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Electronic Games and Gaming: Global Markets

Published:September 2011
No.Of Pages:194
Price:US $ 4850




INTRODUCTION

STUDY GOALS AND OBJECTIVES

In this study, the goal of BCC Research is to determine the current status of the electronic
gaming business and assess its growth potential from 2010 to 2011 and then over a 5-year
period to 2016. Various types of gaming platforms, electronic games, and software plus
related services and accessory equipment present a large market with growth potential.

Our objective is to present a comprehensive analysis of electronic games, which can be
defined as interactive games played on regular consoles, handheld consoles, computers,
and mobile devices such as phones and arcade machines, and project the industry’s future
direction.

REASONS FOR DOING THIS STUDY

Electronic gaming is a global popular pastime for many people. Game consoles are similar to
computer-like devices and also serve as media centers. Handheld consoles have grown
more powerful and are popular with an increasing number of gamers. Computer gaming
continues to grow as downloading is more accessible and the mobile market, particularly
smartphones, has become a burgeoning place for games. Arcade games, once very popular,
are losing their appeal to more personalized gaming, but there is still some life left in this
platform.

The report Electronic Games and Gaming: Global Markets examines the current position of
electronic gaming in each of these platforms. We also examine the prospects for game
development and software, plus accessories and services for each platform. Our key
objective is to determine the future potential for this large industry.

INTENDED AUDIENCE

We have compiled a study of the different gaming platforms that is contained in unique
market sections. An overview of the industry and its key players is presented as well as the
technology of each platform. A review of the gaming industry competitiveness is also
presented. Within each platform, we present the key advantages and electronic gaming
market factors that will impact the demand. Shipments of gaming products, software, and
accessories are projected for 2010, 2011, and 2016. The value of these global shipments is
also ascertained. This study will be of interest to those in the electronics entertainment
industry; manufacturers of microelectronic devices such as ICs, displays, and graphics
products; and makers of PCs, cell phones, and other handheld devices. It will also be of
interest to those in the entertainment business.
SCOPE OF REPORT

The scope of this study encompasses game consoles that play electronic games from
television, DVD, the Internet, and outside sources; handheld consoles that perform
essentially the same function but are portable; personal computers and tablets that play a
variety of games from their hard drives or download them; cell phone and mobile devices
that can play games; and the arcade machines that still play some video games.

BCC Research analyzes the global electronic gaming industry including manufacturing
capability and consumption in regional markets. This study also examines industry
involvement, standards, and other pertinent factors related to the success of electronic
gaming.

METHODOLOGY

Both primary and secondary research methodologies were used in preparing this study. BCC
presents an analysis of units shipped for 2010 and their value. Our estimated value is what
manufacturers have paid in underappreciated U.S. dollars. Based on our surveys, we
analyze the potential growth for each major product and then forecast shipments for 2011
and 2016. We also analyze pricing trends and establish shipment values for 2010 and
project those for 2011 and 2016.

INFORMATION SOURCES

We interview approximately 130 companies to obtain data for this study. Included were
manufacturers of all the major gaming platforms, developers of a variety of games,
distributors, accessory manufacturers, and service organizations. We also spoke with game
players and compiled data from current financial/trade information such as trade
publications, financial reports, and government sources.

ANALYST CREDENTIALS

Bob Moran has worked as a technology market analyst and technology writer for more than
20 years, and is the author of numerous BCC Research reports. He has authored reports
covering thin-film deposition, photovoltaic solar technology. magnetic and optical storage,
surface modification of polymers, and other technology topics. He has also served as the
editor of BCC Research publications including Display Industry News and Micro and
Nanotechnology.

