Reportlinker Adds the Video Gaming Market Outlook: Evolving Business Models, Key Players, New Challenges and the Future Outlook

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Mon Sep 21, 2009 9:11am EDT

NEW YORK--(Business Wire)--
Reportlinker.com announces that a new market research report is available in its
catalogue. 

Reportlinker Adds The Video Gaming Market Outlook: Evolving business models, key
players, new challenges and the future outlook.

http://www.reportlinker.com/p0148155/Reportlinker-Adds-The-Video-Gaming-Market-Outlook-Evolving-business-models-key-players-new-challenges-and-the-future-outlook.html

Executive Summary

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 

The Video Gaming Market Outlook 

Executive summary 12 

Market development 12 

Console gaming - slowing growth 13 

Online gaming - driving the growth of video gaming 14 

Mobile gaming - rising rapidly 15 

PC gaming - declining market 16 

Changing demographic profile - the rise of casual gaming 17 

Evolving business models - rise of in-game advertising, 

microtransactions and digital distribution 18 

Changing value chain - impact of industry consolidation and changing 

distribution models 19 

Key and emerging video gaming markets 20 

Chapter 1 Introduction 24 

What is this report about? 24 

Methodology and definitions 25 

Chapter 2 Market development 28 

Summary 28 

Overview 29 

Introduction 29 

Market size and growth 29 

Key global video games publishers 32 

Emerging sectors in video gaming 33 

Multimedia consoles 33 

Thought controlled games 33 

User-generated content 33 

Social gaming 34 

Advergaming 35 

Serious gaming 35 

Challenges for the video games industry 37 

Piracy 37 

Piracy - some statistics compiled by Interactive Software Federation 

of Europe (ISFE) 37 

Intellectual Property Rights 38 

Chapter 3 Console gaming - slowing growth 40 

Summary 40 

Console software market 41 

Market size and growth 41 

Console software publishers 41 

Console hardware market 43 

Market size and growth 43 

Console hardware manufacturers 45 

Online console market 48 

OnLive - a potential threat to console gaming 50 

Chapter 4 Online gaming - driving the growth of video gaming 52 

Summary 52 

Market size and growth 53 

Drivers of online gaming 54 

MMOGs (Massively multiplayer online games) - Dominating the online 

games market 55 

Drivers of MMOGs 56 

Gaming as a social medium 56 

Increasing broadband users 56 

MMOG competitive landscape 57 

Chapter 5 Mobile gaming - rising rapidly 60 

Market Size and growth 60 

Drivers of mobile gaming 61 

Increasing mobile and 3G penetration 61 

Increasing smartphone sales 63 

Apple iPhone - revolutionizing the mobile gaming market 64 

Key mobile gaming publishers 65 

Chapter 6 PC Gaming - declining market 68 

Summary 68 

Market size and growth 68 

Reasons for the decline of PC gaming 69 

Lack of new game titles and sophisticated games 69 

Cannibalization by console games 70 

Advent of online and wireless gaming 70 

Chapter 7 Changing demographic profile - the rise of casual gaming 72 

Summary 72 

Overview 73 

Increasing casual gaming market 73 

Profile of casual gamers 74 

Increasing average game player age 75 

Increasing participation from women 77 

Video games in the family and as social medium 77 

Chapter 8 Evolving business models - the rise of in-game advertising,
microtransactions and digital distribution 82 

Summary 82 

Overview 83 

In-game advertising 83 

Online/ digital distribution 85 

Microtransactions 86 

Chapter 9 Changing value chain - impact of industry consolidation and changing
distribution models 90 

