Global Video Games Market - KCTV5

Global Video Games Market

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SOURCE Reportlinker

NEW YORK, June 15, 2014 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Global Video Games Market

http://www.reportlinker.com/p0131217/Global-Video-Games-Market.html

This report analyzes the worldwide markets for Video Games in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Online Games, and Wireless Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East, and Latin America. Annual estimates and forecasts are provided for the period 2013 through 2020. Also, a seven-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 137 companies including many key and niche players such as -

Activision Blizzard, Inc.
Atari, Inc.
Capcom Co., Ltd.
Electronic Arts, Inc.
iWin, Inc.

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
Console Games I-3
Handheld Games I-4
PC Games (Excluding Online Games) I-4
Online Games I-4
Wireless Games I-4

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW II-1
Video Games Industry - An Introductory Prelude II-1
Market Fundamentals II-1
Video Games: A Sprawling Industry Presenting Opportunities to
a Wide Range of Participants II-2
Video Games Software & Subscriptions Market - A Review II-3
Table 1: Global Video Games Market (2013): Percentage Share
Breakdown of Values Sales by Segment (includes corresponding
Graph/Chart) II-3
Changing Demographics of Modern Players Sets Stage for
Increased Consumption of Video Games II-3
Traditional Users II-4
Gray Gamers II-4
Women: Succumbing to the Charms of Video Games II-4
Rise in Perceived Educative Value Of Video Games Fosters

Growth in the Market Over the Years II-5
Video Games Software & Online Subscriptions - Quite Resilient
to Periods of Economic Slowdown II-6
Current & Future Analysis II-6
Developing Markets to Lend Traction to the Market in the
Short to Medium Term Period II-6
Table 2: World Mobile Web Browsers Market by Geographic
Region/Country - Percentage Breakdown of Number of Mobile
Web Browser Users for Asia-Pacific, Canada, Europe, Japan,
Latin America, US, and Rest of World Markets for Years 2011
and 2018 (includes corresponding Graph/Chart) II-7

Table 3: Global Percentage Share Breakdown of Number of
Mobile Handsets Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

Table 4: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

Table 5: Global Percentage Share Breakdown of Number of
Smartphones Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

2. NOTEWORTHY TRENDS, GROWTH DRIVERS & CHALLENGES II-9
Hardcore Gamers - The 'Only' Saving Grace for Fast Fading
Console Gaming Software Segment II-9
A Look into the Key Trends in Home Consoles Software Market II-9
New Generation of Home Console Games Sustains Audience
Interest with Unique Attributes II-9
New Home Consoles Software Benefit from Cross-Platform Trend II-10
Smaller Consoles Helps Sustain Market Prospects for Console
Software Vendors II-10
PC Games Software Battles Hard to Survive Onslaught from
Online & Mobile Gaming Versions II-10
Table 6: World Market for Personal Computers (2012 & 2015P) -
Breakdown of Annual Volume Shipments (in '000 Units) by
Region (includes corresponding Graph/Chart) II-11

Table 7: Global Market for Personal Computers (2012 & 2015P) -
Percentage Share Breakdown of Annual Volume Shipments by
Product Segment (includes corresponding Graph/Chart) II-12

Table 8: Global Video Games Market (2013): Percentage Share
Breakdown of Top Three Devices for Casual Games among Kids
Aged 11-14 Years (includes corresponding Graph/Chart) II-12
Online Video Games Finds Success over the Years II-12
Table 9: World Market for Video Games (2013): Percentage
Breakdown of Dollar Sales by Online and Retail Distribution
(includes corresponding Graph/Chart) II-13
MMOGs Steal the Thunder from Console Games II-13
Growth in Home Broadband Connectivity Increases PC Based
Online Gaming Subscriptions II-13
Online Video Games Market Goes Beyond PCs as Web Enabled
Mobile Phones, Tablets & Consoles Enter the Fray II-14
Mobile Web Browsers Emerges as Gateway to "On-the-Go"