Table Of Contents

Chapter- 1: INTRODUCTION - Complimentary
STUDY GOALS AND OBJECTIVES
REASONS FOR DOING THIS STUDY
INTENDED AUDIENCE
SCOPE OF REPORT
METHODOLOGY
INFORMATION SOURCES
ANALYST CREDENTIALS
RELATED BCC WORK CREDENTIALS
BCC ONLINE SERVICES
DISCLAIMER

Chapter- 2: SUMMARY
Table : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH
2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016

Chapter- 3: OVERVIEW
GAMING PLATFORMS
GAME GENRES
GAMING ADAPTS TO NEW TECHNOLOGY
Table 3 : FUTURE EXPANSION OF GAMES

Chapter- 4: INDUSTRY STRUCTURE
RECENT INDUSTRY DEVELOPMENTS
GAMING MANUFACTURING AND DEVELOPMENT BY REGION
GAMING CONSUMPTION BY REGION
MARKET SHARES
COMPANY PROFILES

Chapter- 5: GAMING TECHNOLOGY
VIDEO GAME CONSOLES
COMPUTER GAMES
HANDHELD GAME PLAYERS
ARCADE GAMES
DESIGN, DEVELOPMENT, AND SOFTWARE
TECHNOLOGICAL TRENDS
ELECTRONIC GAMING PATENT ANALYSIS

Chapter- 6: INDUSTRY COMPETITIVENESS
ELECTRONIC GAMING CULTURE
WIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLY
ECONOMIC CONSIDERATIONS
TECHNOLOGY AND GAMING
MARKET GROWTH FACTORS

Chapter- 7: ELECTRONIC GAMING MARKETS
THE PLATFORM APPROACH
MARKET ANALYSIS

Chapter- 8: THE GAME CONSOLE MARKET 25
GAME CONSOLE HISTORY
WHO PLAYS VIDEO GAMES?
FEATURES AND ADVANTAGES OF NEW CONSOLES
RECENT CONSOLE DEMAND
GAME CONSOLE MARKET DRIVERS
Table 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
Table 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKET
Chapter- 9: THE HANDHELD GAME CONSOLE MARKET
HANDHELD GAME CONSOLE HISTORY
HANDHELD CONSOLES VIDEO GAME AUDIENCE
FEATURES AND ADVANTAGES OF HANDHELDS
RECENT HANDHELD CONSOLE DEMAND
HANDHELD GAME CONSOLE MARKET DRIVERS
Table 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
Table 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLE
MARKET

Chapter- 10: THE COMPUTER GAMING MARKET
MOST HARDWARE IN PLACE
PERSONAL COMPUTER GAME HISTORY
PC GAME DISTRIBUTION
PC GAME AUDIENCE
TECHNOLOGICAL IMPACT OF GAMING PCS
GAME PC DEMAND
COMPUTER GAME MARKET DRIVERS
Table 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
Table 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE COMPUTER MARKET

Chapter- 11: THE MOBILE GAMING MARKET
MOBILE DEVICES IN PLACE
HISTORY OF MOBILE GAMING
MOBILE GAMING AUDIENCE
TECHNOLOGICAL IMPACT ON MOBILE GAMES
MOBILE GAME MARKET DRIVERS
Table 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
Table 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE MOBILE WIRELESS MARKET

Chapter- 12: THE ARCADE GAMING SECTOR
ARCADE GAME HISTORY
CURRENT STATUS OF ARCADE GAMES
ARCADE GAME AUDIENCE
IMPACT OF TECHNOLOGY ON ARCADE MACHINES
RECENT ARCADE DEMAND
ARCADE GAME MARKET DRIVERS
Table 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
Table 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE ARCADE MARKET