Summary 90 

Overview 90 

The traditional video gaming value chain 91 

Key components of traditional value chain 92 

Developer 92 

Publisher 92 

Distributor 92 

Retailer 92 

The new video gaming value chain 93 

Consolidation of developers and publishers 93 

Digital distribution 94 

Rise of mobile and online gaming 95 

Chapter 10 Key and emerging video gaming markets 98 

Summary 98 

The key video gaming markets 99 

The US 99 

Market size and growth 99 

Internet and broadband penetration 100 

Mobile penetration 101 

Key video games publishers 102 

Canada 103 

Market size and growth 103 

Internet and broadband penetration 104 

Mobile penetration 105 

Key video games publishers 106 

China 106 

Market size and growth 106 

Internet and broadband penetration 109 

Mobile penetration 109 

Key video games publishers 110 

South Korea 111 

Market size and growth 111 

Internet and broadband penetration 112 

Mobile penetration 113 

Key video games publishers 114 

Japan 115 

Market size and growth 115 

Internet and broadband penetration 116 

Mobile penetration 117 

Key video games publishers 117 

Western Europe 118 

Market size and growth 118 

Key video games publishers 119 

Key video gaming markets in Western Europe 120 

Emerging video gaming markets 126 

India 126 

Market size and growth 126 

Internet and broadband penetration 127 

Mobile penetration 128 

Key video games publishers 129 

Brazil 129 

Market size and growth 129 

Internet and broadband penetration 130 

Mobile penetration 131 

Key video games publishers 132 

Russia 132 

Market size and growth 132 

Internet and broadband penetration 133 

Mobile penetration 133 

Key video games publishers 134 

South East Asia 134 

Market size and growth 134 

Internet, broadband and mobile penetration 135 

Index 137 

List of Figures 

Figure 2.1: Global video gaming market size ($bn), 2003-2013 29 

Figure 2.2: Global video gaming market by format (%), 2008-2013 30 

Figure 2.3: Global video gaming market size by geographic region (%), 2008-2013
31 

Figure 2.4: Examples of advergaming 35 

Figure 2.5: EVE Online screenshot 36 

Figure 3.6: Global console gaming market size ($bn), 2003-2013 41 

Figure 3.7: Global console shipments (m), 2006-2013 44 

Figure 3.8: Global console shipments (m), H1 2008 - H1 2009 45 

Figure 3.9: Positioning of key consoles 46 

Figure 3.10: Comparison between key video game consoles 47 

Figure 3.11: Global online console market size ($bn), 2008-2013 48 

Figure 3.12: Global online console market size break-up ($bn), 2008-2013 49 

Figure 4.13: Global online gaming market size ($bn), 2008-2013 53 

Figure 4.14: Worldwide internet users and penetration, 2004-2008 54 

Figure 4.15: Worldwide MMOG subscribers (m), 2004-2008 55 

Figure 4.16: Global MMOG market size ($bn), 2008-2013 56 

Figure 4.17: Worldwide broadband users and penetration, 2004-2013 57 

Figure 4.18: MMOG key players' market share (%), June 2008 58 

Figure 5.19: Global mobile gaming market size ($bn), 2003-2013 61 

Figure 5.20: Worldwide mobile subscribers and penetration, 2004-2008 62 

Figure 5.21: 3G share of mobile phone subscriptions and revenues (%), 2004-2013
63 

Figure 6.22: Global PC gaming market size ($bn), 2003-2013 69 

Figure 7.23: Global casual gamers` profile, (2007) 74 

Figure 7.24: US comparison of gamers` age, (2006, 2008) 75 

Figure 7.25: UK breakdown of gamers and non-gamers by age (%), (2008) 76 

Figure 7.26: US comparison of gamers` gender, (2006, 2008) 77 

Figure 7.27: US break-down of gaming software genres shipments (%), (2005, 2009)
78 

Figure 7.28: European parents playing video games with children (%), (2008) 79 

Figure 8.29: Global in-game advertising market size ($bn), 2008-2013 84 

Figure 8.30: Examples of in-game advertisements 85 

Figure 9.31: Traditional video gaming value chain 91 

Figure 9.32: Evolution in video gaming value chain 93 

Figure 10.33: The US video gaming market size ($bn), 2003-2013 100 

Figure 10.34: US internet and broadband penetration (connections per hundred
population), 2003- 2013 101 

Figure 10.35: The US mobile penetration (phones per hundred population),
2003-2013 102 

Figure 10.36: Canada video gaming market size ($bn), 2003-2013 104 

Figure 10.37: Canada internet and broadband penetration (connections per hundred
population), 2003-2013 105 

Figure 10.38: Canada mobile penetration (phones per hundred population),
2003-2013 106 

Figure 10.39: China online gaming market size ($bn), 2003-2009 108 

Figure 10.40: China internet and broadband penetration (connections per hundred
population), 2003- 2013 109 

Figure 10.41: China mobile penetration (phones per hundred population),
2003-2013 110 