Entertainment II-14
Mobile Online/Browser Based Games: Current Scenario II-15
Console Gaming Players Eye Browser Based Games for Expansion II-16
Wireless Gaming Software - A Booming Segment II-16
Table 10: Global Mobile Gaming Market (2009 & 2013):
Breakdown of Number of Mobile Gamers (in Million) by Region
(includes corresponding Graph/Chart) II-17
Robust Growth in Mobile Phone Users Sets Stage for Evolution
of Mobile Games II-17
Table 11: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 & 2015
(includes corresponding Graph/Chart) II-18
Smartphones - Shot in the Arm for Mobile Games II-18
Smartphones Sales Continues to Grow Across the Globe - A Key
Opportunity Indicator for Mobile Games II-19
Table 12: Global Market for Smartphones (2011, 2013, 2015 &
2018): Breakdown of Volume Sales in Million Units by
Geographic Region (includes corresponding Graph/Chart) II-19

Table 13: World Smartphone Penetration for Select Countries
(as a Percentage of Mobile Phone Users): 2013 (includes
corresponding Graph/Chart) II-20

Table 14: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 2-6 Years (includes corresponding Graph/Chart) II-20

Table 15: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 7-10 Years (includes corresponding Graph/Chart) II-21
Consumer Mobile Usage Habits Foster Growth in Mobile Gaming
Market II-21
Entertainment Applications Lead Smartphone Content:
Indication of Potential in Store for Mobile Gaming II-21
Opportunity Indicators II-22
Table 16: Global Mobile Internet Market (2012): Percentage
Share Breakdown of Revenues for Advertisement/Search,
Enterprise Services, Entertainment, MMS/SMS and Other Data
Access (includes corresponding Graph/Chart) II-22

Table 17: Percentage Breakdown of Time Spent by Users on
Wireless Games by Location (includes corresponding
Graph/Chart) II-22

Table 18: Global Mobile Apps Market (2012): Percentage
Share Breakdown of Revenues by Category (includes
corresponding Graph/Chart) II-22

Table 19: Average Time Spent (In Minutes) On Mobile Apps On
Smartphones & Tablets Worldwide Per User Per Day: Breakdown
by Category (includes corresponding Graph/Chart) II-23

Table 20: Korean Gaming Market (Jan 2011 & Jan 2012):
Breakdown of Playing Hours (in Millions) by Gaming Category
(includes corresponding Graph/Chart) II-23
Growing Adoption of Tablet PCs Increases Market Prospects for
Wireless Video Games Software II-24
Table 21: Global Market for Media Tablets: Annual Sales
Figures (in Million Units) for years 2010, 2013 & 2018
(includes corresponding Graph/Chart) II-24
Downloadable Mobile Video Games Pips Traditional Message
Based Games to Become the Most Popular Wireless Gaming
Category II-24

Table 22: Top Reasons for Gaming Downloads Measured as a
Percentage of User Responses to Given Reasons (includes
corresponding Graph/Chart) II-25
App Stores Revolutionize Mobile Gaming Distribution - Lends
Traction to the Downloadable Wireless Games II-25
Mobile Social Networking Adds Fillip to the Wireless Gaming
Market II-26
Opportunity Indicators II-27
Table 23: Global Online Social Gaming Market (2010 & 2015P)
Breakdown of Number of Players (in Millions) by Country
(includes corresponding Graph/Chart) II-27

Table 24: Penetration of Social Games on Facebook (2013):
Percentage Share Breakdown by Geographic Market (includes
corresponding Graph/Chart) II-27

Table 25: Major Social Networking Sites Worldwide (2011):
Breakdown of Number of Registered Users in Millions
(includes corresponding Graph/Chart) II-28
Expanding Consumer Base for Wireless Games II-28
Table 26: Worldwide Wireless Gaming Market (2012):
Percentage Breakdown of Mobile Gamers by Age Brackets- Under
18, 18-49, and Above 50 (includes corresponding Graph/Chart) II-29

Table 27: Worldwide Wireless Games Market (2012): Percentage
Breakdown of Mobile Gamers by Gender - Male and Female
(includes corresponding Graph/Chart) II-29
Mobile Internet - The Backbone of Mobile Gaming II-29
Table 28: Worldwide Mobile Internet Traffic (2008-2010) (In
terabyte (TB)/month) (includes corresponding Graph/Chart) II-30

