This publication has been discontinued on November 20, 2013.
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:
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
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
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