Figure 10.42: South Korea video gaming market size ($bn), 2003-2009 112 

Figure 10.43: South Korea internet and broadband penetration (connections per
hundred population), 2003-2013 113 

Figure 10.44: South Korea mobile penetration (phones per hundred population),
2003-2013 114 

Figure 10.45: Japan video gaming market size ($bn), 2003-2011 115 

Figure 10.46: Japan internet and broadband penetration (connections per hundred
population), 2003- 2013 116 

Figure 10.47: Japan mobile penetration (phones per hundred population),
2003-2013 117 

Figure 10.48: Western Europe video gaming market size ($bn), 2003-2013* 119 

Figure 10.49: The UK internet and broadband penetration (connections per hundred
population), 2003-2013 121 

Figure 10.50: The UK mobile penetration (phones per hundred population),
2003-2013 122 

Figure 10.51: France internet and broadband penetration (connections per hundred
population), 

2003-2013 123 

Figure 10.52: France mobile penetration (phones per hundred population),
2003-2013 124 

Figure 10.53: Germany internet and broadband penetration (connections per
hundred population), 2003-2013 125 

Figure 10.54: Germany mobile penetration (phones per hundred population),
2003-2013 126 

Figure 10.55: India video gaming market size ($m), 2008-2012 127 

Figure 10.56: India internet and broadband penetration (connections per hundred
population), 2003- 2013 128 

Figure 10.57: India mobile penetration (phones per hundred population),
2003-2013 129 

Figure 10.58: Brazil video gaming market size ($bn), 2005-2008 130 

Figure 10.59: Brazil internet and broadband penetration (connections per hundred
population), 2007- 2013 131 

Figure 10.60: Brazil mobile penetration (phones per hundred population),
2007-2013 132 

Figure 10.61: Russia internet and broadband penetration (connections per hundred
population), 2003-2013 133 

Figure 10.62: Russia mobile penetration (phones per hundred population),
2003-2013 134 

List of Tables 

Table 2.1: Global video gaming market size ($bn), 2003-2013 30 

Table 2.2: Global video gaming market break-up by geographic region ($bn),
2008-2013 31 

Table 2.3: Top 15 video games publishers, (2008) 32 

Table 3.4: Top 10 console software publishers by global shipments, (H1 2009) 42 

Table 3.5: Top 20 console games by global shipments (m), (H1 2009) 43 

Table 3.6: Global console shipments (m), 2006-2013 44 

Table 3.7: Console hardware shipments by console (m), (2006-2008) 46 

Table 3.8: Global online console market size break-up ($bn), 2008-2013 49 

Table 4.9: Worldwide internet users and penetration, 2004-2008 54 

Table 4.10: Worldwide broadband users and penetration, 2004-2013 57 

Table 5.11: Worldwide mobile subscribers and penetration, 2004-2008 62 

Table 5.12: 3G share of mobile phone subscriptions and revenues (%), 2004-2013
63 

Table 7.13: Casual gaming market size ($bn), 2005-2007 73 

Table 7.14: UK breakdown of gamers and non-gamers by age (%), (2008) 76 

Table 10.15: The US - Key video game publishing companies, (2008) 103 

Table 10.16: China online gaming market size ($bn), 2003-2009 108 

Table 10.17: China online gaming break-up ($bn), 2008-2009 108 

Table 10.18: China - key video games publishers, (2008) 111 

Table 10.19: South Korea video gaming market size ($bn), 2003-2009 112 

Table 10.20: South Korea - key video games publishers, (2008) 114 

Table 10.21: Japan video gaming market size ($bn), 2003-2011 116 

Table 10.22: Japan - key video games publishers, (2008) 118 

Table 10.23: Europe - Key video game publishing companies, (2008) 120 

Table 10.24: Brazil video gaming market size ($bn), 2005-2008 130 

Table 10.25: South East Asia key statistics (connections per hundred
population), (2008-2013) 135 

To order this report:

Reportlinker Adds The Video Gaming Market Outlook: Evolving business models, key
players, new challenges and the future outlook.

http://www.reportlinker.com/p0148155/Reportlinker-Adds-The-Video-Gaming-Market-Outlook-Evolving-business-models-key-players-new-challenges-and-the-future-outlook.html

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