Table 29: Worldwide Mobile Data Traffic by Application
(2013, 2015 & 2018) - Percentage Share Breakdown of Monthly
Data Traffic Volume for Data, File Sharing, M2M, and Video
(includes corresponding Graph/Chart) II-31

Table 30: Worldwide Mobile Data Traffic by Device Type
(2013, 2015 & 2018) - Percentage Share Breakdown of Monthly
Data Traffic Volume for Laptops, Non-Smartphones,
Smartphones, Tablets, and Others (includes corresponding
Graph/Chart) II-32
Cloud Technology: Optimally Positioned to Provide Online &
Wireless Gaming Experience II-32
Cloud Gaming: An Emerging Platform for Games Distribution II-33
Key Benefits of Cloud Technology that are Expected to Boost
Internet Gaming Platforms II-33
Economic Benefits II-33
Extreme Scalability II-34
Ubiquity II-34
Data Management Concerns Outsourced II-35
Cloud Insurance Shields from Losses II-35
Remote Access: The Real Flavor of Cloud Gaming II-35
Mobile Cloud-Gaming - The New Paradigm II-35
Softening Prices Increases Number of Gamers - Bodes Well for
the Market II-36
Developments at Hardware & Content Level Boosts Opportunities
for Video Games Software II-36

Physical and Digital Crossover Adds New Dimension to Video
Gaming II-37
Video Games with Motion Control Keeps Players Glued II-37
3D Gaming Titles Soar in Demand II-37
Table 31: World Market for Stereoscopic 3D Screens (2018P):
Percentage Share Breakdown of Volume Shipments by End-Use
Application (includes corresponding Graph/Chart) II-38
Biotic Video Games to Make Games More Lifelike II-38
Developers Prefer RPG-like, Built-in Features II-38
Advancements in HTML5 - A Major Boost for Mobile Games II-39
NFC Technology Increases Adoption of Wireless Multi-Player Games II-39
Ability to Accept User Driven Changes Increases User Involvement II-39
Convergence & Improved Network Capability: Crucibles for Success II-40
Blurring Boarders Extend Huge Opportunity for Developers II-40
Micro Gaming Studios & Independent Developers Finally See
Their Efforts Get Rewarded II-40
A Peek into Challenges in Store II-41
Rising Game Development Costs Jeopardizes Developers'
Profitability II-41

Table 32: Video Game Development Scenario: Average
Expenditure, Team Size and No. of Days by Platform (includes
corresponding Graph/Chart) II-42

Table 33: Global Video Game Market (2012): Percentage Share
Breakdown of Project Budgets by Platform (includes
corresponding Graph/Chart) II-42

Table 34: Global Video Games Market (2013): Anatomy of
US$100 Video Game (includes corresponding Graph/Chart) II-43
Aggressive Marketing Strategies Make Gamers Uncomfortable II-43
Reselling Hurts New Title Purchases II-44
Software Piracy Takes the Wind Out of the Market's Sails II-44
Negative Publicity Over Violent Video Games Blemishes
Business Opportunities II-45
Lack of Skilled Workforce Hurting New Product Development
Initiatives II-45
Challenges to Reckon With for Online Games II-45

Free-to-Play Games - A Major Threat for Paid Online &
Wireless Gaming Titles II-46
Competition II-46
Consolidation Blows in the Wind II-46
A Look into the M&A Activity Recorded in 2013 II-46
Comparatively Low Entry Barriers Invite Scores of New
Companies in Mobile Gaming Market II-47
Even Non-Gaming Enterprises Join the Fray II-47
Table 35: Global Mobile Games Market (2013): Percentage
Share Breakdown of Revenue by leading Players (includes
corresponding Graph/Chart) II-48
Outsourcing: An Antidote to the Predicament II-48
Leading Game Development Studios II-48
Top Video Game Titles for All the Platforms in 2013 II-49
Top Video Game Titles for iPhone in 2013 II-50
Top Video Game Titles for PC in 2013 II-51
Top Video Game Titles for PS3 in 2013 II-51
Top Video Game Titles for Wii U in 2013 II-52
Top Video Game Titles for Xbox One in 2013 II-52
Top Video Game Titles for Xbox 360 in 2013 II-53
Top Video Game Titles for Facebook in 2013 II-53

