市場調査レポート

ビデオゲームの世界市場

Video Games

発行 Global Industry Analysts, Inc. 商品コード 95478
出版日 ページ情報 英文 383 Pages
納期: 即日から翌営業日
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ビデオゲームの世界市場 Video Games
出版日: 2014年04月01日 ページ情報: 英文 383 Pages
概要

当レポートでは、世界のビデオゲーム市場について調査し、2013年〜2020年までの市場予測、地域別動向とともに、参入企業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、製品の定義

第2章 エグゼクティブサマリー

  • 業界概要
    • ビデオゲーム業界
    • 市場の基本情報
    • ビデオゲーム:無秩序に広がった業界が幅広い参入者への機会を創出
    • ビデオゲームソフトおよび加入市場
    • 現代のプレーヤーの人口統計的変化がビデオゲームの消費増加に寄与
    • ビデオゲームの教育的価値の高まりが市場を牽引
    • ビデオゲームソフトとオンライン加入
    • 現在および将来分析
    • 短期的、中期的に途上国が市場をリード
  • 特筆すべき動向、市場促進因子、課題
  • 製品概要
    • ビデオゲーム:概要
    • ビデオゲームソフト:定義
    • 過去および近年のソフト販売プラットフォーム
    • ビデオゲームソフト:プラットフォーム別分類
    • ビデオゲームソフト:ジャンル別分類
    • ビデオゲーム機の第8世代:概要
  • プロセス概要
    • 既存モデル
    • デザイン
    • 開発
    • 発売
    • 流通
    • 小売り
    • 新興モデル
  • 法規制の枠組み
  • 製品発売/開発
  • 近年の業界活動
  • 世界の参入企業
    • Activision Blizzard, Inc.
    • Atari, Inc.
    • 株式会社カプコン
    • Electronic Arts, Inc.
    • PopCap Games
    • iWin, Inc
    • コナミ株式会社
    • 株式会社コナミデジタルエンタテインメント
    • Konami Gaming Inc.
    • Microsoft Corporation
    • 株式会社バンダイナムコゲームス
    • Namco Bandai Games America Inc.
    • 任天堂株式会社
    • 株式会社セガ
    • Sony Computer Entertainment America Inc.
    • Square Enix Holdings Co. Ltd
    • Eidos Plc
    • Take 2 Interactive Software, Inc.
    • Tetris Holding, LLC
    • Ubi Soft Entertainment S.A
    • WMS Industries Incorporated
  • 世界市場見通し

第3章 市場

  • 米国
  • カナダ
  • 日本
  • 欧州
    • フランス
    • ドイツ
    • イタリア
    • 英国
    • スペイン
    • ロシア
    • その他
  • アジア太平洋地域
    • オーストラリア
    • 中国
    • 韓国
  • 中東
  • ラテンアメリカ
    • ブラジル
    • メキシコ

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目次
Product Code: MCP-1010

This report analyzes the worldwide markets for Video Games in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Online Games, and Wireless Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East, and Latin America. Annual estimates and forecasts are provided for the period 2013 through 2020. Also, a seven-year historic analysis is provided for these markets. 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 137 companies including many key and niche players such as -

Activision Blizzard, Inc.
Atari, Inc.
Capcom Co., Ltd.
Electronic Arts, Inc.
iWin, 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
    • Console Games
    • Handheld Games
    • PC Games (Excluding Online Games)
    • Online Games
    • Wireless Games

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Video Games Industry - An Introductory Prelude
  • Market Fundamentals
  • Video Games: A Sprawling Industry Presenting Opportunities to a Wide Range of Participants
  • Video Games Software & Subscriptions Market - A Review
    • Table 1: Global Video Games Market (2013): Percentage Share Breakdown of Values Sales by Segment (includes corresponding Graph/Chart)
  • Changing Demographics of Modern Players Sets Stage for Increased Consumption of Video Games
    • Traditional Users
    • Gray Gamers
    • Women: Succumbing to the Charms of Video Games
  • Rise in Perceived Educative Value Of Video Games Fosters Growth in the Market Over the Years
  • Video Games Software & Online Subscriptions - Quite Resilient to Periods of Economic Slowdown
  • Current & Future Analysis
  • Developing Markets to Lend Traction to the Market in the Short to Medium Term Period
    • Table 2: World Mobile Web Browsers Market by Geographic Region/Country - Percentage Breakdown of Number of Mobile Web Browser Users for Asia-Pacific, Canada, Europe, Japan, Latin America, US, and Rest of World Markets for Years 2011 and 2018 (includes corresponding Graph/Chart)
    • Table 3: Global Percentage Share Breakdown of Number of Mobile Handsets Sold by Region for the year 2013 (includes corresponding Graph/Chart)
    • Table 4: Global Percentage Share Breakdown of Number of Mobile Subscriptions by Region for the year 2013 (includes corresponding Graph/Chart)
    • Table 5: Global Percentage Share Breakdown of Number of Smartphones Sold by Region for the year 2013 (includes corresponding Graph/Chart)

