Reportlinker Adds the Video Gaming Market Outlook: Evolving Business Models, Key Players, New Challenges and the Future Outlook
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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 More market research reports here! Reportlinker Nicolas: nbo@reportlinker.com US: (805)-652-2626 Intl: +1 805-652-2626 Copyright Business Wire 2009
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