3. PRODUCT OVERVIEW II-54
Video Games: A Primer II-54
Video Games Software: A Definition II-54
A Look into the Past & Recent Software Distribution Platforms II-54
Online Downloads II-54
DVDs II-55
CDs II-55
CD-ROMs II-55
Cartridges II-55
Video Games Software: Classification By Gaming Platform II-56
Console Games Software II-56
Handheld Games Software II-56
PC Games Software (Excluding Online Games) II-56
Online Games II-57
MMORPG (Massively Multiplayer Online Role Playing Game) II-57
Perpetual State Worlds (PSW) II-57
Wireless Games Software II-58
Video Games Software: Classification By Game Genres II-58
Adventure/Role-Playing II-58

Action II-58
Fighting/Combat Game II-58
First-Person Shooter Games II-58
Sports II-58
Simulations II-59
Strategy Games II-59
Miscellaneous/Other II-59
Rhythm/Action II-59
Platformer II-59
Puzzle II-59
Racing/Flying II-59
The Eighth Generation of Video Game Consoles - An Overview II-59
A Glance at Key Specifications II-60
Wii U II-61
PlayStation 4 II-61
Xbox One II-61
Other Home Video Game Consoles Released in the Recent Past II-61
Upcoming Home Video Game Consoles II-61

4. PROCESS OVERVIEW II-62
Existing Model II-62
Design II-62
Development II-62
In-house Developers II-62
Third Party Developers II-63
Independent Developers II-63
Publishing II-63
Distribution II-64
Retail II-64
Existing Value Chain Model II-64
Emerging Models II-65
A Typical Model of Emerging Value Chain II-65

5. REGULATORY FRAMEWORK II-66
Recreational Software Advisory Council (RSAC) II-66
Entertainment Software Ratings Board (ESRB) II-66
Pan European Games Information (PEGI) II-67

6. PRODUCT LAUNCHES/DEVELOPMENTS II-68
Activision and Hasbro Unveils TRANSFORMERS™: RISE OF THE DARK
SPARK a™ Video Game II-68
PopCap Games Unveils Peggle™ 2 for Xbox 360 II-68
Konami Digital Entertainment Announces Worldwide Release of
METAL GEAR SOLID V: GROUND ZEROES II-68
505 Games and Overkill Launch PAYDAY 2 II-68
Microsoft Introduces Xbox One II-69
Sony Computer Entertainment Unveils PlayStation®4 for Gamers II-69
Nintendo to Unveil the New PAX Prime Series of Videogames II-69
Plexus Games Launches RunicSorcerer for iPad II-70
Trion Launches Defiance™ Globally II-70
Genesis Gaming Introduces Arabian Caravan II-71
The LEGO Group, TT Games and Warner Bros. Interactive
Entertainment Launch LEGO® The Hobbit II-71

DC Entertainment and Warner Bros. Interactive Entertainment
Launch Batman: Arkham Origins II-71
Valve Launches SteamOS PC Gaming Platform II-72
SplitmediaLabs Releases XSplit Broadcaster 1.2 II-72
Smart Media Launches Online Game Bubble King II-72
LP and Kuuluu Collaborate to Launch LP Recharge II-73
Valve Launches Steam Family Sharing II-73
Rescue Service and Vaughan Fire Introduce Novel 3D Animation
Video Game II-73
Trion Worlds Unveils Defiance™ II-74
Pokemon to Launch Pokemon Y and Pokemon X II-74
505 Games and Overkill Roll Out Payday 2 II-74
2K Sports Announces the Launch of NBA® 2K13 II-75
Ubisoft and IGN Collaborate to Introduce ShootMania Storm II-75
Nintendo Unveils Xenoblade Chronicles for Wii II-75
Majesco Rolls Out Hello Kitty® for Nintendo 3DS™ II-75
Disney Interactive Media Group to Launch "Brave: The Video Game" II-76
Intergi Introduces Game Distribution and In-game Video AD
Solution II-76
Ankama Launches FLY'N II-77
PopCap Games to Unveil Zuma's Revenge for Xbox 360® II-77
Kickstarter.com Launches Orbital Blaster II-77
THQ and Machinima Launch Nexuiz PC II-77
THQ Unveils WWE® WrestleFest™ II-78

