetworks Inc., EA Sports Inc., and Apple Inc.. This study includes the strategies adopted by these key players to sustain competition. Recent developments by the companies and barriers of the market will help emerging players design their strategies in an effective manner. The study is expected to help key players of the gaming market in formulating and developing their strategies.

The global gaming market is categorized into the following segments:

Gaming market, by type
  • Gaming hardware
    • Video game handheld and accessories
    • Video game console and accessories
  • Gaming software
    • Video game console software
    • Gaming development tool software
    • Personal computer (PC) gaming software
    • Mobile gaming software
    • Video game handheld software
  • Online gaming
    • Internet users
    • Mobile users
Gaming market, by Geography
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

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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