2. NOTEWORTHY TRENDS, GROWTH DRIVERS & CHALLENGES

  • Hardcore Gamers - The 'Only' Saving Grace for Fast Fading Console Gaming Software Segment
  • A Look into the Key Trends in Home Consoles Software Market
    • New Generation of Home Console Games Sustains Audience Interest with Unique Attributes
    • New Home Consoles Software Benefit from Cross-Platform Trend
    • Smaller Consoles Helps Sustain Market Prospects for Console Software Vendors
  • PC Games Software Battles Hard to Survive Onslaught from Online & Mobile Gaming Versions
    • Table 6: World Market for Personal Computers (2012 & 2015P) - Breakdown of Annual Volume Shipments (in '000 Units) by Region (includes corresponding Graph/Chart)
    • Table 7: Global Market for Personal Computers (2012 & 2015P) - Percentage Share Breakdown of Annual Volume Shipments by Product Segment (includes corresponding Graph/Chart)
    • Table 8: Global Video Games Market (2013): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 11-14 Years (includes corresponding Graph/Chart)
  • Online Video Games Finds Success over the Years
    • Table 9: World Market for Video Games (2013): Percentage Breakdown of Dollar Sales by Online and Retail Distribution (includes corresponding Graph/Chart)
  • MMOGs Steal the Thunder from Console Games
  • Growth in Home Broadband Connectivity Increases PC Based Online Gaming Subscriptions
  • Online Video Games Market Goes Beyond PCs as Web Enabled Mobile Phones, Tablets & Consoles Enter the Fray
  • Mobile Web Browsers Emerges as Gateway to "On-the-Go" Entertainment
    • Mobile Online/Browser Based Games: Current Scenario
    • Console Gaming Players Eye Browser Based Games for Expansion
  • Wireless Gaming Software - A Booming Segment
    • Table 10: Global Mobile Gaming Market (2009 & 2013): Breakdown of Number of Mobile Gamers (in Million) by Region (includes corresponding Graph/Chart)
  • Robust Growth in Mobile Phone Users Sets Stage for Evolution of Mobile Games
    • Table 11: World Market for Mobile Handsets: Breakdown of Volume Sales in Million Units for Years 2011, 2013 & 2015 (includes corresponding Graph/Chart)
    • Smartphones - Shot in the Arm for Mobile Games
    • Smartphones Sales Continues to Grow Across the Globe - A Key Opportunity Indicator for Mobile Games
    • Table 12: Global Market for Smartphones (2011, 2013, 2015 & 2018): Breakdown of Volume Sales in Million Units by Geographic Region (includes corresponding Graph/Chart)
    • Table 13: World Smartphone Penetration for Select Countries (as a Percentage of Mobile Phone Users): 2013 (includes corresponding Graph/Chart)
    • Table 14: Global Video Games Market (2013): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 2-6 Years (includes corresponding Graph/Chart)
    • Table 15: Global Video Games Market (2013): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 7-10 Years (includes corresponding Graph/Chart)
  • Consumer Mobile Usage Habits Foster Growth in Mobile Gaming Market
    • Entertainment Applications Lead Smartphone Content: Indication of Potential in Store for Mobile Gaming
    • Opportunity Indicators
    • Table 16: Global Mobile Internet Market (2012): Percentage Share Breakdown of Revenues for Advertisement/Search, Enterprise Services, Entertainment, MMS/SMS and Other Data Access (includes corresponding Graph/Chart)
    • Table 17: Percentage Breakdown of Time Spent by Users on Wireless Games by Location (includes corresponding Graph/Chart)
    • Table 18: Global Mobile Apps Market (2012): Percentage Share Breakdown of Revenues by Category (includes corresponding Graph/Chart)
    • Table 19: Average Time Spent (In Minutes) On Mobile Apps On Smartphones & Tablets Worldwide Per User Per Day: Breakdown by Category (includes corresponding Graph/Chart)
    • Table 20: Korean Gaming Market (Jan 2011 & Jan 2012): Breakdown of Playing Hours (in Millions) by Gaming Category (includes corresponding Graph/Chart)
  • Growing Adoption of Tablet PCs Increases Market Prospects for Wireless Video Games Software
    • Table 21: Global Market for Media Tablets: Annual Sales Figures (in Million Units) for years 2010, 2013 & 2018 (includes corresponding Graph/Chart)
  • Downloadable Mobile Video Games Pips Traditional Message Based Games to Become the Most Popular Wireless Gaming Category
    • Table 22: Top Reasons for Gaming Downloads Measured as a Percentage of User Responses to Given Reasons (includes corresponding Graph/Chart)
    • App Stores Revolutionize Mobile Gaming Distribution - Lends Traction to the Downloadable Wireless Games
  • Mobile Social Networking Adds Fillip to the Wireless Gaming Market
    • Opportunity Indicators
