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
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
Worldwide Connected Video Game and Entertainment Console 2012-2016 Forecast published by IDC in May 15, 2012. This report consists of Pages: 54 and the price starts from US $ 4500.