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Market Research Report

Future Games Market: Market Sizing & Forecasts 2018-2022

Published by Juniper Research Product code 306100
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Future Games Market: Market Sizing & Forecasts 2018-2022
Published: May 1, 2018 Content info:
Description

Overview

Juniper's Future Games Market research offers comprehensive forecast coverage and market insights, alongside expert analysis of the latest developments and opportunities in this major industry. The research provides an assessment of key trends set to impact publishers and developers, across key market sectors:

  • PC
  • Console & Handhelds
  • Mobile & Tablets
  • Cloud
  • Microconsoles
  • VR (Virtual Reality)

This research suite comprises:

  • Market Sizing & 5 Year Forecast Spreadsheet (PDF & Excel)

Key Features

  • Category Analysis: Sector prospects analysis for key devices and product segments paired with market forecasts by sector for:
    • Mobile & Tablet games
    • PC games
    • Console games
    • Handheld games
    • Cloud games
    • VR games
    • Microconsole games
  • Trend Appraisal: Major trends explored, allied with Juniper's view and assessment of the implications for the industry, including:
    • F2P (Free to play)
    • Loot boxes
    • New game models & disruptive formats
    • Skin gambling
  • Benchmark Industry Forecasts: Provided for digital games, delivering quantification of the F2P PC market, as well as subscription games and premium purchases.

Key Questions

  • 1.What are the emerging technologies in the games market, and how can developers utilise these?
  • 2.What are the strategies best adopted by those in the games industry for the future?
  • 3.What is the total size of the digital games market?
  • 4.What are the key trends and developments for 2018 and beyond?
  • 5.Which are the fastest growing platforms, in terms of revenues?

Companies Referenced

Amazon, Disney, EA, Microsoft, Nintendo, NVIDIA, Roku, Sony, Tencent, Valve.

Data & Interactive Forecast

The Future Games Market forecast suite includes:

  • Splits according to 8 key global regions alongside the following country splits:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
  • Market split by platform:
    • Smartphones
    • Featurephones
    • Tablets
    • PCs/Laptops
    • Console
    • Handheld
    • VR (Virtual Reality)
    • Cloud
    • Microconsole
  • Market split by service type:
    • Pay per Download
    • In-app Purchases
    • Subscription
    • F2P (Free to play)
    • Premium Purchase
    • Advertising
  • Mobile & Tablet, and Console games markets split by genre:
    • Action & Arcade
    • Social & Casual
    • Racing & Sports
    • RPG & Strategy
  • Interactive Scenario tool allowing user the ability to manipulate Juniper's data for 16 different metrics.
  • Access to the full set of forecast data of 332 tables and more than 34,200 datapoints.

Juniper Research's highly granular interactive Excels enable clients to manipulate our forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

Table of Contents

1. Market Trends in the Games Industry

  • 1.1 The Games Industry
    • 1.1.1 Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.1: PUBG Mobile App
      • ii. Console Games
      • ii. Console Games
        • Figure 1.2: Nintento's ‘Switch' device, a Late Entrant into the 8th Console Generation
      • iii. PC Games
        • Figure 1.3: Steam Games Storefront
      • iv. Handheld Games
        • Figure 1.4: Handheld Games Devices - Sony's Vita & Nintendo's 3DS
      • v. Cloud Games
      • vi. Microconsoles & Connected TVs
        • Figure 1.5: Amazon Fire TV
    • 1.1.2 Key Trends in the Games Industry Today
      • i. Changing Formats Drive Game Adoption
        • Figure 1.6: League of Legends Gameplay
        • Figure 1.7: A Player Entering Fortnit's Battle Royale Mode
      • ii. Loot Box Adoption Grows
        • Figure 1.8: An ‘Exotic' Item Available as a Potential Reward from Destiny's ‘Crota's End' Raid
      • iii. Skins Gambling
        • Figure 1.9: A Range of Skins for the Bowie Knife in CS:GO
        • Figure 1.10: Sample of ‘ PLAYER UNKOWN'S BATTLEGROUNDS' Skins
      • iv. Popularity of F2P (Free to Play) Soars
  • 1.2 The Games Market in 2018
    • i. The Games Market in 2018, by Region
      • Figure 1.11: Total Revenue from Digital & Physical Games in 2018 ($m), Split by 8 Key Regions: $115.5bn
    • ii. The Games Market in 2018, by Segment
      • Figure 1.12: Total Revenue from Digital & Physical Games in 2018 ($m), Split by Segment: $115.5bn
    • iii. The Games Market in 2018, by Channel
      • Figure 1.13: Total Revenue from Digital & Physical Games in 2018 ($m), Split by Channel: $115.5bn