    • Table 23: Global Online Social Gaming Market (2010 & 2015P) Breakdown of Number of Players (in Millions) by Country (includes corresponding Graph/Chart)
    • Table 24: Penetration of Social Games on Facebook (2013): Percentage Share Breakdown by Geographic Market (includes corresponding Graph/Chart)
    • Table 25: Major Social Networking Sites Worldwide (2011): Breakdown of Number of Registered Users in Millions (includes corresponding Graph/Chart)
  • Expanding Consumer Base for Wireless Games
    • Table 26: Worldwide Wireless Gaming Market (2012): Percentage Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49, and Above 50 (includes corresponding Graph/Chart)
    • Table 27: Worldwide Wireless Games Market (2012): Percentage Breakdown of Mobile Gamers by Gender - Male and Female (includes corresponding Graph/Chart)
  • Mobile Internet - The Backbone of Mobile Gaming
    • Table 28: Worldwide Mobile Internet Traffic (2008-2010) (In terabyte (TB)/month) (includes corresponding Graph/Chart)
    • Table 29: Worldwide Mobile Data Traffic by Application (2013, 2015 & 2018) - Percentage Share Breakdown of Monthly Data Traffic Volume for Data, File Sharing, M2M, and Video (includes corresponding Graph/Chart)
    • Table 30: Worldwide Mobile Data Traffic by Device Type (2013, 2015 & 2018) - Percentage Share Breakdown of Monthly Data Traffic Volume for Laptops, Non-Smartphones, Smartphones, Tablets, and Others (includes corresponding Graph/Chart)
  • Cloud Technology: Optimally Positioned to Provide Online & Wireless Gaming Experience
  • Cloud Gaming: An Emerging Platform for Games Distribution
  • Key Benefits of Cloud Technology that are Expected to Boost Internet Gaming Platforms
    • Economic Benefits
    • Extreme Scalability
    • Ubiquity
    • Data Management Concerns Outsourced
    • Cloud Insurance Shields from Losses
    • Remote Access: The Real Flavor of Cloud Gaming
  • Mobile Cloud-Gaming - The New Paradigm
  • Softening Prices Increases Number of Gamers - Bodes Well for the Market
  • Developments at Hardware & Content Level Boosts Opportunities for Video Games Software
  • Physical and Digital Crossover Adds New Dimension to Video Gaming
  • Video Games with Motion Control Keeps Players Glued
  • 3D Gaming Titles Soar in Demand
    • Table 31: World Market for Stereoscopic 3D Screens (2018P): Percentage Share Breakdown of Volume Shipments by End-Use Application (includes corresponding Graph/Chart)
  • Biotic Video Games to Make Games More Lifelike
  • Developers Prefer RPG-like, Built-in Features
  • Advancements in HTML5 - A Major Boost for Mobile Games
  • NFC Technology Increases Adoption of Wireless Multi-Player Games
  • Ability to Accept User Driven Changes Increases User Involvement
  • Convergence & Improved Network Capability: Crucibles for Success
  • Blurring Boarders Extend Huge Opportunity for Developers
  • Micro Gaming Studios & Independent Developers Finally See Their Efforts Get Rewarded
  • A Peek into Challenges in Store
  • Rising Game Development Costs Jeopardizes Developers' Profitability
    • Table 32: Video Game Development Scenario: Average Expenditure, Team Size and No. of Days by Platform (includes corresponding Graph/Chart)
    • Table 33: Global Video Game Market (2012): Percentage Share Breakdown of Project Budgets by Platform (includes corresponding Graph/Chart)
    • Table 34: Global Video Games Market (2013): Anatomy of US$100 Video Game (includes corresponding Graph/Chart)
  • Aggressive Marketing Strategies Make Gamers Uncomfortable
  • Reselling Hurts New Title Purchases
  • Software Piracy Takes the Wind Out of the Market's Sails
  • Negative Publicity Over Violent Video Games Blemishes Business Opportunities
  • Lack of Skilled Workforce Hurting New Product Development Initiatives
  • Challenges to Reckon With for Online Games
  • Free-to-Play Games - A Major Threat for Paid Online & Wireless Gaming Titles
  • Competition
  • Consolidation Blows in the Wind
    • A Look into the M&A Activity Recorded in 2013
  • Comparatively Low Entry Barriers Invite Scores of New Companies in Mobile Gaming Market
    • Even Non-Gaming Enterprises Join the Fray
    • Table 35: Global Mobile Games Market (2013): Percentage Share Breakdown of Revenue by leading Players (includes corresponding Graph/Chart)
  • Outsourcing: An Antidote to the Predicament
    • Leading Game Development Studios
    • Top Video Game Titles for All the Platforms in 2013
    • Top Video Game Titles for iPhone in 2013
    • Top Video Game Titles for PC in 2013
    • Top Video Game Titles for PS3 in 2013
    • Top Video Game Titles for Wii U in 2013
    • Top Video Game Titles for Xbox One in 2013
    • Top Video Game Titles for Xbox 360 in 2013
    • Top Video Game Titles for Facebook in 2013

