市場調査レポート

3Dゲーム機の世界市場

3D Gaming Consoles

発行 Global Industry Analysts, Inc. 商品コード 337372
出版日 ページ情報 英文 144 Pages
納期: 即日から翌営業日
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3Dゲーム機の世界市場 3D Gaming Consoles
出版日: 2015年06月01日 ページ情報: 英文 144 Pages
概要

当レポートでは、3Dゲーム機の世界市場を取り上げ、米国、カナダ、日本、欧州、アジア太平洋、およびその他の地域など、地域ごとの個別分析を行い、2014年から2020年に至る各年の実績/推定および予測を提供するとともに、主要企業3社のプロファイルをまとめています。

第1章 イントロダクション、調査方法、製品定義

  • 調査の信頼性とレポートの制約
  • 免責事項
  • データの解釈とレポート作成レベル
    • 定量技法および分析法
  • 製品の定義と調査範囲

第2章 エグゼクティブサマリー

  • 産業概要
    • ビデオゲーム:序
    • 消費者はステレオスコピック (立体) 3Dゲーム機の登場をファンファーレとともに歓迎
    • 当初の大々的な宣伝後は、S3Dゲーム機への関心は弱まる
      • ステレオスコピック (立体) 3Dゲーム機用の主要なゲームは2010-2014年の期間にリリース
    • 3Dゲーム機の長期的な展望は依然明るい
    • 2015年のビデオゲームのリリースは3機種 (Xbox One、PlayStation 4、Wii U) すべてが対応
    • 第8世代ゲーム機の上位10ゲーム - Xbox One、PlayStation 4、Wii U
  • 競争
    • ハードウェアおよびコンテンツレベルにおける開発がビデオゲームソフトウェアの機会を促進
    • 家庭用ゲーム機市場における競争が激化
    • メーカー各社はゲーム機戦争でライバルを出し抜くためにあらゆるマーケティングツールを駆使
    • 任天堂が携帯用ゲーム機市場を主導
    • Nintendo 3DS用ゲームのリリース:2015年
    • Unityがゲーム機エンジン市場を主導
  • 主な市場動向、市場発展促進要因、課題
    • 3Dデバイス市場の拡大が継続
    • 3Dデバイスメーカーは成人消費者に目を向ける
    • ステレオスコピック (立体) 3D TVが輝きを失う、3Dビデオゲームに対するユーザーの関心を台無しに
    • 新たな世代の3D TVに向けた有望な技術
    • 3Dゲーム:3D TVの主要な成長触媒であり後援者
    • GPUメーカーは3Dゲーム機重視から移行
    • 3Dスマートフォンの出現が携帯型ゲーム機の大きな脅威に
    • オンラインビデオゲーム市場はPCを超え、ウェブ対応携帯電話、タブレットおよびゲーム機が競争に参入
    • 仮想現実 (VR) がたくましく復活、3Dゲームに有望な収入源を提供
    • 将来のゲーム産業を促進する新たな没入型技術の提携
    • 3Dビデオゲームの健康への影響に関する懸念
    • 第8世代ゲーム機の製品ライフサイクルが終わりに近づく
    • ゲーム愛好者がゲーム機の需要を持続させる
    • 新たな世代の家庭用ゲーム機は独自の特性で観衆の関心を持続させる
    • ビデオゲームの人気は従来の年齢および性別の境界を越える
    • MMOG (Massively Multiplayer Online Game) がゲーム機のお株を奪う
    • ゲーム開発コストの増加が開発者の収益性を脅かす
    • ソフトウェア海賊 (著作権侵害) 行為が市場の帆から風を奪う
  • 製品/技術概要
    • ステレオスコピック (立体) 3D技術の概要
    • アクティブシャッター技術
    • 偏光パッシブ3D技術
    • オートステレオスコピック技術
    • ステレオスコピック (立体) 3D対応ビデオゲーム機
    • 3Dビデオゲーム機の発展
    • 第1世代から第8世代に至る家庭用ゲーム機の発展:1967-2015年
    • 第8世代ゲーム機の主要仕様概要
    • S3Dゲームに関する賛否
  • ビデオゲームの規制枠組み
    • Recreational Software Advisory Council (RSAC)
    • Entertainment Software Ratings Board (ESRB)
    • Pan European Games Information (PEGI)
  • 製品の発表
  • 業界の最新動向
  • 主要参入企業
  • 世界市場の展望

第3章 市場

  • 米国
  • カナダ
  • 日本
  • 欧州
  • アジア太平洋
  • その他の地域

第4章 競合情勢

目次
Product Code: MCP-6989

This report analyzes the worldwide markets for 3D Gaming Consoles in Thousand Units. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2014 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 3 companies including many key and niche players such as -

Microsoft Corporation
Nintendo Co. Ltd.
Sony Computer Entertainment Inc.

