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2014-2018 Sample - Global Digital Game Market

technavio insights

2014-2018 Sample - Global Digital Game Market

01. Market Research Methodology

Market Research Process TechNavio identifies the key opportunities in leading markets and develops various methodologies for data collection and analysis. The micro, meso, and macroeconomic indicators of the market are studied to ascertain the dynamics of the market.

Research Design TechNavio’s reports are based on in-depth qualitative and quantitative analyses of various markets. Qualitative analysis involves the application of various projection and sampling techniques, whereas quantitative analysis involves primary interviews, surveys, and vendor briefings. The data thus gathered is validated through experts' opinions. Based on research results and technical insights, TechNavio analysts refine the existing methodologies to analyze the various aspects of the market.

Exhibit 1: Market Research Methodology

Global Digital Game Market

Source: TechNavio Analysis

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

TechNavio analysts gather inputs from various vendors and industry experts and verify the information collected with databases, financial reports, industry papers, and various other secondary sources. The impact of global economic conditions and other macroeconomic indicators are also considered while assessing the market.

Research Methodology TechNavio analysts have adopted primary as well as secondary research techniques to ascertain the size and vendor landscape of the Global Digital Game Market. The information is obtained using a combination of the bottom-up and top-down approaches, besides using in- house market modeling tools. The data is then corroborated with data obtained from various market participants and stakeholders across the value chain, including vendors, service providers, distributors, re-sellers, and end-users.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

02. Executive Summary

 2013: US$ XXX billion Market Size  2018: US$ XXX billion

 2013: XXX percent Market Growth Rate  2018: XXX percent

CAGR  XXX percent

 Americas: XXX percent Key Geographies  APAC: XXX percent  EMEA: XXX percent

 US: XXX percent Key Leading Countries  Japan: XXX percent

Key Customer Segments  Individual Consumers

 Growing Use of Smartphones and Tablets for Playing Games  2   Driver 4 Key Market Drivers  Driver 5  Driver 6  Driver 7  Growing In-app Purchases in Free Games

 Lack of Broadband Infrastructure  Challenge 2 Key Market Challenges  Challenge 3  Challenge 4  Privacy Concerns over Gamers Information

 Development of Hardware Platforms  Trend 2  Trend 3 Key Market Trends  Trend 4  Trend 5  Trend 6  Advancements in Virtual Gaming

 Availability  Features Key Buying Criteria  Information  Price

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

 Quality

 Activision Blizzard Inc.  Electronic Arts Inc.  SA  Giant Interactive Group Inc.  Konami Corp.  Microsoft Corp. Key Vendors  NCSOFT Corp.  Nexon Co. Ltd.  Co. Ltd.  Rovio Entertainment Ltd.  Computers Entertainment Inc.  Take-Two Interactive Software Inc.  Entertainment SA

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

03. Scope of the Report

03.1 Market Overview This report covers the present scenario and the growth prospects of the Global Digital Game market for the period 2014-2018. To calculate the market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, and mobile games in digital format. The category excludes spending on the hardware used for playing the games.

The report also presents the vendor landscape and a corresponding detailed analysis of the leading vendors in the Global Digital Game market. In addition, it presents the geographical segmentation of the market. The report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.

03.2 Product Offerings Some of the products offered by the major vendors in the Global Digital Game market are listed below:

Company Products Offered

Activision Blizzard  360 Games  Games  PlayStation 4 Games  PlayStation 3 Games  Wii U Games  PC Games  Call of Duty Series  Prototype Series  Spider-man Series  Warcraft Series  Starcraft Series  Diablo Series

Electronic Arts  Games  Xbox One Games  PlayStation 4 Games

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

 PlayStation 3 Games  Wii Games  Battlefield Series  Dragon Age Series  Harry Potter Series  Mass Effect Series  Medal Of Honor Series  FIFA Series  Need for Speed Series  The Sims Series  PC Games

Gameloft  Lumines Mobile  Bubble Bash!  Tom Clancy's H.A.W.X  Iron Man 3  Fast & Furious 6  City  Monsters University  Kingdoms & Lords  Alien Quarantine  A Good Day To Die Hard  Blitz Brigade  UNO & Friends  Dragon Summoner  Dungeon Hunter  My Little Pony  Playmobil Pirates  Adrenaline 6  Eternal Legacy  Nova 2