List of Tables

Summary Table : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH
2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
Table 1 : BASIC TYPES OF GAMING PLATFORMS
Table 2 : BASIC ELECTRONIC GAMING GENRES
Table 3 : FUTURE EXPANSION OF GAMES
Table 4 : KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
Table 5 : GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE
MANUFACTURING BY REGION, 2010–2016
Table 6 : GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010–2016
Table 7 : TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010
Table 8 : GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010
Table 9 : GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE
COMPANIES, 2010
Table 10 : GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010
Table 11 : MARKET LEADING VIDEO GAME CONSOLES
Table 12 : TECHNICAL FEATURES OF THE SONY PLAYSTATION 3
Table 13 : TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLE
Table 14 : TECHNICAL FEATURES OF THE NINTENDO WII
Table 15 : TECHNICAL FEATURES OF THE NINTENDO DS
Table 16 : TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
Table 17 : ELECTRONIC GAMING CONSOLE ATTACHMENTS
Table 18 : BASIC PC REQUIREMENTS FOR COMPUTER GAMES
Table 19 : POSITIVE FEATURES FOR GAMING ON AN IPAD
Table 20 : TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
Table 21 : BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONE
Table 22 : MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
Table 23 : COMPARISON OF LEADING PROCESSORS
Table 24 : NEXT-GENERATION APPLICATIONS FOR CELL
Table 25 : MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELD
DEVICES
Table 26 : ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011
Table 27 : ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011
Table 28 : VIDEO AND COMPUTER GAME CULTURE
Table 29 : COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
Table 30 : PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
Table 31 : GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010
Table 32 : GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY REGION
Table 33 : PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH
OF ELECTRONIC GAMING
Table 34 : GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM,
2010-2016
Table 35 : GLOBAL GAMING SOFTWARE REVENUES AND MARKET SHARE BY PLATFORM,
2010-2016
Table 36 : GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM, 2010-2016
Table 37 : A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
Table 38 : CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
Table 39 : PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010
Table 40 : TOP 10 VIDEO GAMES, 2010
Table 41 : MAJOR FEATURES OF BLU-RAY DISCS
Table 42 : GLOBAL GAME CONSOLE DEMAND, THROUGH 2010
Table 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
Table 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKET
Table 45 : GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016
Table 46 : AVERAGE CONSOLE UNIT COSTS, 2010–2016
Table 47 : GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS, THROUGH
2016
Table 48 : ASSUMPTIONS FOR ESTABLISHING UNITS AND VALUE OF GLOBAL VIDEO
GAMES FOR GAME CONSOLES, 2010
Table 49 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS
GROWTH, THROUGH 2016
Table 50 : GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016
Table 51 : GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES
IN THE CONSOLE MARKET, THROUGH 2016
Table 52 : A BRIEF HISTORY OF THE HANDHELD GAME MARKET
Table 53 : HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
Table 54 : PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010
Table 55 : TOP 10 HANDHELD VIDEO GAMES, 2010
Table 56 : KEY SPECIFICATIONS OF THE PLAYSTATION VITA
Table 57 : MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEM
Table 58 : HANDHELD GAME CONSOLE DEMAND, THROUGH 2010
Table 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
Table 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLE
MARKET
Table 61 : GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH
2016
Table 62 : AVERAGE HANDHELD UNIT COSTS, 2010–2016
Table 63 : GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2016
Table 64 : UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES,
2010
Table 65 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE
PLATFORMS, THROUGH 2016
Table 66 : GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH
2016
Table 67 : GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE IN
THE HANDHELD CONSOLE MARKET, THROUGH 2016
Table 68 : BRIEF HISTORY OF PC GAMING
Table 69 : PROFILE OF THE COMPUTER GAME AUDIENCE, 2010
Table 70 : TOP 10 COMPUTER GAMES, 2010
Table 71 : SPECIFICATIONS OF AN ALIEN GAME PC
Table 72 : ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010
Table 73 : GAME PC DEMAND, THROUGH 2010
Table 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
Table 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE COMPUTER MARKET
Table 76 : GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016
Table 77 : GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016
Table 78 : GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010
Table 79 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS,
THROUGH 2016
Table 80 : GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016
Table 81 : PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
Table 82 : FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE COMPUTING
MARKET, THROUGH 2016
Table 83 : BRIEF HISTORY OF MOBILE GAMING
Table 84 : PROFILE OF THE MOBILE GAME AUDIENCE, 2010
Table 85 : TOP 10 MOBILE GAMES, 2010
Table 86 : ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
Table 87 : HOW 4G IMPROVES PERFORMANCE
Table 88 : MAJOR FEATURES OF A SMARTPHONE
Table 89 : GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010
Table 90 : GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010
Table 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
Table 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE MOBILE WIRELESS MARKET
Table 93 : UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010
Table 94 : GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS,
THROUGH 2016
Table 95 : GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016
Table 96 : PROFILE OF THE MOBILE GAME ACCESSORY MARKET
Table 97 : GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES, AND
SERVICES IN THE MOBILE MARKET, THROUGH 2016
Table 98 : BRIEF HISTORY OF ARCADE GAMES
Table 99 : KEY PARTS OF AN ARCADE CABINET
Table 100 : QUALITIES OF ARCADE GAMES
Table 101 : PROFILE OF THE ARCADE GAME AUDIENCE, 2010
Table 102 : TOP ARCADE GAMES, 2010
Table 103 : GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010
Table 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
Table 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE ARCADE MARKET
Table 106 : GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016
Table 107 : GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2016
Table 108 : UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010
Table 109 : FORECAST—GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE
PLATFORMS, THROUGH 2016
Table 110 : GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016
Table 111 : FORECAST—GLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN
THE ARCADE MARKET, THROUGH 2016

