Research And Markets offers the 7th edition of Video Game Watch (Quarterly) With Unmetered Analyst Support and 3-Hour Consulting Services subscription, a service that provides users with a unique way to keep track of the latest developments in a video game industry on the brink of massive change. Delivering analysis of growth engines, core market trends and how the key players are positioned, along with volume and revenue growth forecasts up to 2017. The service?s database represents the combined expertise of a team of senior consultants who have been producing top-flight analysis of the world?s video game markets for 15 years. Among other things, it enables users to obtain a clear perspective on the latest trends shaping all of the video game sectors around the globe.
1 Year Subscription Rates:
1 ? 5 Users Electronic ? USD $16,472
Electronic Site License Electronic ? USD $25,738 ? allows all users within a given geographical location of your organization access to the product.
Electronic Enterprise-wide ? USD $25,738 allows all employees within your organization access to the product.
Status Report (PowerPoint, 50 pages)
World Video Game Market ? Markets & Forecasts, 2013-2017 Despite the profound changes it is experiencing today, the global video game market will enjoy a new period of growth in 2015, increasing to ?60 billion in 2016. This report tracks the trajectory of key industry indicators over five years and provides an assessment of core markets:
Key market trends
- TV and video revenue
- Home consoles
- Handheld consoles
- Offline video games
- Online video games
- Mobile phone games
- The top companies? strategies
Insights (Word, 20-30 pages)
Social Gaming (February 2013) ? Markets and trends, 2012-2016 ? The social gaming market, which is now nearing maturity, is estimated at ?5.4 billion in 2012 and expected to reach ?10.7 billion in 2016. This insight looks at how key industry trends will play out from 2012 to 2016.
Portable Gaming (September 2013) ? The rising popularity of portable gaming (i.e. on smartphones and tablets) continues unabated. It now represents more than 10% of the global gaming software market, compared to 1.3% in 2004. This insight explores the reasons behind this growing success which is expected to continue on through 2017.
Next-gen home consoles (November 2013) ? Console makers are revving up the marketing campaigns for their new home devices. This insight delivers analysis of the powers in play and assesses what these rollouts mean for the industry as a whole, at a time when gamers are continually demanding new experiences.
Data & forecasts
Market segments
Home consoles: hardware
Handheld consoles: hardware
- Sales (million units)
- Installed base (million units)
- Average retail price (EUR)
- Market value (million EUR)
Mobile games
- Mobile gamers
- Video games ARPU
- Mobile game market
Home console software
Handheld console software
Computer software
- Sales (million units)
- Average retail price (EUR)
- Market value (million EUR)
Online video games
- Premium video gamers
- Free-to-pay video gamers
- Social video gamers
- ARPU Annual video games
- Online gaming revenue
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