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The World Video Game Market

  • Published:
  • 33 Pages + Database
  • IDATE
Notice
This publication has been discontinued on November 20, 2013.

Abstract

Markets & Forecasts, 2012-2016

Despite the profound changes that are going through it, the global market for video games will resume a new period of growth in 2015 to attain 60 billion Euro in 2016.

This study follows the development of key indicators for the sector over five years and makes an appraisal of the key markets:

  • Home consoles
  • Handheld consoles
  • Offline games
  • Online games
  • Mobile phone games

Report's key questions

  • What are the driving forces for the strong dynamic of online gaming, a sector which will account for 30% of the global market in 2016?
  • Is the starting up of the Cloud gaming market likely to profoundly disrupt the launches of the next generations of consoles?
  • Why does the arrival of games on Smart TV (occasional games on set-top box, games synchronised with live programmes, games on social networks, .....) create a new ecosystem between telcos, the Internet, TV channels, manufacturers and video games market actors?
  • What will be the impact of the rise in strength of continuously accessible ubiquitous games (multi-terminal, connected objects, .....)?

Table of Contents

1. Executive Summary

  • 1.1. Shifts and growth paths for the period 2012-2016
  • 1.2. Ten key industry trends for 2013

2. Methodology

3. The home consoles segment

  • 3.1. Market trends: the shift, act 1
  • 3.2. Equipment: target «Next Gen» consoles
  • 3.3. Software: waiting for the next generation

4. The handheld consoles segment

  • 4.1. Market trends: new equipment, new campaign, new challenges
  • 4.2. Equipment: Sony vs. Nintendo, act 2
  • 4.3. Software: new platforms, new games

5. The mobile phone games segment

  • 5.1. Market trends: Smartphone and tablets, two growth drivers for nomad gaming
  • 5.2. Gamers and market: thriving perspectives

6. The computer games segment

  • 6.1. Market trends for offline games: the end of an era
  • 6.2. Market trends for online games: towards greater segmentation
  • 6.3. Gamers and market: the potential confirmed

Database (Excel)

Zones & countries covered

World

North America

  • Canada
  • USA
  • Latin America

Asia-Pacific

  • Australia and New Zealand
  • China
  • South Korea
  • Japan

Western Europe

  • Benelux (consolidated)
  • France
  • Germany
  • Italy
  • Scandinavia (consolidated)
  • Spain
  • United Kingdom

Eastern Europe

  • Poland
  • Russia

EMEA

Market segments covered

  • Home console hardware
  • Handheld console hardware
  • for which these segments are examined:
    • Sales (million units)
    • Installed base (million units)
    • Average retail price (EUR)
    • Market value (million EUR)
  • Home console software
  • Handheld console software
  • Computer software
  • for which these segments are examined:
    • Sales (million units)
    • Average retail price (EUR)
    • Market value (million EUR)
  • Online video games
    • Premium video gamers
    • Free-to-play video gamers
    • Social video gamers
    • Annual video games ARPU
    • Online games revenue
  • Mobile games
    • Mobile gamers
    • Annual video games ARPU
    • Mobile games market
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