List of Figures

Summary Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
Figure 1 : MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY
REGION, 2010–2016
Figure 2 : GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010–2016
Figure 3 : GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES, 2010-
2016
Figure 4 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016
Figure 5 : GLOBAL GROWTH OF CONSOLE GAMES, 2010–2016
Figure 6 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016
Figure 7 : GLOBAL GROWTH OF HANDHELD GAMES, 2010–2016
Figure 8 : GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010–2016
Figure 9 : GLOBAL GROWTH OF COMPUTER GAMES, 2010–2016
Figure 10 : GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES,
2010–2016
Figure 11 : VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010–
2016
Figure 12 : GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010–2016
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Electronic games and gaming global markets

  • 1. Electronic Games and Gaming: Global Markets Published:September 2011 No.Of Pages:194 Price:US $ 4850 INTRODUCTION STUDY GOALS AND OBJECTIVES In this study, the goal of BCC Research is to determine the current status of the electronic gaming business and assess its growth potential from 2010 to 2011 and then over a 5-year period to 2016. Various types of gaming platforms, electronic games, and software plus related services and accessory equipment present a large market with growth potential. Our objective is to present a comprehensive analysis of electronic games, which can be defined as interactive games played on regular consoles, handheld consoles, computers, and mobile devices such as phones and arcade machines, and project the industry’s future direction. REASONS FOR DOING THIS STUDY Electronic gaming is a global popular pastime for many people. Game consoles are similar to computer-like devices and also serve as media centers. Handheld consoles have grown more powerful and are popular with an increasing number of gamers. Computer gaming continues to grow as downloading is more accessible and the mobile market, particularly smartphones, has become a burgeoning place for games. Arcade games, once very popular, are losing their appeal to more personalized gaming, but there is still some life left in this platform. The report Electronic Games and Gaming: Global Markets examines the current position of electronic gaming in each of these platforms. We also examine the prospects for game development and software, plus accessories and services for each platform. Our key objective is to determine the future potential for this large industry. INTENDED AUDIENCE We have compiled a study of the different gaming platforms that is contained in unique market sections. An overview of the industry and its key players is presented as well as the technology of each platform. A review of the gaming industry competitiveness is also presented. Within each platform, we present the key advantages and electronic gaming market factors that will impact the demand. Shipments of gaming products, software, and accessories are projected for 2010, 2011, and 2016. The value of these global shipments is also ascertained. This study will be of interest to those in the electronics entertainment industry; manufacturers of microelectronic devices such as ICs, displays, and graphics products; and makers of PCs, cell phones, and other handheld devices. It will also be of interest to those in the entertainment business.