3. PRODUCT OVERVIEW

  • Video Games: A Primer
  • Video Games Software: A Definition
  • A Look into the Past & Recent Software Distribution Platforms
  • Online Downloads
  • DVDs
  • CDs
  • CD-ROMs
  • Cartridges
  • Video Games Software: Classification By Gaming Platform
  • Console Games Software
  • Handheld Games Software
  • PC Games Software (Excluding Online Games)
  • Online Games
    • MMORPG (Massively Multiplayer Online Role Playing Game)
    • Perpetual State Worlds (PSW)
  • Wireless Games Software
  • Video Games Software: Classification By Game Genres
  • Adventure/Role-Playing
  • Action
    • Fighting/Combat Game
    • First-Person Shooter Games
  • Sports
  • Simulations
  • Strategy Games
  • Miscellaneous/Other
    • Rhythm/Action
    • Platformer
    • Puzzle
    • Racing/Flying
  • The Eighth Generation of Video Game Consoles - An Overview
  • A Glance at Key Specifications
  • Wii U
  • PlayStation 4
  • Xbox One
    • Other Home Video Game Consoles Released in the Recent Past
    • Upcoming Home Video Game Consoles

4. PROCESS OVERVIEW

  • Existing Model
  • Design
  • Development
    • In-house Developers
    • Third Party Developers
    • Independent Developers
  • Publishing
  • Distribution
  • Retail
    • Existing Value Chain Model
  • Emerging Models
    • A Typical Model of Emerging Value Chain

