Reportlinker Adds the Video Gaming Market Outlook: Evolving Business Models, Key Players, New Challenges and the Future Outlook

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NEW YORK-(Business Wire)-September 21, 2009 - Reportlinker.com announces that a new market research report is available in its catalogue.

Reportlinker Adds The Video Gaming Market Outlook: Evolving business models, key players, new challenges and the future outlook.

http://www.reportlinker.com/p0148155/Reportlinker-Adds-The-Video-Gaming-Market-Outlook-Evolving-business-models-key-players-new-challenges-and-the-future-outlook.html

Executive Summary

The global video gaming market is expected to grow at a CAGR of 8.9% over the period 2008-2013 to reach $76.1bn in 2013. In the future the market will be driven primarily by online and mobile gaming formats, which in turn are being driven by increasing internet, broadband and mobile penetrations. Video games publishers are changing their business models and adopting alternative distribution channels to enhance their profits and curb the malpractice of piracy. The industry value chain is evolving in the wake of new business and distribution models.

This report provides an overview of the global video gaming market, covering aspects such as market size and growth, factors driving this growth and trends in the market. It covers the key developed and emerging markets in terms of penetration of internet, broadband and mobile technologies and the uptake of different video gaming platforms. It analyses the changing demographic profile of gamers, evolving business models and evolutions in the value chain of the video gaming industry, with a focus on the emerging trends. It also discusses the key challenges that the market is currently faced with and provides an insight into the key players involved in the market.Through analysis and forecasts, this report provides insight into the direction of the video gaming market, which is undergoing major structural transformation.

Key findings

The global video gaming market is expected to grow at a CAGR of 8.9% over the period 2008-2013.

Online gaming and mobile gaming are likely to be the key drivers of the growth in the global video gaming market. While console gaming will continue to be the largest segment, its market share is expected to decline.

Key video gaming markets include the US, Canada, Western Europe, China, Japan and South Korea, while India, Brazil, Russia and South East Asia comprise the key emerging markets for video games.

Piracy and IP protection are the key challenges for the video gaming industry at present and in the future.

The demographic profile of video gamers is changing and there is a strong growth in the number of casual gamers, which primarily consist of women and older men.

Use this report to

.

• Analyze market trends to predict key growth areas in the video gaming market.

• Examine the challenges and threats facing the global video gaming market and their impact on the industry.

• Quantify the global and regional video gaming markets, including product shipment data and forecasts of mobile and broadband uptake that will drive future growth.

• Gain insight into the key different types of video gaming models, and identify trends and keys to growth in each.

• Compare how different players in the space are positioning and developing their offerings in order to differentiate themselves from the competition.

Discover

• What are the current trends in the global video games industry?

• Which industry segments offer the greatest growth opportunities in the market?

• Which regions are more developed markets and which are the emerging areas presenting potential growth opportunities?

• Who are the key players in the industry?

• What is the industry structure and how is it changing?

• How is the demographic profile of gamers changing and what is its impact on the industry?

• What are the key challenges facing the industry and how are they being dealt with?

• How is the industry expected to evolve and what is the future outlook?