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
    • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Video Games - A Prelude
    • Table 1: Worldwide Games Market by Type of Games (2015E): Percentage Breakdown of Revenues for Casual Online Games, Handheld Console Games, Home Console Games, Massively Multiplayer Online Games, Mobile & Smartphone Games, PC Games, and Tablet Games (includes corresponding Graph/Chart)
  • Consumers Greet Arrival of Stereoscopic 3D Gaming Consoles with Fanfare
  • Following Initial Hype, Interest in S3D Gaming Wanes
    • Select Stereoscopic 3D Games Released for Gaming Consoles for the Period 2010-2014
  • Long-term Outlook for 3D Gaming Remains Bright
  • 2015 Video Game Releases Supported by All Three Gaming Consoles (Xbox One, PlayStation 4 and Wii U)
  • Top 10 Games for 8th Generation Gaming Consoles - Xbox One, PlayStation 4 and Wii U

2. COMPETITION

  • Developments at Hardware & Content Level Boosts Opportunities for Video Games Software
  • Competition Intensifies in Home Console Market
    • Table 2: Worldwide Video Game Home Consoles Market by Leading Models (2015E & 2018P): Percentage Share Breakdown of Installed Base for Microsoft Xbox One, Microsoft Xbox 360, Nintendo Wii, Nintendo Wii U, Sony PlayStation 2, Sony PlayStation 3, and Sony PlayStation 4 (includes corresponding Graph/Chart)
    • Table 3: Worldwide 8th Generation Video Game Home Consoles Market by Leading Models (2015E): Percentage Breakdown of Lifetime Shipments through Q1 2015 for Microsoft Xbox One, Nintendo Wii-U, and Sony PlayStation 4 (includes corresponding Graph/Chart)
    • Table 4: Worldwide 8th Generation Video Game Consoles Market by Leading Brands (2014 & Q1 2015): Percentage Breakdown of Unit Shipments for Microsoft Xbox One, Nintendo Wii-U, and Sony PlayStation 4 (includes corresponding Graph/Chart)
    • Table 5: Worldwide Video Game Consoles Market by Leading Home and Handheld Console Models (2015E & 2018P): Percentage Share Breakdown of Dollar Sales for Microsoft Xbox 360, Microsoft Xbox One, Nintendo 3DS, Nintendo Wii U, Sony PlayStation 3, Sony PlayStation 4, Sony PS Vita and Others (includes corresponding Graph/Chart)
  • Manufacturers Deploy Various Marketing Tools to Upstage Rivals in Console War
  • Nintendo Leads Handheld Gaming Console Market
    • Table 6: Global Handheld Gaming Console Market by Leading Model (2014 & 2015E): Percentage Share Breakdown of Unit Shipments for Nintendo 3DS, Nintendo DS & DSi, Sony PlayStation Vita, and Sony PSP (includes corresponding Graph/Chart)
  • Nintendo 3DS Games Releases: 2015
  • Unity Leads Gaming Engine Market
    • Table 7: Worldwide Gaming Engine Market by Leading Players (2014): Market Share Breakdown for Unity Technologies and Others (includes corresponding Graph/Chart)
    • Table 8: Worldwide Leading Game Development Tools by User Base (2014): Percentage of Developers Using Adobe Air, Cocos2D, Customized Tools, In-house Coded, Unity, and Unreal Engine (includes corresponding Graph/Chart)