5. REGULATORY FRAMEWORK

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

6. PRODUCT LAUNCHES/DEVELOPMENTS

  • Activision and Hasbro Unveils TRANSFORMERS™: RISE OF THE DARK SPARK a™ Video Game
  • PopCap Games Unveils Peggle™ 2 for Xbox 360
  • Konami Digital Entertainment Announces Worldwide Release of METAL GEAR SOLID V: GROUND ZEROES
  • 505 Games and Overkill Launch PAYDAY 2
  • Microsoft Introduces Xbox One
  • Sony Computer Entertainment Unveils PlayStation®4 for Gamers
  • Nintendo to Unveil the New PAX Prime Series of Videogames
  • Plexus Games Launches RunicSorcerer for iPad
  • Trion Launches Defiance™ Globally
  • Genesis Gaming Introduces Arabian Caravan
  • The LEGO Group, TT Games and Warner Bros. Interactive Entertainment Launch LEGO® The Hobbit
  • DC Entertainment and Warner Bros. Interactive Entertainment Launch Batman: Arkham Origins
  • Valve Launches SteamOS PC Gaming Platform
  • SplitmediaLabs Releases XSplit Broadcaster 1.2
  • Smart Media Launches Online Game Bubble King
  • LP and Kuuluu Collaborate to Launch LP Recharge
  • Valve Launches Steam Family Sharing
  • Rescue Service and Vaughan Fire Introduce Novel 3D Animation Video Game
  • Trion Worlds Unveils Defiance™
  • Pokemon to Launch Pokemon Y and Pokemon X
  • 505 Games and Overkill Roll Out Payday 2
  • 2K Sports Announces the Launch of NBA® 2K13
  • Ubisoft and IGN Collaborate to Introduce ShootMania Storm
  • Nintendo Unveils Xenoblade Chronicles for Wii
  • Majesco Rolls Out Hello Kitty® for Nintendo 3DS™
  • Disney Interactive Media Group to Launch "Brave: The Video Game"
  • Intergi Introduces Game Distribution and In-game Video AD Solution
  • Ankama Launches FLY'N
  • PopCap Games to Unveil Zuma's Revenge for Xbox 360®
  • Kickstarter.com Launches Orbital Blaster
  • THQ and Machinima Launch Nexuiz PC
  • THQ Unveils WWE® WrestleFest™

7. RECENT INDUSTRY ACTIVITY

  • Tetris® and Ubisoft® to Offer Tetris Franchise on Sony PlayStation®4
  • Sega to Split Index Corporation into Index and Atlus
  • Facebook to Takeover Oculus
  • iWin Acquires Certain Assets of Oberon Media
  • Vivendi Divests Majority Stake in Activision Blizzard
  • Electronic Arts Signs Licensing Agreement with The Walt Disney Company
  • Wargaming.net Acquires GPG
  • Koch Media/Deep Silver Takes Over Metro, Saints Row and Volition
  • Hasbro Enters into a Licensing Agreement with Electronic Arts
  • RealNetworks Acquires Slingo
  • Scarab Entertainment and Razor USA form Partnership
  • Xseed Takes Over Atlus Online
  • AMD Enters into New Game Developer Partnerships for Mantle
  • SCEI Unveils PS Store for PSM
  • Sega Sammy Holdings Takes Over Index
  • NAMCO BANDAI Games and Little Orbit® Expand Distribution Agreement
  • Stardock Takes Over Atari's Star Control PC Game
  • CiiNOW Partners with Metaboli
  • Bigben Interactive Acquires FIA WRC License
  • CiiNOW and GAME Ink Partnership Agreement
  • SHFL entertainment Takes Over ProTec Games
  • Microsoft Enters into Joint Venture with BesTV New Media
  • Baidu Takes Over PPS
  • Sony Commences Manufacture of PlayStation 3 in Brazil
  • Genesis Gaming Enters into Partnership with Relax Gaming
  • Twitch Partners with Red 5 for Live Broadcasting
  • TransGaming Takes Over Interactive TV & Connected TV Business of Oberon Media
  • Warner Bros. Interactive Entertainment Inks Distribution Agreement with Cyanide
  • GungHo Commences Operations
  • Signature Devices and Graffiti Entertainment to Merge
  • The Walt Disney Company to Acquire Lucasfilm
  • NASA Joins Hands with Microsoft to Unveil Mars Rover Curiosity Game Landing
  • Sony Acquires Gaikai to Enter Cloud Gaming
  • EA Forms Multi-Product and Multi-Year Partnership Agreement with Zuffa
  • Zuffa and THQ Enter into an Agreement
  • Bigpoint and Fox Consumer Products Jointly Launch Ice Age Online
  • THQ Sells ValuSoft Games to Cosmi
  • 343 Industries Develops Halo 4
  • GameFly and 2K Games Extend Their Partnership
  • Play N Trade Merges with Dimensions Games
  • Nexon Takes Over Gloops
  • ENTERTAINMENT LICENSING ASSOCIATES Forms Joint Venture with Kaliya
  • Salans Advises Flaregames to Form a Joint Venture Keen Flare with Keen Games
  • Creative Assembly and SEGA Ink Multi-Title Licensing Agreement with Games Workshop
  • GMG Merges with Playfire
  • WMS Industries Takes Over Jadestone Group
  • SingTel Acquires Minority Stake in The Mobile Gamer
  • THQ and Clearlake Capital Group's Affiliates Enter into Asset Purchase Agreement
  • Reverb Publishing Inks a Site Licensing Agreement to with Epic
  • Netflix to Acquire OnLive
  • DDM Signs a Partnership with Seahorn Capital