7. RECENT INDUSTRY ACTIVITY II-79
Tetris® and Ubisoft® to Offer Tetris Franchise on Sony
PlayStation®4 II-79
Sega to Split Index Corporation into Index and Atlus II-79
Facebook to Takeover Oculus II-79
iWin Acquires Certain Assets of Oberon Media II-79
Vivendi Divests Majority Stake in Activision Blizzard II-79
Electronic Arts Signs Licensing Agreement with The Walt Disney
Company II-80
Wargaming.net Acquires GPG II-80
Koch Media/Deep Silver Takes Over Metro, Saints Row and Volition II-80
Hasbro Enters into a Licensing Agreement with Electronic Arts II-81
RealNetworks Acquires Slingo II-81
Scarab Entertainment and Razor USA form Partnership II-81
Xseed Takes Over Atlus Online II-82
AMD Enters into New Game Developer Partnerships for Mantle II-82
SCEI Unveils PS Store for PSM II-82
Sega Sammy Holdings Takes Over Index II-82
NAMCO BANDAI Games and Little Orbit® Expand Distribution
Agreement II-83
Stardock Takes Over Atari's Star Control PC Game II-83

CiiNOW Partners with Metaboli II-83
Bigben Interactive Acquires FIA WRC License II-84
CiiNOW and GAME Ink Partnership Agreement II-84
SHFL entertainment Takes Over ProTec Games II-84
Microsoft Enters into Joint Venture with BesTV New Media II-84
Baidu Takes Over PPS II-85
Sony Commences Manufacture of PlayStation 3 in Brazil II-85
Genesis Gaming Enters into Partnership with Relax Gaming II-85
Twitch Partners with Red 5 for Live Broadcasting II-85
TransGaming Takes Over Interactive TV & Connected TV Business
of Oberon Media II-86
Warner Bros. Interactive Entertainment Inks Distribution
Agreement with Cyanide II-86
GungHo Commences Operations II-87
Signature Devices and Graffiti Entertainment to Merge II-87
The Walt Disney Company to Acquire Lucasfilm II-87
NASA Joins Hands with Microsoft to Unveil Mars Rover Curiosity
Game Landing II-87
Sony Acquires Gaikai to Enter Cloud Gaming II-88
EA Forms Multi-Product and Multi-Year Partnership Agreement

with Zuffa II-88
Zuffa and THQ Enter into an Agreement II-88
Bigpoint and Fox Consumer Products Jointly Launch Ice Age Online II-89
THQ Sells ValuSoft Games to Cosmi II-89
343 Industries Develops Halo 4 II-89
GameFly and 2K Games Extend Their Partnership II-89
Play N Trade Merges with Dimensions Games II-90
Nexon Takes Over Gloops II-90
ENTERTAINMENT LICENSING ASSOCIATES Forms Joint Venture with
Kaliya II-90
Salans Advises Flaregames to Form a Joint Venture Keen Flare
with Keen Games II-90
Creative Assembly and SEGA Ink Multi-Title Licensing Agreement
with Games Workshop II-91
GMG Merges with Playfire II-91
WMS Industries Takes Over Jadestone Group II-91
SingTel Acquires Minority Stake in The Mobile Gamer II-92
THQ and Clearlake Capital Group's Affiliates Enter into Asset
Purchase Agreement II-92
Reverb Publishing Inks a Site Licensing Agreement to with Epic II-92
Netflix to Acquire OnLive II-93
DDM Signs a Partnership with Seahorn Capital II-93

8. FOCUS ON SELECT PLAYERS II-94
Activision Blizzard, Inc. (US) II-94
Atari, Inc. (US) II-94
Capcom Co., Ltd. (Japan) II-94
Electronic Arts, Inc. (US) II-95
PopCap Games (US) II-96
iWin, Inc (US) II-96
Konami Corporation (Japan) II-96
Konami Digital Entertainment Co. Ltd. (Japan) II-96
Konami Gaming Inc. (US) II-96
Microsoft Corporation (US) II-97
Namco Bandai Holdings, Inc. (Japan) II-97
Namco Bandai Games America Inc. (US) II-97
Nintendo Co. Ltd. (Japan) II-97
Sega Corporation (Japan) II-98
Sony Computer Entertainment America Inc. (US) II-98
Square Enix Holdings Co. Ltd (US) II-98
Eidos Plc (UK) II-98
Take 2 Interactive Software, Inc. (US) II-99
Tetris Holding, LLC (US) II-99
Ubi Soft Entertainment S.A (France) II-99
WMS Industries Incorporated (US) II-99

