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Worldwide Connected Video Game and Entertainment Console 2012-2016 Forecast

  • Published:
  • 54 Pages
  • IDC
Notice
This publication has been discontinued on July 1, 2014.

This IDC study forecasts growth in the connected video game and entertainment console market through 2016. It distinguishes North American totals from those in the rest of the world, and segments connected console hardware, gamers, and revenue on several dimensions. This forecast profiles emerging, gaming-capable set-top box (STB) providers in addition to the big 3 OEMs. The goal is to illuminate which console and gaming-capable STB platforms are best positioned for revenue and gamer community growth through 2016.

"With the impending release of Wi U and next-gen platforms from Sony and Microsoft in the works, it's clear that the next several years will be a wild digital ride," says Lewis Ward, research manager of IDC's video game industry service. "This study emphasizes gaming to be sure, but how other forms of multimedia content and community interaction play into associated dynamics will profoundly affect which companies will be ahead of the pack three years from now and which ones will be looking for the exit."

Table of Contents


IDC Opinion


In This Study


  • Methodology

Situation Overview

  • Survey Results

    • Worldwide Survey Results

    • U.S. Survey Results

    • Platform Competitive Assessment, 2012

      • Microsoft Xbox 360

      • Nintendo Wii and Wii U

      • Sony PlayStation 3

      • Emerging Digital Platform Alternatives

        • Apple TV

        • Google TV

        • OnLive

        • Roku

        • Zeebo

Future Outlook

  • Forecast and Assumptions

    • Worldwide Forecast

      • Industry Weaknesses and Threats

    • North America Forecast

    • Western Europe, Asia/Pacific, and Rest of World Forecast

  • Market Context

  • Market Strategies

    • OEM Strategies

    • Independent Game Developer/Publisher Paths

Essential Guidance

Learn More


  • Related Research

  • Methodology

    • Historical Market Values and Exchange Rates

  • Synopsis

Table: U.S. Key Connected Game and Entertainment Console Metrics by Major Platform, 4Q11-1Q12

Table: Top 3 Assumptions for the Worldwide Connected Video Game and Entertainment Console Market, 2012-2016


Table: Key Forecast Assumptions for the Worldwide Connected Video Game and Entertainment Console Market, 2012-2016


Table: Worldwide Connected Video Game Console Shipments, Installed Base, Gamers, and Revenue, 2006-2016


Table: North America Connected Video Game Console Shipments, Installed Base, Gamers, and Revenue, 2006-2016


Table: Western Europe, Asia/Pacific and Rest of World Connected Video Game Console Shipments, Installed Base, Gamers, and Revenue, 2006-2016


Table: Worldwide Connected Video Game and Entertainment Console Revenue, 2006-2016: Comparison of December 2010 and May 2012 Forecasts ($M)


Table: Exchange Rates, 2003-2011 (%)


Figure: Worldwide Connected Console Gaming Penetration Rate and Installed Base Share by Major Platform, 1Q11


Figure: Worldwide Top 8 Connected Console Game Genre Preferences, 1Q11


Figure: U.S. Top 8 Total Console and Wii Connected Console Gamer Genre Preferences, 1Q12


Figure: U.S. Top 8 Xbox 360 and PS3 Connected Console User Genre Preferences, 1Q12


Figure: North American Connected Xbox 360, Wii, and PlayStation 3 Interface Examples


Figure: Worldwide Connected Console Revenue by Segment, 2011-2016


Figure: North American Connected Console and Regular Online Multiplayer Gamers by Major Platform, 4Q11-1Q12


Figure: Western Europe, Rest of World, and BRIC Connected Console Penetration Rates, 1Q11


Figure: Worldwide Connected Video Game and Entertainment Console Revenue, 2006-2016: Comparison of December 2010 and May 2012 Forecasts


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