Giant Interactive  ZT Online  ZT Online Classic Edition  ZT Online Green Edition  ZT Online 2  World of Xianxia  Giant Online  Elsword  Allods Online  Genesis of the Empire  The Sky

Konami  Castlevania

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

 Contra  Dance Dance Revolution  Gradius  Metal Gear  Silent Hill

Microsoft  Xbox 360 Console Games  Xbox One Games  Xbox Live Gold

NCSOFT  Aion  Blade & Soul  Guild Wars  Guild Wars 2  Lineage  Lineage 2  WildStar  Lineage Eternal

Nexon  MapleStory  Extraction  Mabinogi  Atlantica Online  Vindictus  Dragon Nest  Combat Arms

Nintendo  Nintendo DS Games  Nintendo 3DS Games  Wii Games  Wii U Games

Rovio Entertainment  Angry Birds Series  Bad Piggies  Burger Rush  Darkest Fear  Darkest Fear Series  Dragon and Jade  Desert Sniper  Need for Speed: Carbon  Formula GP Racing  Paid to Kill  Paper Planes  Patron Angel  Star Marine

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

 Shopping Madness  SWAT: Elite Troops  Totomi

Sony  PlayStation 2 Games  PlayStation 3 Games  PlayStation 4 Games  PlayStation Network  PlayStation Vista Games  PlayStation Portable Games

Take-Two Interactive  BioShock Series  Borderland Series  Bully  Civilization Series  Series  L.A. Noire  Mafia Series  Manhunt Series  Xbox Games  Xbox 360 Games  Xbox One Games  PlayStation 4 Games  PlayStation 3 Games  PlayStation 2 Games  PlayStation Games  PSP Games  Wii Games  Nintendo 3DS Games  Nintendo DS Games

Ubisoft Entertainment  Xbox 360 Games  Xbox One Games  PlayStation 4 Games  PlayStation 3 Games  PlayStation Games  PlayStation Vita Games  PSP Games  Wii Games  Wii U Games  Nintendo 3DS Games  Nintendo DS Games  PC Games

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

04. Introduction

Video games are electronic games that include a video device for human interaction with the user interface of the game. The video device might be a mobile display, PC monitor, or TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. The video games are available in two major formats; Physical and Digital. The physical format comes in a physical disc, which is used while playing the game. The digital format is the one in which the game is downloaded and requires no physical disc to play.

The Global Digital Game market is expected to witness steady growth during the period 2013- 2018. The market generated revenue of US$ XXX billion in 2013 and is expected to grow at a CAGR of 21.96 percent during the forecast period. The growth of the Global Digital Game market is mainly attributed to the launch of new gaming consoles and the availability of high- end audio-visual systems, which enhance the gamer's experience. In terms of regions, the Americas led the market in 2013 and accounted for a 37.9 percent share of the global market. It was followed by the APAC region, with a 32.8 percent share, and the EMEA region with a 29.3 percent share. The leading vendors in the Global Digital Game market are Activision Blizzard, Electronic Arts, Gameloft, Giant Interactive, Konami, Microsoft, NCSOFT, Nexon, Nintendo, Rovio, Sony, Take-Two Interactive, and Ubisoft.

The Global Digital Game market is driven by several growth drivers. The growing use of smartphones and tablets for playing games is one of the major market drivers. With the growing demand for smartphones in developing countries, game developers are coming up with different business revenue models. Another driver in the Global Digital Game market is the increasing innovation in audio-visual devices that enhance the game playing experience.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

04.1 Key Questions Answered in this Report  What will the market size be in 2018 and what will be the growth rate?

 What are key market trends?

 What is driving this market?

 What are the challenges to market growth?

 Who are the key vendors in this market space?

 What are the market opportunities and threats faced by key vendors?

 What are the strengths and weaknesses of each of these key vendors?

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

05. Market Landscape

05.1 Market Size and Forecast The Global Digital Game market was valued at US$ XXX billion in 2013 and is expected to reach US$ XXX billion by 2018, growing at a CAGR of XXX percent.