Table of Contents

The Video Gaming Market Outlook

Executive summary 12

Market development 12

Console gaming – slowing growth 13

Online gaming – driving the growth of video gaming 14

Mobile gaming – rising rapidly 15

PC gaming – declining market 16

Changing demographic profile – the rise of casual gaming 17

Evolving business models – rise of in-game advertising,

microtransactions and digital distribution 18

Changing value chain – impact of industry consolidation and changing

distribution models 19

Key and emerging video gaming markets 20

Chapter 1 Introduction 24

What is this report about? 24

Methodology and definitions 25

Chapter 2 Market development 28

Summary 28

Overview 29

Introduction 29

Market size and growth 29

Key global video games publishers 32

Emerging sectors in video gaming 33

Multimedia consoles 33

Thought controlled games 33

User-generated content 33

Social gaming 34

Advergaming 35

Serious gaming 35

Challenges for the video games industry 37

Piracy 37

Piracy – some statistics compiled by Interactive Software Federation

of Europe (ISFE) 37

Intellectual Property Rights 38

Chapter 3 Console gaming – slowing growth 40

Summary 40

Console software market 41

Market size and growth 41

Console software publishers 41

Console hardware market 43

Market size and growth 43

Console hardware manufacturers 45

Online console market 48

OnLive – a potential threat to console gaming 50

Chapter 4 Online gaming – driving the growth of video gaming 52

Summary 52

Market size and growth 53

Drivers of online gaming 54

MMOGs (Massively multiplayer online games) - Dominating the online

games market 55

Drivers of MMOGs 56

Gaming as a social medium 56

Increasing broadband users 56

MMOG competitive landscape 57

Chapter 5 Mobile gaming – rising rapidly 60

Market Size and growth 60

Drivers of mobile gaming 61

Increasing mobile and 3G penetration 61

Increasing smartphone sales 63

Apple iPhone – revolutionizing the mobile gaming market 64

Key mobile gaming publishers 65

Chapter 6 PC Gaming – declining market 68

Summary 68

Market size and growth 68

Reasons for the decline of PC gaming 69

Lack of new game titles and sophisticated games 69

Cannibalization by console games 70

Advent of online and wireless gaming 70

Chapter 7 Changing demographic profile – the rise of casual gaming 72

Summary 72

Overview 73

Increasing casual gaming market 73

Profile of casual gamers 74

Increasing average game player age 75

Increasing participation from women 77

Video games in the family and as social medium 77

Chapter 8 Evolving business models – the rise of in-game advertising, microtransactions and digital distribution 82

Summary 82

Overview 83

In-game advertising 83

Online/ digital distribution 85

Microtransactions 86

Chapter 9 Changing value chain – impact of industry consolidation and changing distribution models 90

Summary 90

Overview 90

The traditional video gaming value chain 91

Key components of traditional value chain 92

Developer 92

Publisher 92

Distributor 92

Retailer 92

The new video gaming value chain 93

Consolidation of developers and publishers 93

Digital distribution 94

Rise of mobile and online gaming 95

Chapter 10 Key and emerging video gaming markets 98

Summary 98

The key video gaming markets 99

The US 99

Market size and growth 99

Internet and broadband penetration 100

Mobile penetration 101

Key video games publishers 102

Canada 103

Market size and growth 103

Internet and broadband penetration 104

Mobile penetration 105

Key video games publishers 106

China 106

Market size and growth 106

Internet and broadband penetration 109

Mobile penetration 109

Key video games publishers 110

South Korea 111

Market size and growth 111

Internet and broadband penetration 112

Mobile penetration 113

Key video games publishers 114

Japan 115

Market size and growth 115

Internet and broadband penetration 116

Mobile penetration 117

Key video games publishers 117

Western Europe 118

Market size and growth 118

Key video games publishers 119

Key video gaming markets in Western Europe 120

Emerging video gaming markets 126

India 126

Market size and growth 126

Internet and broadband penetration 127

Mobile penetration 128

Key video games publishers 129

Brazil 129

Market size and growth 129

Internet and broadband penetration 130

Mobile penetration 131

Key video games publishers 132

Russia 132

Market size and growth 132

Internet and broadband penetration 133

Mobile penetration 133

Key video games publishers 134

South East Asia 134

Market size and growth 134

Internet, broadband and mobile penetration 135

Index 137

List of Figures

Figure 2.1: Global video gaming market size ($bn), 2003–2013 29

Figure 2.2: Global video gaming market by format (%), 2008–2013 30

Figure 2.3: Global video gaming market size by geographic region (%), 2008–2013 31

Figure 2.4: Examples of advergaming 35

Figure 2.5: EVE Online screenshot 36

Figure 3.6: Global console gaming market size ($bn), 2003-2013 41

Figure 3.7: Global console shipments (m), 2006-2013 44

Figure 3.8: Global console shipments (m), H1 2008 – H1 2009 45

Figure 3.9: Positioning of key consoles 46

Figure 3.10: Comparison between key video game consoles 47

Figure 3.11: Global online console market size ($bn), 2008-2013 48

Figure 3.12: Global online console market size break-up ($bn), 2008-2013 49

Figure 4.13: Global online gaming market size ($bn), 2008–2013 53

Figure 4.14: Worldwide internet users and penetration, 2004-2008 54

Figure 4.15: Worldwide MMOG subscribers (m), 2004-2008 55

Figure 4.16: Global MMOG market size ($bn), 2008-2013 56

Figure 4.17: Worldwide broadband users and penetration, 2004-2013 57

Figure 4.18: MMOG key players' market share (%), June 2008 58

Figure 5.19: Global mobile gaming market size ($bn), 2003-2013 61

Figure 5.20: Worldwide mobile subscribers and penetration, 2004-2008 62

Figure 5.21: 3G share of mobile phone subscriptions and revenues (%), 2004-2013 63

Figure 6.22: Global PC gaming market size ($bn), 2003-2013 69

Figure 7.23: Global casual gamers’ profile, (2007) 74

Figure 7.24: US comparison of gamers’ age, (2006, 2008) 75

Figure 7.25: UK breakdown of gamers and non-gamers by age (%), (2008) 76

Figure 7.26: US comparison of gamers’ gender, (2006, 2008) 77

Figure 7.27: US break-down of gaming software genres shipments (%), (2005, 2009) 78

Figure 7.28: European parents playing video games with children (%), (2008) 79

Figure 8.29: Global in-game advertising market size ($bn), 2008-2013 84

Figure 8.30: Examples of in-game advertisements 85

Figure 9.31: Traditional video gaming value chain 91

Figure 9.32: Evolution in video gaming value chain 93

Figure 10.33: The US video gaming market size ($bn), 2003-2013 100

Figure 10.34: US internet and broadband penetration (connections per hundred population), 2003- 2013 101