8. FOCUS ON SELECT PLAYERS

  • Activision Blizzard, Inc. (US)
  • Atari, Inc. (US)
  • Capcom Co., Ltd. (Japan)
  • Electronic Arts, Inc. (US)
  • PopCap Games (US)
  • iWin, Inc (US)
  • Konami Corporation (Japan)
  • Konami Digital Entertainment Co. Ltd. (Japan)
  • Konami Gaming Inc. (US)
  • Microsoft Corporation (US)
  • Namco Bandai Holdings, Inc. (Japan)
  • Namco Bandai Games America Inc. (US)
  • Nintendo Co. Ltd. (Japan)
  • Sega Corporation (Japan)
  • Sony Computer Entertainment America Inc. (US)
  • Square Enix Holdings Co. Ltd (US)
  • Eidos Plc (UK)
  • Take 2 Interactive Software, Inc. (US)
  • Tetris Holding, LLC (US)
  • Ubi Soft Entertainment S.A (France)
  • WMS Industries Incorporated (US)

9. GLOBAL MARKET PERSPECTIVE

    • Table 36: World Recent Past, Current and Future Analysis for Video Games by Geographic Region/ Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 37: World Historic Review for Video Games by Geographic Region/ Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 38: World 15-Year Perspective for Video Games by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 39: World Recent Past, Current and Future Analysis for Console Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 40: World Historic Review for Console Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 41: World 15-Year Perspective for Console Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 42: World Recent Past, Current and Future Analysis for Handheld Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 43: World Historic Review for Handheld Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 44: World 15-Year Perspective for Handheld Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 45: World Recent Past, Current and Future Analysis for PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 46: World Historic Review for PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 47: World 15-Year Perspective for PC Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 48: World Recent Past, Current and Future Analysis for PC Video Games Software by Product Type - Digital and Boxed Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 49: World Historic Review for PC Video Games Software by Product Type - Digital and Boxed Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 50: World 15-Year Perspective for PC Video Games Software by Product Type - Percentage Breakdown of Dollar Sales for Digital and Boxed Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 51: World Recent Past, Current and Future Analysis for Digital PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 52: World Historic Review for Digital PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 53: World 15-Year Perspective for Digital PC Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 54: World Recent Past, Current and Future Analysis for Boxed PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 55: World Historic Review for Boxed PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 56: World 15-Year Perspective for Boxed PC Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 57: World Recent Past, Current and Future Analysis for Online Video Games by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 58: World Historic Review for Online Video Games by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 59: World 15-Year Perspective for Online Video Games by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)
    • Table 60: World Recent Past, Current and Future Analysis for Wireless Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 61: World Historic Review for Wireless Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for the Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 62: World 15-Year Perspective for Wireless Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Latin American Markets for the Years 2006, 2014, and 2020 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Current & Future Analysis
    • Video Games Software: Market Basics
    • Changing Demographics: A Primer Driver
      • A Snapshot
    • Key Statistical Data
    • Table 63: US Video Games Market (2013): Percentage Share of Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 64: US Video Games Market (2013): Percentage Share of Gamers by Gender (includes corresponding Graph/Chart)
    • Table 65: US Video Games Market (2013): Percentage Share of Most Often Played Online Games by Category (includes corresponding Graph/Chart)
    • Table 66: US Video Games Market (2013): Percentage Share of Most Often Played Mobile Games by Category (includes corresponding Graph/Chart)
    • Table 67: US Video Games Market (2013): Percentage of Video Gamers Playing Games with Others by Gamer Group (includes corresponding Graph/Chart)
    • Table 68: US Video Games Market (2013): Percentage Share Breakdown of Volume Sales by Super Genres (includes corresponding Graph/Chart)
    • Table 69: US Computer Games Market (2013): Percentage Share Breakdown of Volume Sales by Super Genres (includes corresponding Graph/Chart)
    • Table 70: US Video Games Sector (2013): Percentage Share Breakdown of Dollar Spending by Category (includes corresponding Graph/Chart)
    • Table 71: US Video Games Market (2013): Percentage Share Breakdown of Sales by Physical and Digital Channels (includes corresponding Graph/Chart)
    • Rise in Broadband Access, Bandwidth and Social Networking Sites Drive Online Gaming
    • Wireless Gaming - 'All Set' to Grow
    • Social Games Boosts Market Prospects for Wireless and Online Games Software
    • Competition Heats Up, Reduces Profit Margins for Online & Wireless Game Developers
    • Software for Leading Console Manufacturers Take the Major Share in Console Gaming Software Market
    • Publishers Keen on Enhancing Product Portfolio
    • Distribution Dynamics
      • Traditional Stores
      • Retail Stores
      • Specialty Video Stores
      • Other
      • Digital Distribution Gathers Momentum
    • Other 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/Enhancements
    • Strategic Corporate Developments
    • Key Players
      • Activision Blizzard, Inc.
      • Atari, Inc.
      • Electronic Arts, Inc.
      • PopCap Games
      • iWin, Inc
      • Konami Gaming Inc.
      • Microsoft Corporation
      • Namco Bandai Games America Inc.
      • Rockstar Games, Inc.
      • Sony Computer Entertainment America Inc.
      • Square Enix Holdings Co. Ltd
      • Take 2 Interactive Software, Inc.
      • Tetris Holding, LLC
      • WMS Industries Incorporated
  • B. Market Analytics
    • Table 72: US Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 73: US Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 74: US 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Market Overview
    • Video Game Development to Seek New Highs
    • Companies Line Up with New Investments
    • Mobile/Casual Gaming Set to Raise the Bar
    • Regulatory Mechanism
    • Product Launches
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 75: Canadian Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 76: Canadian Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 77: Canadian 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 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
      • Japanese Home Video Gaming Sector
    • Big Players, Big Games
    • Japanese Cartoons 'Anime' Invade Video Games
    • Foreign Developers to Tap Japanese Market
    • Regulatory Mechanism
    • Product Launch
    • Strategic Corporate Developments
    • Key Players
      • Capcom Co., Ltd
      • Konami Corporation
      • Konami Digital Entertainment Co. Ltd.
      • Namco Bandai Holdings, Inc.
      • Nintendo Co. Ltd.
      • Sega Corporation
  • B. Market Analytics
    • Table 78: Japanese Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 79: Japanese Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 80: Japanese 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Current & Future Analysis
    • Overview of the European Video Games Industry
    • Demographics of the European Gaming Industry
  • B. Market Analytics
    • Table 81: European Recent Past, Current & Future Analysis for Video Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 82: European Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 83: European Historic Review for Video Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 84: European Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 85: European 15-Year Perspective for Video Games by Geographic Region - Percentage Breakdown of Annual Value for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)
    • Table 86: European 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Current & Future Analysis
    • Video Games Market in France to Witness Growth
    • Strategic Corporate Development
    • Ubi Soft Entertainment S.A - The French Video Games Behemoth
  • B. Market Analytics
    • Table 87: French Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 88: French Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 89: French 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Current & Future Analysis
    • Market Overview
    • Strategic Corporate Developments
  • B. Market Analytics
    • Table 90: German Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 91: German Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 92: German 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4c. ITALY

