Global Video and Computer Gaming Report Summary - July 2005The Apex GroupJuly 1, 2005 28 Pages - SKU: ODS1130497 |
1. Definition & Methodology
2. Overview
2.1 EXECUTIVE SUMMARY
2.2 INTRODUCTION
3. The Global Video and Computer Gaming Market6
3.1. THE VIDEO GAMES INDUSTRY BUSINESS LIFECYCLE
Figure 1. The Video Games Console Business Lifecycle - 1980-2005
3.2. GLOBAL VIDEO AND COMPUTER GAMING MARKET BY VALUE
Table 1: World Video and Computer Gaming Market by Value - 2003-2004
3.3. NORTH AMERICA VIDEO AND COMPUTER GAMING MARKET BY VALUE
Table 2: North American Video and Computer Gaming Retail Market by Value - 2003-2004
3.4. EUROPE VIDEO AND COMPUTER GAMING MARKET BY VALUE
Table 3: Western European Video and Computer Gaming Retail Market by Value - 2003-2004
3.5. JAPAN AND ASIA VIDEO AND COMPUTER GAMING MARKET BY VALUE
Table 4: Japan and Asia Video and Computer Gaming Retail Market by Value - 2003-2004
4. Hardware - Video Game Consoles
4.1. GLOBAL SHIPMENTS OF HANDHELD AND CONSOLE VIDEO GAMING PLATFORMS
Table 5: Global Video Game Console Shipments by Model / Platform Cumulative units to year end 2002 and 2004
4.2. VIDEO GAMING HARDWARE SALES IN JAPAN
Table 6: Video Gaming Hardware Sales by Model - Japan - 2001-2004
Figure 2: Weekly Hardware Sales by Platform - Japan 2004
4.3. SONY PLAYSTATION 2
4.3.1. Global Shipments and Sales of Sony PlayStation
Table 7: PlayStation 2 Total World Shipments by Territory - as of March 31st 2005
4.3.3. Sales of Sony PlayStation 2 in Japan
Table 8: Sales of Sony PlayStation 2 Consoles by Volume - Japan - 2001-2004
4.3.4. Sales of Sony PlayStation 2 in South Korea
Table 9: Sony PlayStation 2 - Units Sold - South Korea - 2001-2004
4.4. MICROSOFT XBOX
Table 10: Xbox Total World Shipments by Territory - up to June 2003
4.5. NINTENDO GAMECUBE
Table 11: Cumulative GameCube Total World Shipments by Territory - up to March 2005
4.6. LEGACY PLATFORMS - SEGA DREAMCAST, PLAYSTATION1, N64
4.7. HANDHELD / PORTABLE VIDEO GAMING CONSOLES
4.7.1. The Global Handheld Market
Table 12: Global Handheld Gaming Consoles Sales by Model - 2003-2004
4.7.2. The Sony PSP and the Nintendo DS (Dual Screen)
4.7.3. The Nokia N-Gage and the Bandai WonderSwan
5. Video Games Software
5.1. GLOBAL VIDEO AND COMPUTER GAMING SOFTWARE MARKET BY VALUE
Table 13: Console and PC Gaming Software Retail Market by Value by Global Region - 2003-2007
Table 14: Western European Console and PC Gaming Software Retail Market by Value by Region - 2004
5.2. VIDEO AND COMPUTER GAMING SOFTWARE GLOBAL MARKET VOLUMES
5.3. MOST POPULAR VIDEO AND COMPUTER GAMES TITLES
Table 15: Top 10 Best Selling Console Video Games by Units Sold - USA - 2004
Table 16: Top 10 Best Selling PC Video Games by Units Sold -USA - 2004
Table 17: Top 10 Best Selling Console Video Games by Units Sold - Japan - 2004
Table 18: Top 10 Best Selling Console Video Games by Units Sold - UK - 2004
6. Computer and Video Gaming Software Publishers and Hardware Manufacturers
6.1. GAME DEVELOPMENT COSTS DRIVE RESTRUCTURING AND CONSOLIDATION
6.2. KEY PLAYERS AND COMPANY SEGMENTATION
Table 19: The Major Global Video Game Publishers Ranked by Turnover (US$ millions) - 2000/01 - 2004/05
7. Gamer Demographics and Profiles
7.1. THE VIDEO GAME GENERATION
Table 20: Number of Regular* Computer and Video Gamers by Selected Territory - 2003 - World21 7.2. VIDEO GAMERS BY AGE GROUP
Table 21: Summary of Gamer Demographics by Age - 2003 - USA
7.3. VIDEO GAMERS BY GENDER
Table 22: Females as a Proportion of Gaming Population by country - 2003
8. Online Gaming
8.1. HOUSEHOLD BROADBAND CONNECTIONS DRIVE MARKET GROWTH
Table 23: Household Broadband Penetration by Territory - 2002-2004
8.2. NUMBER OF ONLINE GAMERS
Table 24: Online Gamers - Summary of Estimated Numbers by Territory* - 2005
8.3. LEADING MULTI-PLAYER ONLINE VIDEO GAMES
Table 25: Leading Online Role Playing Games (MMORPGs) by Number of Monthly Pay Subscribers - 2005
Table 26: Leading Multi-Player Online Action Games by Number of Simultaneous Players - World - 2003 versus 2005
8.4. MARKET VALUE OF ONLINE MMORPGS (MASSIVE MULTIPLAYER ONLINE ROLE-PLAYING GAMES)
8.4.1. Monthly Subscription Fees
8.4.2. The Virtual Black Market
9. Sources and Useful Addresses
9.1. COMPUTER AND VIDEO GAMING ASSOCIATIONS AND RESEARCH SOURCES
9.2. COMPUTER AND VIDEO GAMING INTERNET RESOURCES
10. For Further Information