2. Total Market: The Digital Games Industry

  • 2.1 Introduction
    • 2.1.1 Total Revenues for the Digital Games Market
      • Figure & Table 2.1: Total Revenues for Digital Games ($m), Split by 8 Key Regions 2017-2022
      • Figure & Table 2.2: Total Games Revenues ($m), Split by Device 2017-2022

3. Total Market: Mobile & Tablet Games

  • 3.1 Introduction
  • 3.2 Methodology
    • Figure 3.1: Methodology for Mobile & Tablet games
  • 3.3 The Total Market for Mobile & Tablet Games
    • 3.3.1 Total Games Accessed
      • Figure & Table 3.2: Total Games Accessed on Mobile & Tablets (m), Split by 8 Key Regions 2017-2022
    • 3.3.2 Total Revenues
      • Figure & Table 3.3: Total Revenues for Mobile & Tablet Games ($m), Split by 8 Key Regions 2017-2022
  • 3.4 Smartphone Games
    • 3.4.1 Total Games Accessed on Smartphones
      • Figure & Table 3.4: Total Smartphone Games Accessed (m), Split by 8 Key Regions 2017-2022
      • Figure 3.5: Total Smartphone Games Accessed (m), Split by Genre in 2022
    • 3.4.2 Smartphone PPD Revenues
      • Figure & Table 3.6: Total Revenues for PPD Smartphone Games ($m), Split by 8 Key Regions 2017-2022
    • 3.4.3 Smartphone In-game Purchase Revenues
      • Figure & Table 3.7: Total Revenues for In-game Purchases for Smartphone Games ($m), Split by 8 Key Regions 2017-2022
    • 3.4.4 Total Revenues for Smartphone Games
      • Figure & Table 3.8: Total Revenues for Smartphone Games ($m), Split by 8 Key Regions 2017-2022
      • Figure & Table 3.9: Total Revenues for Smartphone Games ($m), Split by Genre 2017-2022
  • 3.5 Featurephone Games
    • 3.5.1 Total Games Accessed on Featurephones
      • Figure & Table 3.10: Total Games Accessed on Featurephones (m), Split by 8 Key Regions 2017-2022
    • 3.5.2 Total Revenues for Featurephone Games
      • Figure & Table 3.11: Total Revenues for Featurephone Games ($m), Split by 8 Key Regions 2017-2022
  • 3.6 Tablet Games
    • 3.6.1 Total Games Accessed on Tablets
      • Figure & Table 3.12: Total Games Accessed on Tablets (m), Split by 8 Key Regions 2017-2022
      • Figure 3.13: Total Games Accessed on Tablets (m), Split by Genre in 2022
    • 3.6.2 Tablet PPD Revenues
      • Figure & Table 3.14: Total Revenues for PPD Tablet Games ($m), Split by 8 Key Regions 2017-2022
    • 3.6.3 Tablet In-game Purchase Revenues
      • Figure & Table 3.15: Total Revenues for In-game Purchases for Tablet Games ($m), Split by 8 Key Regions 2017-2022
    • 3.6.4 Total Revenues for Tablet Games
      • Figure & Table 3.16: Total Revenues for Tablet Games ($m), Split by 8 Key Regions 2017-2022
      • Figure 3.17: Total Revenues for Tablet Games ($m), Split by Genre 2017-2022
  • 3.7 In-game Advertising on Mobile Handsets
    • Figure & Table 3.18: Total Advertising Revenue from Mobile Games ($m), Split by 8 Key Regions 2017-2022

