Product Type: Market Research Report
Published by: Business Insights
Published: August 2009
Product Code: R162-993Description Introduction
The global video gaming market is expected to grow at a CAGR of 8.9% over the period 2008-2013 to reach $76.1bn in 2013. In the future the market will be driven primarily by online and mobile gaming formats, which in turn are being driven by increasing internet, broadband and mobile penetrations. Video games publishers are changing their business models and adopting alternative distribution channels to enhance their profits and curb the malpractice of piracy. The industry value chain is evolving in the wake of new business and distribution models.
This report provides an overview of the global video gaming market, covering aspects such as market size and growth, factors driving this growth and trends in the market. It covers the key developed and emerging markets in terms of penetration of internet, broadband and mobile technologies and the uptake of different video gaming platforms. It analyses the changing demographic profile of gamers, evolving business models and evolutions in the value chain of the video gaming industry, with a focus on the emerging trends. It also discusses the key challenges that the market is currently faced with and provides an insight into the key players involved in the market.Through analysis and forecasts, this report provides insight into the direction of the video gaming market, which is undergoing major structural transformation.
Key findings
The global video gaming market is expected to grow at a CAGR of 8.9% over the period 2008-2013.
Online gaming and mobile gaming are likely to be the key drivers of the growth in the global video gaming market. While console gaming will continue to be the largest segment, its market share is expected to decline.
Key video gaming markets include the US, Canada, Western Europe, China, Japan and South Korea, while India, Brazil, Russia and South East Asia comprise the key emerging markets for video games.
Piracy and IP protection are the key challenges for the video gaming industry at present and in the future.
The demographic profile of video gamers is changing and there is a strong growth in the number of casual gamers, which primarily consist of women and older men.
Use this report to:- Analyze market trends to predict key growth areas in the video gaming market.
- Examine the challenges and threats facing the global video gaming market and their impact on the industry.
- Quantify the global and regional video gaming markets, including product shipment data and forecasts of mobile and broadband uptake that will drive future growth.
- Gain insight into the key different types of video gaming models, and identify trends and keys to growth in each.
- Compare how different players in the space are positioning and developing their offerings in order to differentiate themselves from the competition.
Discover- What are the current trends in the global video games industry?
- Which industry segments offer the greatest growth opportunities in the market?
- Which regions are more developed markets and which are the emerging areas presenting potential growth opportunities?
- Who are the key players in the industry?
- What is the industry structure and how is it changing?
- How is the demographic profile of gamers changing and what is its impact on the industry?
- What are the key challenges facing the industry and how are they being dealt with?
- How is the industry expected to evolve and what is the future outlook?
Table of Contents - Executive summary
- Market development
- Console gaming - slowing growth
- Online gaming - driving the growth of video gaming
- Mobile gaming - rising rapidly
- PC gaming - declining market
- Changing demographic profile - the rise of casual gaming
- Evolving business models - rise of in-game advertising,
- microtransactions and digital distribution
- Changing value chain - impact of industry consolidation and changing
- distribution models
- Key and emerging video gaming markets
- Chapter 1 Introduction
- What is this report about?