  • Market Analysis
    • Table 93: Italian Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 94: Italian Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 95: Italian 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4d. THE UNITED KINGDOM

  • A. Market Analysis
    • Current & Future Analysis
    • Overview
    • 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
    • Strategic Corporate Developments
    • Eidos Plc - A Key Player in the Uk Market
  • B. Market Analytics
    • Table 96: UK Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 97: UK Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 98: UK 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4e. SPAIN

  • A. Market Analysis
    • Current & Future Analysis
    • Online Gaming is Hot in Spain
  • B. Market Analytics
    • Table 99: Spanish Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 100: Spanish Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 101: Spanish 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4f. RUSSIA

  • Market Analysis
    • Table 102: Russian Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 103: Russian Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 104: Russian 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

4g. REST OF EUROPE

  • A. Market Analysis
    • Current & Future Analysis
    • Product Launch
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 105: Rest of Europe Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 106: Rest of Europe Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 107: Rest of Europe 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 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
  • B. Market Analytics
    • Table 108: Asia-Pacific Recent Past, Current & Future Analysis for Video Games by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 109: Asia-Pacific Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 110: Asia-Pacific Historic Review for Video Games by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 111: Asia-Pacific Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 112: Asia-Pacific 15-Year Perspective for Video Games by Geographic Region - Percentage Breakdown of Annual Value for Australia, China, South Korea and Rest of Asia-Pacific Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)
    • Table 113: Asia-Pacific 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