  • 2. SCOPE OF REPORT The scope of this study encompasses game consoles that play electronic games from television, DVD, the Internet, and outside sources; handheld consoles that perform essentially the same function but are portable; personal computers and tablets that play a variety of games from their hard drives or download them; cell phone and mobile devices that can play games; and the arcade machines that still play some video games. BCC Research analyzes the global electronic gaming industry including manufacturing capability and consumption in regional markets. This study also examines industry involvement, standards, and other pertinent factors related to the success of electronic gaming. METHODOLOGY Both primary and secondary research methodologies were used in preparing this study. BCC presents an analysis of units shipped for 2010 and their value. Our estimated value is what manufacturers have paid in underappreciated U.S. dollars. Based on our surveys, we analyze the potential growth for each major product and then forecast shipments for 2011 and 2016. We also analyze pricing trends and establish shipment values for 2010 and project those for 2011 and 2016. INFORMATION SOURCES We interview approximately 130 companies to obtain data for this study. Included were manufacturers of all the major gaming platforms, developers of a variety of games, distributors, accessory manufacturers, and service organizations. We also spoke with game players and compiled data from current financial/trade information such as trade publications, financial reports, and government sources. ANALYST CREDENTIALS Bob Moran has worked as a technology market analyst and technology writer for more than 20 years, and is the author of numerous BCC Research reports. He has authored reports covering thin-film deposition, photovoltaic solar technology. magnetic and optical storage, surface modification of polymers, and other technology topics. He has also served as the editor of BCC Research publications including Display Industry News and Micro and Nanotechnology. Table Of Contents Chapter- 1: INTRODUCTION - Complimentary STUDY GOALS AND OBJECTIVES REASONS FOR DOING THIS STUDY INTENDED AUDIENCE SCOPE OF REPORT METHODOLOGY INFORMATION SOURCES ANALYST CREDENTIALS
  • 3. RELATED BCC WORK CREDENTIALS BCC ONLINE SERVICES DISCLAIMER Chapter- 2: SUMMARY Table : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016 Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016 Chapter- 3: OVERVIEW GAMING PLATFORMS GAME GENRES GAMING ADAPTS TO NEW TECHNOLOGY Table 3 : FUTURE EXPANSION OF GAMES Chapter- 4: INDUSTRY STRUCTURE RECENT INDUSTRY DEVELOPMENTS GAMING MANUFACTURING AND DEVELOPMENT BY REGION GAMING CONSUMPTION BY REGION MARKET SHARES COMPANY PROFILES Chapter- 5: GAMING TECHNOLOGY VIDEO GAME CONSOLES COMPUTER GAMES HANDHELD GAME PLAYERS ARCADE GAMES DESIGN, DEVELOPMENT, AND SOFTWARE TECHNOLOGICAL TRENDS ELECTRONIC GAMING PATENT ANALYSIS Chapter- 6: INDUSTRY COMPETITIVENESS ELECTRONIC GAMING CULTURE WIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLY ECONOMIC CONSIDERATIONS TECHNOLOGY AND GAMING MARKET GROWTH FACTORS Chapter- 7: ELECTRONIC GAMING MARKETS THE PLATFORM APPROACH MARKET ANALYSIS Chapter- 8: THE GAME CONSOLE MARKET 25 GAME CONSOLE HISTORY WHO PLAYS VIDEO GAMES? FEATURES AND ADVANTAGES OF NEW CONSOLES RECENT CONSOLE DEMAND GAME CONSOLE MARKET DRIVERS Table 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND Table 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKET
  • 4. Chapter- 9: THE HANDHELD GAME CONSOLE MARKET HANDHELD GAME CONSOLE HISTORY HANDHELD CONSOLES VIDEO GAME AUDIENCE FEATURES AND ADVANTAGES OF HANDHELDS RECENT HANDHELD CONSOLE DEMAND HANDHELD GAME CONSOLE MARKET DRIVERS Table 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND Table 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLE MARKET Chapter- 10: THE COMPUTER GAMING MARKET MOST HARDWARE IN PLACE PERSONAL COMPUTER GAME HISTORY PC GAME DISTRIBUTION PC GAME AUDIENCE TECHNOLOGICAL IMPACT OF GAMING PCS GAME PC DEMAND COMPUTER GAME MARKET DRIVERS Table 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND Table 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET Chapter- 11: THE MOBILE GAMING MARKET MOBILE DEVICES IN PLACE HISTORY OF MOBILE GAMING MOBILE GAMING AUDIENCE TECHNOLOGICAL IMPACT ON MOBILE GAMES MOBILE GAME MARKET DRIVERS Table 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMAND Table 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET Chapter- 12: THE ARCADE GAMING SECTOR ARCADE GAME HISTORY CURRENT STATUS OF ARCADE GAMES ARCADE GAME AUDIENCE IMPACT OF TECHNOLOGY ON ARCADE MACHINES RECENT ARCADE DEMAND ARCADE GAME MARKET DRIVERS Table 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMAND Table 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET List of Tables Summary Table : GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016 Table 1 : BASIC TYPES OF GAMING PLATFORMS Table 2 : BASIC ELECTRONIC GAMING GENRES Table 3 : FUTURE EXPANSION OF GAMES Table 4 : KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