- Methodology and definitions
- Chapter 2 Market development
- Summary
- Overview
- Introduction
- Market size and growth
- Key global video games publishers
- Emerging sectors in video gaming
- Multimedia consoles
- Thought controlled games
- User-generated content
- Social gaming
- Advergaming
- Serious gaming
- Challenges for the video games industry
- Piracy
- Piracy - some statistics compiled by Interactive Software Federation
- of Europe (ISFE)
- Intellectual Property Rights
- Chapter 3 Console gaming - slowing growth
- Summary
- Console software market
- Market size and growth
- Console software publishers
- Console hardware market
- Market size and growth
- Console hardware manufacturers
- Online console market
- OnLive - a potential threat to console gaming
- Chapter 4 Online gaming - driving the growth of video gaming
- Summary
- Market size and growth
- Drivers of online gaming
- MMOGs (Massively multiplayer online games) - Dominating the online
- games market
- Drivers of MMOGs
- Gaming as a social medium
- Increasing broadband users
- MMOG competitive landscape
- Chapter 5 Mobile gaming - rising rapidly
- Market Size and growth
- Drivers of mobile gaming
- Increasing mobile and 3G penetration
- Increasing smartphone sales
- Apple iPhone - revolutionizing the mobile gaming market
- Key mobile gaming publishers
- Chapter 6 PC Gaming - declining market
- Summary
- Market size and growth
- Reasons for the decline of PC gaming
- Lack of new game titles and sophisticated games
- Cannibalization by console games
- Advent of online and wireless gaming
- Chapter 7 Changing demographic profile - the rise of casual gaming
- Summary
- Overview
- Increasing casual gaming market
- Profile of casual gamers
- Increasing average game player age
- Increasing participation from women
- Video games in the family and as social medium
- Chapter 8 Evolving business models - the rise of in-game advertising, microtransactions and digital distribution
- Summary
- Overview
- In-game advertising
- Online/ digital distribution
- Microtransactions
- Chapter 9 Changing value chain - impact of industry consolidation and changing distribution models
- Summary
- Overview
- The traditional video gaming value chain
- Key components of traditional value chain
- Developer
- Publisher
- Distributor
- Retailer
- The new video gaming value chain
- Consolidation of developers and publishers
- Digital distribution
- Rise of mobile and online gaming
- Chapter 10 Key and emerging video gaming markets
- Summary
- The key video gaming markets
- The US
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Canada
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- China
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- South Korea
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Japan
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Western Europe
- Market size and growth
- Key video games publishers
- Key video gaming markets in Western Europe
- Emerging video gaming markets
- India
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Brazil
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Russia
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- South East Asia
- Market size and growth
- Internet, broadband and mobile penetration
- Index
- List of Figures
- Figure 2.1: Global video gaming market size ($bn), 2003-2013
- Figure 2.2: Global video gaming market by format (%), 2008-2013
- Figure 2.3: Global video gaming market size by geographic region (%), 2008-2013
- Figure 2.4: Examples of advergaming
- Figure 2.5: EVE Online screenshot
- Figure 3.6: Global console gaming market size ($bn), 2003-2013
- Figure 3.7: Global console shipments (m), 2006-2013
- Figure 3.8: Global console shipments (m), H1 2008 - H1 2009
- Figure 3.9: Positioning of key consoles
- Figure 3.10: Comparison between key video game consoles
- Figure 3.11: Global online console market size ($bn), 2008-2013
- Figure 3.12: Global online console market size break-up ($bn), 2008-2013
- Figure 4.13: Global online gaming market size ($bn), 2008-2013
- Figure 4.14: Worldwide internet users and penetration, 2004-2008
- Figure 4.15: Worldwide MMOG subscribers (m), 2004-2008
- Figure 4.16: Global MMOG market size ($bn), 2008-2013
- Figure 4.17: Worldwide broadband users and penetration, 2004-2013
- Figure 4.18: MMOG key players' market share (%), June 2008
- Figure 5.19: Global mobile gaming market size ($bn), 2003-2013
- Figure 5.20: Worldwide mobile subscribers and penetration, 2004-2008
- Figure 5.21: 3G share of mobile phone subscriptions and revenues (%), 2004-2013
- Figure 6.22: Global PC gaming market size ($bn), 2003-2013
- Figure 7.23: Global casual gamers’ profile, (2007)
- Figure 7.24: US comparison of gamers’ age, (2006, 2008)
