Transparency Market Research Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast 2011 - 2015
Published Date 2012-09-11
65 Page Report
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Press Release
Gaming Market to Chart 13.7% CAGR from 2011-2015
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Gaming Market
REPORT DESCRIPTION
Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast 2011 - 2015 The global gaming market will register a double-digit growth rate with superior gaming technologies being introduced and consumers regarding interactive games as an effective entertainment tool, finds a latest report by Transparency Market Research. The report states that the market, which valued US$70.5 billion in 2011, will reach an estimated worth of US$117.9 billion in 2015. Titled ‘Global Gaming Market - Global Industry Analysis, Size, Growth, Share and Forecast 2011-2015’, the report forecasts a 13.7% CAGR for the market between 2011 and 2015. Browse the full Gaming Market report at: http://www.transparencymarketresearch.com/global-gaming-market.html The gaming market slumped during the global economic recession of 2008 but was back on its feet in 2009, entering into a phase of boom by 2011. Since then, the market has grown at a moderate CAGR and will continue to rise on similar lines. The report also notes that the market will benefit from more people taking to gaming as a means of entertainment. The majority of such users are seen to be in the age bracket of 5 years to 45 years. Interactive games can be played on a variety of platforms such as laptops, mobile devices, and tablets, enabling consumers to engage in this recreational activity on the move. On the other hand, pirated games, fraudulent software and the threat of malware could curtail the growth of the gaming market, the report states. The increased internet penetration worldwide-especially in developing economies that have a sizeable population of young consumers-will open up new growth avenues for the global gaming market. Internet connectivity is a perquisite for interconnected gaming where two people play the game simultaneously from different geographical locations. Get the Free Sample Research Report of Gaming Market at: http://www.transparencymarketresearch.com/sample/sample.php?flag=S&rep_id=540 This report segments the global gaming market based on type as: Gaming hardware, gaming software and online gaming. The gaming hardware segment is further sub-segmented as: Video game handheld and accessories, and video game console and accessories. The gaming software
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market is sub-classed as: Video game console software, PC gaming software, gaming development tools software, video game handheld software, and mobile gaming software. Likewise, the online gaming segment is split into two categories - internet users and mobile users. Consumers are more inclined toward games that they can download for free from the internet. Some games can be downloaded for a nominal fee. The market for high-end games is substantial, but not as fast-expanding as the one for free games. The global gaming market report studies leading market players based on factors such as their product portfolio, financial standing, recent developments, and so on. The top companies in the global gaming industry are: Sony, Nintendo and Microsoft. These companies have gained a firm foothold in the market owing to their advances in integrating new gaming technologies as well as advancing the state of the art. The other companies in the global gaming market are: Ubisoft, Viacom, Zynga, Apple, EA sports, and Disney Entertainment.The United Kingdom is the largest market for video gaming and is followed by the U.S. The Asia Pacific market is seen to carry high opportunities for growth and will also emerge as the fastest-growing market for gaming. Browse the Press Release of Gaming Market at: http://www.transparencymarketresearch.com/pressrelease/global-gaming-market.htm
TABLE OF CONTENT
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
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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
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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
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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
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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
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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
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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
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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
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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
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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)
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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)
Browse All Gaming Market Research Report @ http://www.transparencymarketresearch.com/global-gaming-market.html
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About Us Transparency Market Research is a market intelligence company providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forwardlooking insight for thousands of decision makers. We are privileged with highly experienced team of Analysts, Researchers and Consultants, who use proprietary data sources and various tools and techniques to gather, and analyze information. Our business offerings represent the latest and the most reliable information indispensable for businesses to sustain a competitive edge.
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