9. GLOBAL MARKET PERSPECTIVE II-100
Table 36: World Recent Past, Current and Future Analysis for
Video Games by Geographic Region/ Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2013 through 2020 (includes
corresponding Graph/Chart) II-100

Table 37: World Historic Review for Video Games by Geographic
Region/ Country - US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets
Independently Analyzed by Annual Sales in US$ Million for the
Years 2006 through 2012 (includes corresponding Graph/Chart) II-101

Table 38: World 15-Year Perspective for Video Games by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Middle East and Latin American Markets for the Years
2006, 2014, and 2020 (includes corresponding Graph/Chart) II-102

Table 39: World Recent Past, Current and Future Analysis for
Console Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-103

Table 40: World Historic Review for Console Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-104

Table 41: World 15-Year Perspective for Console Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-105

Table 42: World Recent Past, Current and Future Analysis for
Handheld Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-106

Table 43: World Historic Review for Handheld Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-107

Table 44: World 15-Year Perspective for Handheld Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-108

Table 45: World Recent Past, Current and Future Analysis for
PC Video Games Software by Geographic Region/Country - US,
Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle
East and Latin American Markets Independently Analyzed by
Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-109

Table 46: World Historic Review for PC Video Games Software by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific (excluding Japan), Middle East and Latin American
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2006 through 2012 (includes corresponding
Graph/Chart) II-110

Table 47: World 15-Year Perspective for PC Video Games
Software by Geographic Region/Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-111

Table 48: World Recent Past, Current and Future Analysis for
PC Video Games Software by Product Type - Digital and Boxed
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2013 through 2020 (includes corresponding
Graph/Chart) II-112

Table 49: World Historic Review for PC Video Games Software by
Product Type - Digital and Boxed Markets Independently
Analyzed by Annual Sales in US$ Million for the Years 2006
through 2012 (includes corresponding Graph/Chart) II-113

Table 50: World 15-Year Perspective for PC Video Games
Software by Product Type - Percentage Breakdown of Dollar
Sales for Digital and Boxed Markets for the Years 2006, 2014,
and 2020 (includes corresponding Graph/Chart) II-114

Table 51: World Recent Past, Current and Future Analysis for
Digital PC Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-115

Table 52: World Historic Review for Digital PC Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-116

Table 53: World 15-Year Perspective for Digital PC Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-117

Table 54: World Recent Past, Current and Future Analysis for
Boxed PC Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-118

Table 55: World Historic Review for Boxed PC Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-119

Table 56: World 15-Year Perspective for Boxed PC Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-120

Table 57: World Recent Past, Current and Future Analysis for
Online Video Games by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Middle East and
Latin American Markets Independently Analyzed by Annual Sales
in US$ Million for the Years 2013 through 2020 (includes
corresponding Graph/Chart) II-121

Table 58: World Historic Review for Online Video Games by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific (excluding Japan), Middle East and Latin American
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2006 through 2012 (includes corresponding
Graph/Chart) II-122

Table 59: World 15-Year Perspective for Online Video Games by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Middle East and Latin American Markets for the Years
2006, 2014, and 2020 (includes corresponding Graph/Chart) II-123

Table 60: World Recent Past, Current and Future Analysis for
Wireless Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-124

Table 61: World Historic Review for Wireless Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-125

Table 62: World 15-Year Perspective for Wireless Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-126

III. MARKET

1. THE UNITED STATES III-1
A.Market Analysis III-1
Current & Future Analysis III-1
Video Games Software: Market Basics III-1
Changing Demographics: A Primer Driver III-1
A Snapshot III-2
Key Statistical Data III-2
Table 63: US Video Games Market (2013): Percentage Share of
Gamers by Age Group (includes corresponding Graph/Chart) III-2