Exhibit 2: Global Digital Game Market 2013-2018 (US$ billion)

Actual exhibits are available in full report only

Source: TechNavio Analysis

The Global Digital Game market is witnessing steady growth as it is undergoing rapid technological evolution in developing countries and is also expected to witness significant growth during the forecast period.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

06. Market Growth Drivers

Some of the major drivers in the Global Digital Game market are discussed below:

 Growing Use of Smartphones and Tablets for Playing Games   Driver 3  Driver 4  Driver 5  Driver 6  Driver 7  Driver 8

Growing Use of Smartphones and Tablets for Playing Games Smartphones and tablets have helped the Mobile Games segment in the Global Digital Game market to generate higher revenue compared to the overall Global market. The Digital Mobile Game market is expected to grow faster than the Digital Gaming Market during the forecast period. This rapid growth in the Global Digital Mobile Game market is because of the increased adoption of smartphones and tablets for playing games and entertainment.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

07. Market Challenges

Some of the major challenges confronted by the Global Digital Game market are discussed below:

 Lack of Broadband Infrastructure  Challenge 2  Challenge 3  Challenge 4  Challenge 5

Lack of Broadband Infrastructure Some developing countries in Latin America, the APAC region, and Africa have limited network infrastructure and bandwidth availability. The limited availability of resources makes it difficult to synchronize real-time services in these countries. Also, if the basic requirement for internet speed is not met, customers may find it difficult to play high-speed video games. In addition, if the internet speed differs during the transmission of the service because of technical problems, it affects end-user satisfaction. Hence, a stable and reliable internet infrastructure is needed to overcome such issues.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

08. Market Trends

Some of the major trends emerging in the Global Digital Game market are discussed below:

 Development of Hardware Platforms  Trend 2  Trend 3  Trend 4  Trend 5  Trend 6  Trend 7

Development of Hardware Platforms The majority of software games cater to the hardware platforms developed by three major companies: Sony, Microsoft, and Nintendo. These companies have developed platforms such as Xbox 360, PlayStation 3, and Wii U. These are multifunctional gaming consoles that not only support various games, but also enable gamers to watch videos, listen to music, browse the internet, and download videos. The success of the Video Game business is directly proportional to the acceptance of these platforms.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

09. Vendor Landscape

09.1 Competitive Scenario The Global Digital Game market comprises numerous vendors in various segments and is witnessing intense vendor competition. Technological innovations among the leading vendors play a significant role in driving market growth.

Activision Blizzard is an American game software developer. It is the largest supplier of gaming software in and Latin America, and the second largest gaming company in the world after Nintendo.

Electronic Arts is an American company that develops, publishes, markets, and distributes video games. The company develops and publishes games under several labels such as Madden NFL, NHL, FIFA Football/Soccer, NBA Jam, and SSX. Some of the major products of the company are the Battlefield series, the FIFA series, the Need for Speed series, and the Dragon Age series.

Gameloft is the developer and publisher of video games. It has more than 50 million monthly active users. The company's revenue is mainly driven by the success of its games on smartphones and tablets.

Giant Interactive is a Chinese gaming software company. The company is heavily involved in MMORPGs that are played through networked game servers.

Konami is a Japanese company that is involved in the business of production and sale of video game software. It is headquartered in Tokyo Midtown, Minato, Tokyo, Japan.

Microsoft is US-based multinational computer software company that develops, manufactures, licenses, markets, and supports a range of products and services related to computing.

NCSOFT is a South Korean games development company. It develops and publishes online, video, and mobile games.

Nexon is a South Korean developer and publisher of video games. It is one of the leading vendors in the Global MMO Games market. The company is headquartered in Japan.

Nintendo is a Japanese multinational consumer electronics and video games company. The company offers various gaming consoles, including the Nintendo Entertainment System.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10. Key Vendor Analysis

10.1 Activision Blizzard

10.1.1 Business Overview Activision Blizzard is an American video game and interactive entertainment company. It is involved in online, personal computer, console, handheld, and mobile interactive entertainment products.