3. NOTEWORTHY TRENDS, GROWTH DRIVERS & CHALLENGES

  • 3D Devices Market Continues to Balloon
  • 3D Devices Manufacturers Turn Eyes to Adult Consumers
  • Stereoscopic 3D TVs Lose Sheen, Undermining User Interest in 3D Video Gaming
    • Table 9: Global 3D TVs Market by Geographic Region (2015E & 2018P): Percentage Share Breakdown of Annual Sales for Asia-Pacific, Canada, Europe, Japan, Latin America, US, and Rest of World (includes corresponding Graph/Chart)
  • Promising Technologies for New Generation of 3D TVs
  • 3D Gaming - Major Growth Catalyst and Benefactor of 3D TV
  • GPU Makers Shift Focus Away from 3D Gaming
  • Emergence of 3D Smartphones Pose a Strong Threat to Handheld Gaming Consoles
    • Table 10: Global Market for Smart phones (2011 & 2015E): Breakdown of Annual Sales Figures in Million Units by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World (includes corresponding Graph/Chart)
    • Table 11: Global Market for Media Tablets: Annual Sales Figures in Million Units for Years 2010, 2013 & 2018 (includes corresponding Graph/Chart)
    • Table 12: World Mobile Web Browsers Market (2011 & 2018): Percentage Breakdown of Number of Mobile Web Browser Users by Geographic Region/Country for Asia-Pacific, Canada, Europe, Japan, Latin America, US, and Rest of World (includes corresponding Graph/Chart)
    • Table 13: Percentage Breakdown of Time Spent by Users on Wireless Games by Location (includes corresponding Graph/Chart)
    • Table 14: Average Time Spent (In Minutes) on Mobile Apps On Smartphones & Tablets Worldwide Per User Per Day: Breakdown by Category (includes corresponding Graph/Chart)
    • Table 15: World Market for 3D-Capable Devices by Type (2014): Percentage Share Breakdown of Installed Base for 3D Desktop PCs & Notebooks, 3D Gaming Consoles, 3D Media players, 3D Portable Devices, and 3D TV Displays (includes corresponding Graph/Chart)
    • Table 16: Global Video Games Market by Type (2014): Percentage Breakdown of Sales Revenues for Disc-based Games, Mobile Games, and Online Games (includes corresponding Graph/Chart)
  • Online Video Games Market Goes Beyond PCs as Web Enabled Mobile Phones, Tablets & Consoles Enter the Fray
  • Virtual Reality Makes a Strong Comeback, Offering Promising Avenue for 3D Gaming
  • New Immersive Technology Alliance to Drive the Future of Gaming Industry
  • Impact of Health Concerns on 3D Video Games
  • Product Lifecycle of 8th Generation Consoles Draws to a Close
    • Table 17: Product Lifecycle of Video Game Consoles of 6th, 7th and 8th Generations (includes corresponding Graph/Chart)
  • Game Consoles Remain Pricey Even as PCs Get Cheaper
    • Table 18: Launch Prices of Major Game Consoles (1977-2013) (includes corresponding Graph/Chart)
  • Hardcore Gamers Sustain Demand for Gaming Consoles
  • New Generation of Home Console Games Sustains Audience Interest with Unique Attributes
  • Popularity of Video Games Transcends Traditional Boundaries of Age and Gender
  • MMOGs Steal the Thunder from Console Games
  • Rising Game Development Costs Jeopardizes Developers' Profitability
    • Table 19: Video Game Development Scenario: Average Expenditure, Team Size and No. of Days by Platform (includes corresponding Graph/Chart)
  • Software Piracy Takes the Wind Out of the Market's Sails
    • Table 20: Global Video Games Market (2014): Percentage Share Breakdown of Values Sales by Segment (includes corresponding Graph/Chart)

4. PRODUCT OVERVIEW

  • Overview of Stereoscopic 3D Technology
  • Active Shutter Technology
  • Polarized Passive 3D Technology
  • Autostereoscopic Technology
  • Stereoscopic 3D Capable Video Game Consoles
  • Evolution of 3D Video Game Consoles
  • Evolution of Home Game Consoles from First Generation to Eighth Generation: 1967-2015
  • A Glance at Key Specifications of 8th Generation Consoles
  • Pros and Cons of S3D Gaming

5. REGULATORY FRAMEWORK FOR VIDEO GAMES

  • Recreational Software Advisory Council (RSAC)
  • Entertainment Software Ratings Board (ESRB)
  • Pan European Games Information (PEGI)

