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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 Driver 2 Driver 3 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. Gameloft SA Giant Interactive Group Inc. Konami Corp. Microsoft Corp. Key Vendors NCSOFT Corp. Nexon Co. Ltd. Nintendo Co. Ltd. Rovio Entertainment Ltd. Sony Computers Entertainment Inc. Take-Two Interactive Software Inc. Ubisoft 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 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
Electronic Arts Xbox 360 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 Gangstar 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 Asphalt 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 Grand Theft Auto 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 2 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 Video Game 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 North America 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 action game 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.
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Copyright ©2013 Infiniti Research Limited. All Rights Reserved.
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ABOUT TECHNAVIO INSIGHTS
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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