  • 5. Table 5 : GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2010–2016 Table 6 : GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010–2016 Table 7 : TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010 Table 8 : GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010 Table 9 : GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2010 Table 10 : GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010 Table 11 : MARKET LEADING VIDEO GAME CONSOLES Table 12 : TECHNICAL FEATURES OF THE SONY PLAYSTATION 3 Table 13 : TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLE Table 14 : TECHNICAL FEATURES OF THE NINTENDO WII Table 15 : TECHNICAL FEATURES OF THE NINTENDO DS Table 16 : TECHNICAL FEATURES OF THE MICROSOFT XBOX 360 Table 17 : ELECTRONIC GAMING CONSOLE ATTACHMENTS Table 18 : BASIC PC REQUIREMENTS FOR COMPUTER GAMES Table 19 : POSITIVE FEATURES FOR GAMING ON AN IPAD Table 20 : TECHNICAL FEATURES OF A HANDHELD GAME PLAYER Table 21 : BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONE Table 22 : MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM Table 23 : COMPARISON OF LEADING PROCESSORS Table 24 : NEXT-GENERATION APPLICATIONS FOR CELL Table 25 : MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELD DEVICES Table 26 : ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011 Table 27 : ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011 Table 28 : VIDEO AND COMPUTER GAME CULTURE Table 29 : COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING Table 30 : PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET Table 31 : GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010 Table 32 : GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY REGION Table 33 : PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING Table 34 : GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM, 2010-2016 Table 35 : GLOBAL GAMING SOFTWARE REVENUES AND MARKET SHARE BY PLATFORM, 2010-2016 Table 36 : GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM, 2010-2016 Table 37 : A BRIEF HISTORY OF THE VIDEO GAME CONSOLE Table 38 : CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES Table 39 : PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010 Table 40 : TOP 10 VIDEO GAMES, 2010 Table 41 : MAJOR FEATURES OF BLU-RAY DISCS Table 42 : GLOBAL GAME CONSOLE DEMAND, THROUGH 2010 Table 43 : KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND Table 44 : FORECAST ASSUMPTIONS—GROWTH OF THE GAME CONSOLE MARKET Table 45 : GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016 Table 46 : AVERAGE CONSOLE UNIT COSTS, 2010–2016 Table 47 : GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS, THROUGH 2016 Table 48 : ASSUMPTIONS FOR ESTABLISHING UNITS AND VALUE OF GLOBAL VIDEO
  • 6. GAMES FOR GAME CONSOLES, 2010 Table 49 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2016 Table 50 : GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016 Table 51 : GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE CONSOLE MARKET, THROUGH 2016 Table 52 : A BRIEF HISTORY OF THE HANDHELD GAME MARKET Table 53 : HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES Table 54 : PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010 Table 55 : TOP 10 HANDHELD VIDEO GAMES, 2010 Table 56 : KEY SPECIFICATIONS OF THE PLAYSTATION VITA Table 57 : MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEM Table 58 : HANDHELD GAME CONSOLE DEMAND, THROUGH 2010 Table 59 : KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND Table 60 : FORECAST ASSUMPTIONS—GROWTH OF THE HANDHELD GAME CONSOLE MARKET Table 61 : GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2016 Table 62 : AVERAGE