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Market Research Report

Video Games: Industry Trends, Monetization Strategies & Market Size 2020-2025

Published by Juniper Research Ltd Product code 959728
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Video Games: Industry Trends, Monetization Strategies & Market Size 2020-2025
Published: September 7, 2020 Content info:
Description

Juniper Research's ‘Video Games ’ market research provides a cutting-edge analysis into this vital digital entertainment sector. It evaluates all platforms for video gaming, as well as the impact and market size of this increasingly prominent ecosystem.

The latest research presents the different ways in which video games can be monetised by stakeholders, with a focus on how new business models, from subscription services to cloud gaming, will change the space across all gaming platforms. The impact of this is analysed for the cloud gaming, mobile, console, PC and standalone VR device segments.

The research covers a wide variety of monetisation models, including:

  • Video games purchase revenue
  • In-game purchases & loot boxes
  • Game-based and platform-based subscriptions, including cloud gaming

This research suite includes:

  • Market Trends & Vendor Strategies (PDF)
  • 5-year Market Sizing & Forecast Spreadsheet (Excel)
  • 12 months' access to harvest online data platform

Key Features

  • Market Landscape: Assessment of the types of games and monetisation in the market, including discussion of the impact of COVID-19 and other macro trends that will affect the future of the video games.
  • Value Chain Analysis: Analysis of each component of the video games value chain, showing how business models are evolving and incorporating a wider range of monetisation practices. Includes discussion of the following monetisation models:
    • Game purchase and digital storefronts
    • In-game purchases
    • Subscription revenues
    • Advertising spend
  • Video Games Leaderboard: Analyses 15 key video games publishers, including commentary on each player's strategy. Scored vendors include:
    • Activision-Blizzard
    • Apple
    • Electronic Arts
    • Epic Games
    • Gog.com
    • Google
    • King Digital Entertainment
    • Microsoft
    • NVIDIA
    • Sony
    • Supercell
    • Tencent
    • Ubisoft
    • Valve
    • Zenimax Media
  • Benchmark Industry Forecasts: Market segment forecasts for key video games sectors, including:
    • Cloud Gaming
    • Console Gaming
    • Mobile Gaming
    • PC Gaming

Key Questions

  • 1. Which monetisation models are most likely to succeed in the modern games market?
  • 2. How successful will cloud gaming offerings be?
  • 3. Who will benefit most from cloud gaming and Games-as-a-Service?
  • 4. What role does hardware have to play in modern games?
  • 5. Where can mobile games and other platforms benefit each other?

Companies Referenced

  • Case Studied: Electronic Arts, Epic Games, Google, Niantic, Nintendo, The Pokémon Company.
  • Included in Juniper Research Leaderboard: Activision-Blizzard, Apple, Electronic Arts, Epic Games, GOG.com, Google, King Media Entertainment, Microsoft, NVIDIA, Sony, Supercell, Tencent, Ubisoft, Valve, Zenimax Media.
  • Mentioned: Activision, Inc, Amazon, Apple, Asus, Azure, Blade, Capcom, Chet Faliszek, Disney, the Dutch Gaming Authority, ESPN, Eververse, Facebook, the Gambling Commission, GameFly, Gamesight, GameSpot, GDC (Game Developers Conference), GlobalWebIndex, Hagenuk, the House of Lords, HTC, Hulu, Humble Choice, IGN, Industrial Toys, Kolibri, Konami, LendEU, Lion Studios, LucasArts, McArthur Law, NBA, NFL, Netflix, Next Games, Nokia, OnePlus, Pan European Game Information (PEGI), Razer, Riot Games, Samsung, Sega, Sensor Tower, SIE Worldwide Studios, SK Telecom, Spotify, Steam, Stray Bombay, the Advertising Standards Authority, the University of York, the Wall Street Journal, T-Mobile, Twitch, Ubisoft, Valve, Variety, Verizon, Vivendi Games, Vodafone, Vortex, Walmart, WeGame, WeHype, YouTube, ZhanQi TV.

Data & Interactive Forecast

Juniper Research's latest ‘Video Games ’ forecast includes:

  • Regional splits for 8 key regions, as well as country-level data splits for:
    • Australia
    • Brazil
    • Canada
    • China
    • Croatia
    • Denmark
    • France
    • Germany
    • India
    • Italy
    • Japan
    • Mexico
    • Netherlands
    • New Zealand
    • Norway
    • Poland
    • Portugal
    • Russia
    • Singapore
    • South Africa
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • PC Gaming forecasts, including:
    • Number of PCs used for gaming
    • Number of PC games used
    • Number of PC games bought
    • Number of PC games and platform subscribers
    • PC game purchase revenue
    • PC in-game content revenue
    • PC game-based subscription revenues
    • PC platform subscription revenues (including cloud gaming)
  • Console Gaming forecasts, including:
    • Number of consoles in use
    • Number of consoles shipped
    • Number of console games used
    • Number of console games bought
    • Number of console games and platform subscribers
    • Console game purchase revenue
    • Console hardware purchase revenue
    • Console in-game content revenue
    • Console game-based subscription revenues
    • Console platform subscription revenues (including cloud gaming)
  • Mobile Gaming forecasts, including
    • Number of smartphones and tablets used for gaming
    • Number of mobile games downloaded
    • Number of mobile games played
    • Number of Pay-Per-Download mobile games downloaded
    • Number of mobile game platform subscribers
    • Mobile game purchase revenue
    • Mobile in-app content revenue
    • Mobile platform subscription revenues (including cloud gaming)
    • Mobile advertising spend
  • Standalone VR gaming forecasts, including:
    • Number of standalone VR headsets in use
    • Number of standalone VR games played
    • Number of standalone VR games bought
    • Standalone VR games purchase revenue
    • Standalone VR games in-game purchase revenue
  • Access to the full set of forecast data of 165 tables and over 40,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper Research's data for 50 different metrics.

Juniper Research's highly granular IFxls (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. greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

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