- Figure 7.25: UK breakdown of gamers and non-gamers by age (%), (2008)
- Figure 7.26: US comparison of gamers’ gender, (2006, 2008)
- Figure 7.27: US break-down of gaming software genres shipments (%), (2005, 2009)
- Figure 7.28: European parents playing video games with children (%), (2008)
- Figure 8.29: Global in-game advertising market size ($bn), 2008-2013
- Figure 8.30: Examples of in-game advertisements
- Figure 9.31: Traditional video gaming value chain
- Figure 9.32: Evolution in video gaming value chain
- Figure 10.33: The US video gaming market size ($bn), 2003-2013
- Figure 10.34: US internet and broadband penetration (connections per hundred population), 2003- 2013
- Figure 10.35: The US mobile penetration (phones per hundred population), 2003-2013
- Figure 10.36: Canada video gaming market size ($bn), 2003-2013
- Figure 10.37: Canada internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.38: Canada mobile penetration (phones per hundred population), 2003-2013
- Figure 10.39: China online gaming market size ($bn), 2003-2009
- Figure 10.40: China internet and broadband penetration (connections per hundred population), 2003- 2013
- Figure 10.41: China mobile penetration (phones per hundred population), 2003-2013
- Figure 10.42: South Korea video gaming market size ($bn), 2003-2009
- Figure 10.43: South Korea internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.44: South Korea mobile penetration (phones per hundred population), 2003-2013
- Figure 10.45: Japan video gaming market size ($bn), 2003-2011
- Figure 10.46: Japan internet and broadband penetration (connections per hundred population), 2003- 2013
- Figure 10.47: Japan mobile penetration (phones per hundred population), 2003-2013
- Figure 10.48: Western Europe video gaming market size ($bn), 2003-2013*
- Figure 10.49: The UK internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.50: The UK mobile penetration (phones per hundred population), 2003-2013
- Figure 10.51: France internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.52: France mobile penetration (phones per hundred population), 2003-2013
- Figure 10.53: Germany internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.54: Germany mobile penetration (phones per hundred population), 2003-2013
- Figure 10.55: India video gaming market size ($m), 2008-2012
- Figure 10.56: India internet and broadband penetration (connections per hundred population), 2003- 2013
- Figure 10.57: India mobile penetration (phones per hundred population), 2003-2013
- Figure 10.58: Brazil video gaming market size ($bn), 2005-2008
- Figure 10.59: Brazil internet and broadband penetration (connections per hundred population), 2007- 2013
- Figure 10.60: Brazil mobile penetration (phones per hundred population), 2007-2013
- Figure 10.61: Russia internet and broadband penetration (connections per hundred population), 2003-2013
- Figure 10.62: Russia mobile penetration (phones per hundred population), 2003-2013
- List of Tables
- Table 2.1: Global video gaming market size ($bn), 2003-2013
- Table 2.2: Global video gaming market break-up by geographic region ($bn), 2008-2013
- Table 2.3: Top 15 video games publishers, (2008)
- Table 3.4: Top 10 console software publishers by global shipments, (H1 2009)
- Table 3.5: Top 20 console games by global shipments (m), (H1 2009)
- Table 3.6: Global console shipments (m), 2006-2013
- Table 3.7: Console hardware shipments by console (m), (2006-2008)
- Table 3.8: Global online console market size break-up ($bn), 2008-2013
- Table 4.9: Worldwide internet users and penetration, 2004-2008
- Table 4.10: Worldwide broadband users and penetration, 2004-2013
- Table 5.11: Worldwide mobile subscribers and penetration, 2004-2008
- Table 5.12: 3G share of mobile phone subscriptions and revenues (%), 2004-2013
- Table 7.13: Casual gaming market size ($bn), 2005-2007
- Table 7.14: UK breakdown of gamers and non-gamers by age (%), (2008)
- Table 10.15: The US - Key video game publishing companies, (2008)
- Table 10.16: China online gaming market size ($bn), 2003-2009
- Table 10.17: China online gaming break-up ($bn), 2008-2009
- Table 10.18: China - key video games publishers, (2008)
- Table 10.19: South Korea video gaming market size ($bn), 2003-2009
- Table 10.20: South Korea - key video games publishers, (2008)
- Table 10.21: Japan video gaming market size ($bn), 2003-2011
- Table 10.22: Japan - key video games publishers, (2008)
- Table 10.23: Europe - Key video game publishing companies, (2008)
- Table 10.24: Brazil video gaming market size ($bn), 2005-2008
- Table 10.25: South East Asia key statistics (connections per hundred population), (2008-2013)
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