HANDHELD UNIT COSTS, 2010–2016 Table 63 : GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2016 Table 64 : UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2010 Table 65 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2016 Table 66 : GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2016 Table 67 : GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE IN THE HANDHELD CONSOLE MARKET, THROUGH 2016 Table 68 : BRIEF HISTORY OF PC GAMING Table 69 : PROFILE OF THE COMPUTER GAME AUDIENCE, 2010 Table 70 : TOP 10 COMPUTER GAMES, 2010 Table 71 : SPECIFICATIONS OF AN ALIEN GAME PC Table 72 : ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010 Table 73 : GAME PC DEMAND, THROUGH 2010 Table 74 : KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND Table 75 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET Table 76 : GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016 Table 77 : GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016 Table 78 : GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010 Table 79 : GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2016 Table 80 : GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016 Table 81 : PROFILE OF THE COMPUTER GAME ACCESSORY MARKET Table 82 : FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE COMPUTING MARKET, THROUGH 2016 Table 83 : BRIEF HISTORY OF MOBILE GAMING Table 84 : PROFILE OF THE MOBILE GAME AUDIENCE, 2010 Table 85 : TOP 10 MOBILE GAMES, 2010 Table 86 : ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING Table 87 : HOW 4G IMPROVES PERFORMANCE
  • 7. Table 88 : MAJOR FEATURES OF A SMARTPHONE Table 89 : GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010 Table 90 : GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010 Table 91 : KEY MARKET DRIVERS FOR MOBILE GAME DEMAND Table 92 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET Table 93 : UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010 Table 94 : GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2016 Table 95 : GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016 Table 96 : PROFILE OF THE MOBILE GAME ACCESSORY MARKET Table 97 : GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE MOBILE MARKET, THROUGH 2016 Table 98 : BRIEF HISTORY OF ARCADE GAMES Table 99 : KEY PARTS OF AN ARCADE CABINET Table 100 : QUALITIES OF ARCADE GAMES Table 101 : PROFILE OF THE ARCADE GAME AUDIENCE, 2010 Table 102 : TOP ARCADE GAMES, 2010 Table 103 : GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010 Table 104 : KEY MARKET DRIVERS FOR ARCADE GAME DEMAND Table 105 : FORECAST ASSUMPTIONS—GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET Table 106 : GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016 Table 107 : GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2016 Table 108 : UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010 Table 109 : FORECAST—GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2016 Table 110 : GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016 Table 111 : FORECAST—GLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE ARCADE MARKET, THROUGH 2016 List of Figures Summary Figure : GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016 Figure 1 : MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2010–2016 Figure 2 : GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010–2016 Figure 3 : GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES, 2010- 2016 Figure 4 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016 Figure 5 : GLOBAL GROWTH OF CONSOLE GAMES, 2010–2016 Figure 6 : GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010–2016 Figure 7 : GLOBAL GROWTH OF HANDHELD GAMES, 2010–2016 Figure 8 : GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010–2016 Figure 9 : GLOBAL GROWTH OF COMPUTER GAMES, 2010–2016 Figure 10 : GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES, 2010–2016 Figure 11 : VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010– 2016 Figure 12 : GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010–2016
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