5a. AUSTRALIA

  • A. Market Analysis
    • Market Overview
    • Table 114: Australian Video Games Market (2013): Percentage Share Breakdown of Gamers by Age Group (As a Proportion of Population) (includes corresponding Graph/Chart)
    • Table 115: Australian Video Games Market (2013): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 116: Australian Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 117: Australian Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 118: Australian 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

5b. CHINA

  • A. Market Analysis
    • Current & Future Analysis
    • Industry Overview
    • Lifting of Console Ban to Prop Up Console Games
    • Online Games Industry Registers Buoyant Growth in China
    • Licensing - A Strategy Driving Video Games Market in China
    • Online Games Transforms Industry's Revenue Streams
    • China - A Major Emerging Hub and Exporter of Online Games
    • Government Support for Online Games
    • Mobile Games Make a Mark in China
    • Piracy - A Serious Concern to the Chinese Market
    • Multiplayer Online Games Change Gaming Market
    • ARPU Witnesses Steady Rise in the Online Gaming Market
    • Table 119: Chinese Online Gaming Market (2010-2013): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart)
    • Table 120: Paying Online Gamers in China: Percentage Market Penetration for Years 2011 and 2013
    • Domestic Players Face Increased Competition
    • China's Transformation to Software Hub Helps Video Games Market
    • Internet Cafes Propel Gaming Market
    • Strategic Corporate Developments
  • B. Market Analytics
    • Table 121: Chinese Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 122: Chinese Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 123: Chinese 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

5c. SOUTH KOREA

  • A. Market Analysis
    • Current & Future Analysis
    • South Korean Market - An Insight
    • Casual, Mobile and PC Games Drive South Korean Video Game Industry
  • B. Market Analytics
    • Table 124: South Korea Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 125: South Korean Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 126: South Korean 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

5d. REST OF ASIA-PACIFIC

  • A. Market Analysis
    • Current & Future Analysis
    • A Peek into Select Regional Markets
      • India
      • Indian Video Game Industry to Witness Tremendous Growth
      • Mobile and PC Games Share Top Honors in Indian Gaming Market
      • Opportunities and Threats for Indian Gaming
      • India - A Preferred Destination for Developing Games
      • Demographic Trends
      • Online Games Market Exhibit Robust Growth
      • 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 127: New Zealand Video Games Market (2013): Percentage of Game Devices Used in Households (includes corresponding Graph/Chart)
    • Table 128: New Zealand Video Games Market (2013): Percentage Share Breakdown of Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 129: New Zealand Video Games Market (2013): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart)
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 130: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 131: Rest of Asia-Pacific Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 132: Rest of Asia-Pacific 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

6. MIDDLE EAST

  • Market Analysis
    • Table 133: Middle East Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 134: Middle East Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 135: Middle East 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

7. LATIN AMERICA

  • Market Analysis
    • Table 136: Latin American Recent Past, Current & Future Analysis for Video Games by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 137: Latin America Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 138: Latin American Historic Review for Video Games by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 139: Latin American Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 140: Latin American 15-Year Perspective for Video Games by Geographic Region - Percentage Breakdown of Annual Value for Brazil, Mexico and Rest of Latin America Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)
    • Table 141: Latin American 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

7a. BRAZIL

  • A. Market Analysis
    • Current & Future Analysis
    • Brazilian Video Games Industry Witnesses Significant Growth
    • Opportunities & Threats
    • UbiSoft Leads the Pack
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 142: Brazilian Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 143: Brazilian Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 144: Brazilian 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

7b. MEXICO

  • A. Market Analysis
    • Current & Future Analysis
    • Mexico: A Potential Market for Electronic Games
    • Changing Cultural Trends Augurs Well for Mexican Video Games Industry
  • B. Market Analytics
    • Table 145: Mexican Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 146: Mexican Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 147: Mexican 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

7c. REST OF LATIN AMERICA

  • A. Market Analysis
    • Current & Future Analysis
    • Argentinean Video Game Sector - A Brief Overview
    • Table 148: Leading Players in the Argentina Video Games Software Market (2013): Percentage Share Breakdown of Value Sales (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 149: Rest of Latin America Recent Past, Current & Future Analysis for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)
    • Table 150: Rest of Latin America Historic Review for Video Games by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2006 through 2012 (includes corresponding Graph/Chart)
    • Table 151: Rest of Latin America 15-Year Perspective for Video Games by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Online Games Subscriptions, and Wireless Games Software Markets for Years 2006, 2014 & 2020 (includes corresponding Graph/Chart)

IV. COMPETITIVE LANDSCAPE

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