10.1.2 Business Segmentation Exhibit 3: Business Segmentation of Activision Blizzard Based on Operating

Segments 2013

Activision Publishing

Blizzard Entertainment

Activision Blizzard

Distribution Activision Blizzard Activision

Source; TechNavio Analysis

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10.1.3 Key Information

Company Details Description

Product Portfolio  Xbox 360 Games  Xbox One Games  PlayStation 4 Games  PlayStation 3 Games  Wii U Games  PC Games  Call of Duty Series  Prototype Series  Spider-man Series  Warcraft Series  Starcraft Series  Diablo Series

Recent Product Launches  November 2012: Call of Duty: Black Ops II is released and becomes the first video game to cross retail sales of US$ XXX billion in just 15 days of its launch

Key Customers  GameStop  Walmart

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10.1.4 SWOT Analysis

Strengths Weaknesses

 Activision Blizzard is the leading global  Weakness 1 developer, publisher, and distributor in  Weakness 2 the first-person category

 Strength 2  Strength 3

Opportunities Threats

 Opportunity 1  Threat 1  Opportunity 2  Threat 2  Opportunity 3

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

11. Other Reports in the Series

Global Mobile Ad Spending Market 2012-2016

Global Interactive Kiosk Market 2012-2016

Set Top Box Market in India 2012-2016

Global Integrated Playout Automation Market 2012-2016

Global Broadcasting and Cable TV Market 2012-2016

Global Gaming Console Market 2012-2016

Global Video CDN Market 2012-2016

Global Mobile Gaming Market 2012-2016

Enterprise Video Market in the APAC Region 2012-2016

Global Musical Instruments Market 2012-2016

Global Mobile Application Market 2012-2016

Global IPTV Market 2012-2016

Global Home Entertainment Equipment Market 2012-2016

Global Digital Cinema Screen Market 2012-2016

Global Digital Content Market 2012-2016

Entertainment and Media Market in India 2012-2016

Global Set Top Box Market 2014-2018

Social Gaming Market in the US 2012-2016

Global Electrophotographic Printing Market 2014-2018

Global Camera Module in Mobile Device Market 2014-2018

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Global Pay TV Market 2014- 2018