Table 64: US Video Games Market (2013): Percentage Share of
Gamers by Gender (includes corresponding Graph/Chart) III-3

Table 65: US Video Games Market (2013): Percentage Share of
Most Often Played Online Games by Category (includes
corresponding Graph/Chart) III-3

Table 66: US Video Games Market (2013): Percentage Share of
Most Often Played Mobile Games by Category (includes
corresponding Graph/Chart) III-3

Table 67: US Video Games Market (2013): Percentage of Video
Gamers Playing Games with Others by Gamer Group (includes
corresponding Graph/Chart) III-4

Table 68: US Video Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4

Table 69: US Computer Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4

Table 70: US Video Games Sector (2013): Percentage Share
Breakdown of Dollar Spending by Category (includes
corresponding Graph/Chart) III-5

Table 71: US Video Games Market (2013): Percentage Share
Breakdown of Sales by Physical and Digital Channels
(includes corresponding Graph/Chart) III-5
Rise in Broadband Access, Bandwidth and Social Networking
Sites Drive Online Gaming III-5
Wireless Gaming - 'All Set' to Grow III-6
Social Games Boosts Market Prospects for Wireless and Online
Games Software III-6
Competition Heats Up, Reduces Profit Margins for Online &
Wireless Game Developers III-7
Software for Leading Console Manufacturers Take the Major
Share in Console Gaming Software Market III-7
Publishers Keen on Enhancing Product Portfolio III-7
Distribution Dynamics III-7
Traditional Stores III-8
Retail Stores III-8
Specialty Video Stores III-8

Other III-8
Digital Distribution Gathers Momentum III-8
Other Factors Driving Revenue Growth III-8
Hollywood and Video Games III-9
Films Inspired by Games III-9
Games Borrow from Films III-9
Violent & Adult Theme Video Games: Cause for Concern III-10
ESA: A Dedicated Platform for Interactive Game Publishers III-10
Product Introductions/Enhancements III-11
Strategic Corporate Developments III-14
Key Players III-21
Activision Blizzard, Inc. III-21
Atari, Inc. III-22
Electronic Arts, Inc. III-22
PopCap Games III-23

iWin, Inc III-23
Konami Gaming Inc. III-23
Microsoft Corporation III-24
Namco Bandai Games America Inc. III-24
Rockstar Games, Inc. III-24
Sony Computer Entertainment America Inc. III-24
Square Enix Holdings Co. Ltd III-25
Take 2 Interactive Software, Inc. III-25
Tetris Holding, LLC III-25
WMS Industries Incorporated III-25
B.Market Analytics III-26
Table 72: US Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-26

Table 73: US Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-27

Table 74: US 15-Year Perspective for Video Games by Segment -
Percentage Breakdown of Annual Value for Console Games
Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-28

2. CANADA III-29
A.Market Analysis III-29
Market Overview III-29
Video Game Development to Seek New Highs III-29
Companies Line Up with New Investments III-29
Mobile/Casual Gaming Set to Raise the Bar III-29
Regulatory Mechanism III-30
Product Launches III-30
Strategic Corporate Development III-31
B.Market Analytics III-32
Table 75: Canadian Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-32

Table 76: Canadian Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-33

Table 77: Canadian 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-34

3. JAPAN III-35
A.Market Analysis III-35
Current & Future Analysis III-35
Overview III-35
Unique Features of Japanese Gaming Industry III-35
Expanding Demographics and New Markets to Revive Japanese
Video Games Market III-36
Japanese Home Video Gaming Sector III-36
Big Players, Big Games III-36
Japanese Cartoons 'Anime' Invade Video Games III-37
Foreign Developers to Tap Japanese Market III-37
Regulatory Mechanism III-37
Product Launch III-37
Strategic Corporate Developments III-38
Key Players III-39
Capcom Co., Ltd III-39
Konami Corporation III-40
Konami Digital Entertainment Co. Ltd. III-40
Namco Bandai Holdings, Inc. III-40
Nintendo Co. Ltd. III-40
Sega Corporation III-41
B.Market Analytics III-42
Table 78: Japanese Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-42