6. PRODUCT INTRODUCTIONS

  • Sony Computer Entertainment to Unleash New Playstation®4
  • Microsoft Introduces 1TB Xbox One
  • Snail to Unveil OBox Gaming Console
  • Nintendo Introduces New 3DS and New 3DS XL
  • Sony to Launch Morpheus VR Headset in 2016
  • Oculus VR to Unveil Oculus Rift VR Headset in 2016
  • HTC Unveils First Virtual Reality Headset
  • SuperD Technology Introduces Glasses-Free 3D Gaming Machines
  • Nintendo Announces US Launch of Nintendo 3DS XL
  • Microsoft to Introduce HoloLens Virtual Reality Headset
  • Sony Computer Entertainment to Launch "Glacier White" Playstation®4(Ps4™)
  • Nintendo to Introduce Low-cost Gaming Console
  • Nintendo Releases 3DS and 3DS LL Handheld Consoles
  • Microsoft Unveils Xbox One in China
  • Sony to Release PlayStation 4 Console in China
  • Oculus VR Introduces Crescent Bay VR Headset Prototype
  • Microsoft to Unveil Xbox VR Headset
  • Snail Games USA Unveils W 3D Smartphone
  • Asus Launches GTX 750 and GTX 750 Ti 3D-gaming Graphics Cards
  • Sony Computer Entertainment Unveils PlayStation 4 Game Console
  • Microsoft Launches Xbox One
  • Avegant Introduces Avegant Glyph 3D VR Headset Prototype

7. RECENT INDUSTRY ACTIVITY

  • Crunching Koalas to Bring MouseCraft to Xbox One and Wii U
  • Facebook Acquires Oculus VR
  • Sony to Form Joint Ventures for PlayStation Consoles in China
  • YoYo Games and Sony Inks Collaboration Agreement
  • Sony Computer Entertainment Extends Partnership with Unity Technologies
  • NeuLion Inks Agreement with Microsoft
  • Nintendo to Merge Console and Handheld Development Divisions

8. FOCUS ON SELECT PLAYERS

  • Microsoft Corporation (US)
  • Nintendo Co. Ltd. (Japan)
  • Sony Computer Entertainment Inc. (Japan)