Figure 10.35: The US mobile penetration (phones per hundred population), 2003-2013 102

Figure 10.36: Canada video gaming market size ($bn), 2003-2013 104

Figure 10.37: Canada internet and broadband penetration (connections per hundred population), 2003-2013 105

Figure 10.38: Canada mobile penetration (phones per hundred population), 2003-2013 106

Figure 10.39: China online gaming market size ($bn), 2003-2009 108

Figure 10.40: China internet and broadband penetration (connections per hundred population), 2003- 2013 109

Figure 10.41: China mobile penetration (phones per hundred population), 2003-2013 110

Figure 10.42: South Korea video gaming market size ($bn), 2003-2009 112

Figure 10.43: South Korea internet and broadband penetration (connections per hundred population), 2003-2013 113

Figure 10.44: South Korea mobile penetration (phones per hundred population), 2003-2013 114

Figure 10.45: Japan video gaming market size ($bn), 2003-2011 115

Figure 10.46: Japan internet and broadband penetration (connections per hundred population), 2003- 2013 116

Figure 10.47: Japan mobile penetration (phones per hundred population), 2003-2013 117

Figure 10.48: Western Europe video gaming market size ($bn), 2003-2013* 119

Figure 10.49: The UK internet and broadband penetration (connections per hundred population), 2003-2013 121

Figure 10.50: The UK mobile penetration (phones per hundred population), 2003-2013 122

Figure 10.51: France internet and broadband penetration (connections per hundred population),

2003-2013 123

Figure 10.52: France mobile penetration (phones per hundred population), 2003-2013 124

Figure 10.53: Germany internet and broadband penetration (connections per hundred population), 2003-2013 125

Figure 10.54: Germany mobile penetration (phones per hundred population), 2003-2013 126

Figure 10.55: India video gaming market size ($m), 2008-2012 127

Figure 10.56: India internet and broadband penetration (connections per hundred population), 2003- 2013 128

Figure 10.57: India mobile penetration (phones per hundred population), 2003-2013 129

Figure 10.58: Brazil video gaming market size ($bn), 2005-2008 130

Figure 10.59: Brazil internet and broadband penetration (connections per hundred population), 2007- 2013 131

Figure 10.60: Brazil mobile penetration (phones per hundred population), 2007-2013 132

Figure 10.61: Russia internet and broadband penetration (connections per hundred population), 2003-2013 133

Figure 10.62: Russia mobile penetration (phones per hundred population), 2003-2013 134

List of Tables

Table 2.1: Global video gaming market size ($bn), 2003–2013 30

Table 2.2: Global video gaming market break-up by geographic region ($bn), 2008–2013 31

Table 2.3: Top 15 video games publishers, (2008) 32

Table 3.4: Top 10 console software publishers by global shipments, (H1 2009) 42

Table 3.5: Top 20 console games by global shipments (m), (H1 2009) 43

Table 3.6: Global console shipments (m), 2006-2013 44

Table 3.7: Console hardware shipments by console (m), (2006-2008) 46

Table 3.8: Global online console market size break-up ($bn), 2008-2013 49

Table 4.9: Worldwide internet users and penetration, 2004-2008 54

Table 4.10: Worldwide broadband users and penetration, 2004-2013 57

Table 5.11: Worldwide mobile subscribers and penetration, 2004-2008 62

Table 5.12: 3G share of mobile phone subscriptions and revenues (%), 2004-2013 63

Table 7.13: Casual gaming market size ($bn), 2005-2007 73

Table 7.14: UK breakdown of gamers and non-gamers by age (%), (2008) 76

Table 10.15: The US – Key video game publishing companies, (2008) 103

Table 10.16: China online gaming market size ($bn), 2003-2009 108

Table 10.17: China online gaming break-up ($bn), 2008-2009 108

Table 10.18: China – key video games publishers, (2008) 111

Table 10.19: South Korea video gaming market size ($bn), 2003-2009 112

Table 10.20: South Korea – key video games publishers, (2008) 114

Table 10.21: Japan video gaming market size ($bn), 2003-2011 116

Table 10.22: Japan – key video games publishers, (2008) 118

Table 10.23: Europe – Key video game publishing companies, (2008) 120

Table 10.24: Brazil video gaming market size ($bn), 2005-2008 130

Table 10.25: South East Asia key statistics (connections per hundred population), (2008-2013) 135

To order this report:

Reportlinker Adds The Video Gaming Market Outlook: Evolving business models, key players, new challenges and the future outlook.

http://www.reportlinker.com/p0148155/Reportlinker-Adds-The-Video-Gaming-Market-Outlook-Evolving-business-models-key-players-new-challenges-and-the-future-outlook.html

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