Table 79: Japanese Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-43

Table 80: Japanese 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-44

4. EUROPE III-45
A.Market Analysis III-45
Current & Future Analysis III-45
Overview of the European Video Games Industry III-45
Demographics of the European Gaming Industry III-45
B.Market Analytics III-47
Table 81: European Recent Past, Current & Future Analysis
for Video Games by Geographic Region - France, Germany,
Italy, UK, Spain, Russia and Rest of Europe Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2013 through 2020 (includes corresponding Graph/Chart) III-47

Table 82: European Recent Past, Current & Future Analysis
for Video Games by Segment - Console Games Software,
Handheld Games Software, PC Games Software (Digital and
Boxed), Online Games Subscriptions, and Wireless Games
Software Markets Independently Analyzed by Annual Value in
US$ Million for Years 2013 through 2020 (includes
corresponding Graph/Chart) III-48

Table 83: European Historic Review for Video Games by
Geographic Region - France, Germany, Italy, UK, Spain,
Russia and Rest of Europe Markets Independently Analyzed by
Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-49

Table 84: European Historic Review for Video Games by
Segment - Console Games Software, Handheld Games Software,
PC Games Software (Digital and Boxed), Online Games
Subscriptions, and Wireless Games Software Markets
Independently Analyzed by Annual Value in US$ Million for
Years 2006 through 2012 (includes corresponding Graph/Chart) III-50

Table 85: European 15-Year Perspective for Video Games by
Geographic Region - Percentage Breakdown of Annual Value for
France, Germany, Italy, UK, Spain, Russia and Rest of Europe
Markets for Years 2006, 2014 & 2020 (includes corresponding
Graph/Chart) III-51

Table 86: European 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-52

4a. FRANCE III-53
A.Market Analysis III-53
Current & Future Analysis III-53
Video Games Market in France to Witness Growth III-53
Strategic Corporate Development III-53
Ubi Soft Entertainment S.A - The French Video Games Behemoth III-53
B.Market Analytics III-54
Table 87: French Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-54

Table 88: French Historic Review for Video Games by Segment

- Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-55

Table 89: French 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-56

4b. GERMANY III-57
A.Market Analysis III-57
Current & Future Analysis III-57
Market Overview III-57
Strategic Corporate Developments III-57
B.Market Analytics III-58
Table 90: German Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-58

Table 91: German Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-59

Table 92: German 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-60

4c. ITALY III-61
Market Analysis III-61
Table 93: Italian Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld
Games Software, PC Games Software (Digital and Boxed),
Online Games Subscriptions, and Wireless Games Software
Markets Independently Analyzed by Annual Value in US$
Million for Years 2013 through 2020 (includes corresponding
Graph/Chart) III-62

Table 94: Italian Historic Review for Video Games by Segment -
Console Games Software, Handheld Games Software, PC Games
Software (Digital and Boxed), Online Games Subscriptions,
and Wireless Games Software Markets Independently Analyzed
by Annual Value in US$ Million for Years 2006 through 2012
(includes corresponding Graph/Chart) III-63

Table 95: Italian 15-Year Perspective for Video Games by
Segment - Percentage Breakdown of Annual Value for Console
Games Software, Handheld Games Software, PC Games Software
(Digital and Boxed), Online Games Subscriptions, and
Wireless Games Software Markets for Years 2006, 2014 & 2020
(includes corresponding Graph/Chart) III-64

4d. THE UNITED KINGDOM III-65
A.Market Analysis III-65
Current & Future Analysis III-65
Overview III-65
Distribution Scenario III-65
Console Software Leads the Way for UK Games and Leisure Market III-66
Advergaming To Target Right Customers III-66
Market Trends & Issues III-66
Educational Games Hold Out III-66
Fantasy Themes Offer Fantastic Prospects III-66
Pop Stars, Music, & Video Games Combo Could Spell Success III-67
Piracy: The Biggest Spoilsport III-67
Entertainment & Leisure Software Publishers Association:
Collective Identity III-67
Strategic Corporate Developments III-67
Eidos Plc - A Key Player in the Uk Market III-68
B.Market Analytics III-69
Table 96: UK Recent Past, Current & Future Analysis for
Video Games by Segment - Console Games Software, Handheld

To order this report: Global Video Games Market
http://www.reportlinker.com/p0131217/Global-Video-Games-Market.html

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