9. GLOBAL MARKET PERSPECTIVE

    • Table 21: World Recent Past, Current and Future Analysis for 3D Gaming Consoles by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), and Rest of World Markets Independently Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)
    • Table 22: World 6-Year Perspective for 3D Gaming Consoles by Geographic Region - Percentage Breakdown of Unit Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), and Rest of World Markets for Years 2015 and 2020 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Current & Future Analysis
    • Video Games Software: Market Basics
    • Table 23: US Video Games Sector (2013): Percentage Share Breakdown of Dollar Spending by Category (includes corresponding Graph/Chart)
    • Changing Demographics: A Primary Driver
    • Table 24: US Video Games Market by Gender (2014): Percentage Share of Male and Female Gamers (includes corresponding Graph/Chart)
    • Table 25: US Video Games Market by Age Group (2014): Percentage Share of Gamers Under 18 Years, 18-35 Years, and 36+ Years (includes corresponding Graph/Chart)
    • Table 26: US Video Games Market by Genres (2013): Percentage Share Breakdown of Volume Sales for Action, Adventure, Casual, Family Entertainment, Fighting, Racing, Role Playing, Shooter, Sports Games, and Others (includes corresponding Graph/Chart)
    • Software for Leading Console Manufacturers Take the Major Share in Console Gaming Software Market
    • Publishers Keen on Enhancing Product Portfolio
    • Distribution Dynamics
    • Table 27: US Video Games Market (2014): Percentage Share Breakdown of Sales by Physical and Digital Channels (includes corresponding Graph/Chart)
      • Traditional Stores
      • Retail Stores
      • Specialty Video Stores
      • Other
      • Digital Distribution Gathers Momentum
    • Factors Driving Revenue Growth
    • Hollywood and Video Games
      • Films Inspired by Games
      • Games Borrow from Films
    • Violent & Adult Theme Video Games: Cause for Concern
    • ESA: A Dedicated Platform for Interactive Game Publishers
    • Product Introductions
    • Strategic Corporate Developments
    • Microsoft Corporation - A Key US Console Manufacturer
  • B. Market Analytics
    • Table 28: US Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Market Overview
    • Video Game Development to Seek New Highs
    • Regulatory Mechanism
  • B. Market Analytics
    • Table 29: Canadian Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Current & Future Analysis
    • Overview
    • Unique Features of Japanese Gaming Industry
    • Expanding Demographics and New Markets to Revive Japanese Video Games Market
    • Big Players, Big Games
    • Japanese Cartoons 'Anime' Invade Video Games
    • Foreign Developers to Tap Japanese Market
    • Regulatory Mechanism
    • Table 30: Japanese 8th Generation Video Game Consoles Market by Leading Brands (2015): Percentage Breakdown of Lifetime Shipments through Q1 2015 for Microsoft Xbox One, Nintendo Wii U, and Sony PlayStation 4 (includes corresponding Graph/Chart)
    • Product Introductions
    • Strategic Corporate Developments
    • Key Japanese Console Manfuacturers
  • B. Market Analytics
    • Table 31: Japanese Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Current & Future Analysis
    • Overview of the European Video Games Industry
    • Overview of Video Game Market In Select Geographic Regions
      • France
    • Table 32: French Video Games Market by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Germany
    • Table 33: German Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Italy
    • Table 34: Italian Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • The United Kingdom
      • Overview
    • Table 35: UK Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Distribution Scenario
      • Console Software Leads the Way for UK Games and Leisure Market
      • Advergaming to Target Right Customers
      • Market Trends & Issues
      • Educational Games Hold Out
      • Fantasy Themes Offer Fantastic Prospects
      • Pop Stars, Music & Video Games Combo Could Spell Success
      • Piracy: The Biggest Spoilsport
      • Entertainment & Leisure Software Publishers Association: Collective Identity
      • Spain
      • Online Gaming is Hot in Spain
    • Table 36: Spanish Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Russia
    • Table 37: Russian Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Rest of Europe
    • Table 38: Rest of Europe Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
    • Product Introduction
    • Corporate Development
  • B. Market Analytics
    • Table 39: European Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Current & Future Analysis
    • An Overview of Video Games Market in Asia-Pacific
    • Swift Growth Ahead for Online Video Games Industry in Asia-Pacific
    • Asia-The Hotbed for Multiplayer Gaming
    • Overview of Video Games Market In Select Geographic Regions
      • Australia
    • Table 40: Australian Video Games Market (2014): Percentage Share Breakdown of Gamers by Age Group (As a Proportion of Population) (includes corresponding Graph/Chart)
    • Table 41: Australian Video Games Market (2014): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart)
    • Table 42: Australian Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • China
      • Industry Overview
      • Lifting of Ban to Prop Up Console Games Market
    • Table 43: Chinese Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Licensing - A Strategy Driving Video Games Market in China
      • Piracy - A Serious Concern to the Chinese Market
      • Multiplayer Online Games Change Gaming Market
      • Domestic Players Face Increased Competition
      • China's Transformation to Software Hub Helps Video Games Market
      • South Korea
    • Table 44: South Korean Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • India
      • Indian Video Game Industry to Witness Tremendous Growth
      • India - A Preferred Destination for Developing Games
      • New Zealand
      • New Zealand: A Developers' Paradise
      • Video Games Industry Set to Leap to Another Level
      • New Zealand Studios - Fast Making their Way into Global Stage
    • Table 45: New Zealand Video Games Market (2014): Percentage of Game Devices Used in Households (includes corresponding Graph/Chart)
    • Table 46: New Zealand Video Games Market (2014): Percentage Share Breakdown of Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 47: New Zealand Video Games Market (2014): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart)
      • Rest of Asia-Pacific
    • Table 48: Rest of Asia-Pacific Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
    • Product Introductions
    • Corporate Development
  • B. Market Analytics
    • Table 49: Asia-Pacific Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

6. REST OF WORLD

  • A. Market Analysis
    • Current & Future Analysis
    • Overview of Select Markets
      • Latin America
    • Table 50: Latin American Market for Video Games by Geographic Region (2014): Percentage Breakdown of Value Sales for Brazil, Mexico and Rest of Latin America Markets (includes corresponding Graph/Chart)
    • Table 51: Latin American Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Brazil
      • Brazilian Video Games Industry Witnesses Significant Growth
      • Opportunities & Threats
    • Table 52: Brazilian Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Mexico
      • Mexico - A Potential Market for Video Games
    • Table 53: Mexican Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
      • Middle East
    • Table 54: Middle East Market for Video Games by Segment (2014): Percentage Breakdown of Value Sales for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 55: Rest of World Recent Past, Current and Future Analysis for 3D Gaming Consoles Market Analyzed with Annual Sales in Thousand Units for the Years 2014 through 2020 (includes corresponding Graph/Chart)

IV. COMPETITIVE LANDSCAPE

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