4. Total Market: PC Games

  • 4.1 Methodology
    • Figure 4.1: Methodology for PC Games
    • 4.1.1 Total PC Games Accessed Per Annum
      • Figure & Table 4.2: Total Games Accessed on PC (m), Split by 8 Key Regions 2017-2022
      • Figure 4.3: Total Games Accessed on PC (m), Split by Type in 2022
    • 4.1.2 Total PC Revenues
      • Figure & Table 4.4: Total Revenues for PC Games ($m), Split by 8 Key Regions 2017-2022
      • Figure 4.5: Total Revenues for PC Games ($m), Split by Type 2017-2022

5. Total Market: Console Games

  • 5.1 Methodology
    • Figure 5.1: Methodology for Console Games
    • 5.1.1 Total Physical Console Software Titles Sold Per Annum
      • Figure & Table 5.2: Total First-hand Physical Software Sales per Annum (m), Split by 8 Key Regions 2017-2022
    • 5.1.2 Total Console Digital Titles Sold Per Annum
      • Figure & Table 5.3: Total Digital Console Software Sales per Annum (m), Split by 8 Key Regions 2017-2022
      • Figure & Table 5.4: Total Software Sales per Annum (m), Split by Game Genre 2017-2022
    • 5.1.3 Total Revenues for Console Games
      • Figure & Table 5.5: Total Revenues for Console Games ($m), Split by 8 Key Regions 2017-2022
      • Figure & Table 5.6: Total Revenues for Console Games ($m), Split by Game Genre 2017-2022

6. Total Market: Handheld Games

  • 6.1 Methodology
    • Figure 6.1: Methodology for Handheld Games
    • 6.1.1 Total Handheld Software Titles Sold per Annum
      • Figure & Table 6.2: Total Handheld Software Sales per Annum (m), Split by 8 Key Regions 2017-2022
    • 6.1.2 Total Revenues for Handheld Games
      • Figure & Table 6.3: Total Revenues for Handheld Games ($m), Split by 8 Key Regions 2017-2022

7. Total Market: Cloud Games

  • 7.1 Methodology
    • Figure 7.1: Methodology for Cloud Games
    • 7.1.1 Total Subscription Revenues from Cloud Games
      • Figure & Table 7.2: Total Revenues for Cloud Games ($m), Split by 8 Key Regions 2017-2022

8. Total Market: VR Games

  • 8.1 Methodology
    • Figure 8.1: Methodology for VR Games
    • 8.1.1 Total VR Games Accessed per Annum
      • Figure & Table 8.2: Total VR Games Sales per Annum (m), Split by 8 Key Regions 2017-2022
    • 8.1.2 Total Revenues from VR Games
      • Figure & Table 8.3: Total Revenues for VR Games ($m), Split by 8 Key Regions 2017-2022

9. Microconsoles

  • 9.1 Methodology
    • Figure 9.1: Methodology for Microconsole games
    • 9.1.1 Total Games Accessed on Microconsoles
      • Figure & Table 9.2: Total Games Accessed on Microconsoles (m), Split by 8 Key Regions 2017-2022
    • 9.1.2 Microconsole PPD Revenues
      • Figure & Table 9.3: Total Revenues from PPD Games on Microconsoles ($m), Split by 8 Key Regions 2017-2022
    • 9.1.3 Microconsole In-game Purchase Revenues
      • Figure & Table 9.4: Total Revenues from In-game Purchases on Microconsoles ($m), Split by 8 Key Regions 2017-2022
    • 9.1.4 Total Revenues for Microconsole Games
      • Figure & Table 9.5: Total Revenues for Microconsole Games ($m), Split by 8 Key Regions 2017-2022
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