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

TABLE OF CONTENT

01. Executive Summary ...... 1

02. List of Abbreviations ...... 3

03. Scope of the Report ...... 4

03.1 Market Overview ...... 4

03.2 Product Offerings...... 4

04. Market Research Methodology ...... 8

04.1 Market Research Process ...... 8

04.2 Research Methodology ...... 8

05. Introduction ...... 10

06. Market Landscape ...... 12

06.1 Market Overview ...... 12

06.2 Market Size and Forecast...... 13

06.3 Five Forces Analysis ...... 14

07. Market Segmentation by Type ...... 16

07.1 Global Digital Game Market by Type 2013 ...... 16

07.2 Global Digital Game Market by Type 2013-2018 ...... 17

07.3 Global Digital PC Game Market 2013-2018 ...... 19

07.3.1 Market Size and Forecast...... 19

07.4 Global Digital Mobile Game Market 2013-2018 ...... 20

07.4.1 Market Size and Forecast...... 20

07.5 Global Digital Console Game Market 2013-2018 ...... 21

07.5.1 Market Size and Forecast...... 21

08. Geographical Segmentation ...... 22

08.1 Global Digital Game Market by Geographical Segmentation 2013 ...... 22

09. Key Leading Countries ...... 24

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

09.1 The US ...... 24

09.2 Japan...... 24

10. Buying Criteria ...... 26

11. Market Growth Drivers ...... 27

12. Drivers and their Impact ...... 31

13. Market Challenges ...... 33

14. Impact of Drivers and Challenges ...... 35

15. Market Trends ...... 37

16. Trends and their Impact ...... 40

17. Vendor Landscape ...... 41

17.1 Competitive Scenario...... 41

17.2 Other Prominent Vendors ...... 42

18. Key Vendor Analysis ...... 47

18.1 Activision Blizzard ...... 47

18.1.1 Business Overview...... 47

18.1.2 Business Segmentation ...... 48

18.1.3 Key Information ...... 49

18.1.4 SWOT Analysis ...... 50

18.2 Electronic Arts ...... 51

18.2.1 Business Overview...... 51

18.2.2 Business Segmentation ...... 52

18.2.3 Key Information ...... 53

18.2.4 SWOT Analysis ...... 54

18.3 Gameloft ...... 55

18.3.1 Business Overview...... 55

18.3.2 Business Segmentation ...... 56

18.3.3 Key Information ...... 58

18.3.4 SWOT Analysis ...... 60

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

18.4 Giant Interactive ...... 61

18.4.1 Business Overview...... 61

18.4.2 Business Segmentation ...... 62

18.4.3 Key Information ...... 62

18.4.4 SWOT Analysis ...... 63

18.5 Konami...... 64

18.5.1 Business Overview...... 64

18.5.2 Business Segmentation ...... 64

18.5.3 Key Information ...... 65

18.5.4 SWOT Analysis ...... 66

18.6 Microsoft ...... 67

18.6.1 Business Overview...... 67

18.6.2 Business Segmentation ...... 68

18.6.3 Key Information ...... 70

18.6.4 SWOT Analysis ...... 71

18.7 NCSOFT ...... 72

18.7.1 Business Overview...... 72

18.7.2 Key Information ...... 72

18.7.3 SWOT Analysis ...... 73

18.8 Nexon ...... 74

18.8.1 Business Overview...... 74

18.8.2 Business Segmentation ...... 75

18.8.3 Key Information ...... 76

18.8.4 SWOT Analysis ...... 77

18.9 Nintendo ...... 78

18.9.1 Business Overview...... 78

18.9.2 Key Information ...... 79

18.9.3 SWOT Analysis ...... 80

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

18.10 Rovio Entertainment ...... 81

18.10.1 Business Overview ...... 81

18.10.2 Key Information ...... 81

18.10.3 SWOT Analysis ...... 82

18.11 Sony ...... 83

18.11.1 Business Overview ...... 83

18.11.2 Key Information ...... 83

18.11.3 SWOT Analysis ...... 84

18.12 Take-Two Interactive ...... 85

18.12.1 Business Overview ...... 85

18.12.2 Business Segmentation ...... 85

18.12.3 Key Information ...... 86

18.12.4 SWOT Analysis ...... 88

18.13 Ubisoft Entertainment ...... 89

18.13.1 Business Overview ...... 89

18.13.2 Business Segmentation ...... 90

18.13.3 Key Information ...... 91

18.13.4 SWOT Analysis ...... 92

19. Other Reports in this Series ...... 93

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

EXHIBITS

Exhibit 1: Market Research Methodology ...... 8

Exhibit 2: Global Digital Game Market by Segmentation ...... 12

Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion) ...... 13

Exhibit 4: Global Digital Game Market by Type 2013 ...... 16

Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$ billion) ...... 17

Exhibit 6: Global Digital Game Market by Type 2013-2018 ...... 17

Exhibit 7: Global Digital PC Game Market 2013-2018 (US$ billion) ...... 19

Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$ billion) ...... 20

Exhibit 9: Global Digital Console Game Market 2013-2018 (US$ billion) ...... 21

Exhibit 10: Global Digital Game Market by Geographical Segmentation 2013 ...... 22

Exhibit 11: Business Segmentation of Activision Blizzard Based on Operating Segments 2013 ...... 48

Exhibit 12: Business Segmentation of Electronic Arts Based on Brand Label 2013 ...... 52

Exhibit 13: Business Segmentation of Gameloft (2013) ...... 56

Exhibit 14: Gameloft Revenue Split by Business Segments (2013) ...... 57

Exhibit 15: Gameloft Revenue Split by Geography (2013) ...... 57

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Exhibit 16: Business Segmentation of Giant Interactive based on Revenue 2013 ...... 62

Exhibit 17: Business Segmentation of Konami 2012 ...... 64

Exhibit 18: Business Segmentation of Microsoft ...... 68

Exhibit 19: Business Segmentation of Nexon 2013 ...... 75

Exhibit 20: Nexon Market Split by Geographic 2013 ...... 75

Exhibit 21: Business Segmentation of Take-Two Interactive Based on Publishing Labels 2013 ...... 85

Exhibit 22: Business Segmentation of Ubisoft ...... 90

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

DISCLAIMER This report has been prepared from sources and data that we believe to be reliable, but we make no representation as to its accuracy or completeness. Any decision or action taken by the recipient based on this report shall be solely and entirely at the risk of the recipient. Opinions and information provided are made as at the date of the report issue and are subject to change without notice.

All trademarks and copyrights remain the sole ownership of their rightful owners/licensees. In no event shall Infiniti Research have any liability to any party for special, incidental, tort, or consequential damages arising out of or in connection with this report, even if Infiniti Research has been advised of the possibility of such damages.

Copyright ©2013 Infiniti Research Limited. All Rights Reserved.

Reproduction without written permission is completely forbidden.

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TechNavio is built on years of experience of Infiniti Research in deep dive custom research and consulting for over 30 Fortune 500 companies and numerous large and medium-sized companies in the technology space.

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2014-2018 Global Digital Game Market