Global Video and Computer Gaming Report Summary - July 2005


July 1, 2005
28 Pages - SKU: ODS1130497
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Global Video and Computer Gaming Report Summary - July 2005

 
Global Video & Computer Gaming - 2005 is a comprehensive market overview of the worldwide market for video game platforms: consoles and hand-held units, video and computer games - excluding the online gambling industry and wireless gaming. Now competing with the cinema and home movie DVD industry in terms of value, best selling games can outsell major music acts in both volume and value terms.
  • Whilst unit sales continue to rise in the gaming world, heavy discounting to counter increasing competition has led to a slowing of the growth rate to just half a percent to $11 bn US in 2004
  • Both handheld and online gaming are seen as key drivers in the forthcoming years, Analysts are predicting CAGR of over 30% for the next four to five years for this sector of the later.
  • Whilst the 15-25 year old male is still the dominant consumer of the gaming industry, software houses are bringing in more female programmers and designers to maximise returns on this increasingly valuable sector - in the US and South Korea, for example, females now comprise 39% and 49.5% of the gamers.
  • Rising costs of game development have caused significant restructuring of the industry - whilst several developers have been bankrupted, significant takeover activity is evident. Furthermore, some developers are switching from PC software to portable system software as a result of both consumer demand and significantly reduced game development cost and time ($200K-$400K over 6-9 months, versus $2M-$8M and 12 to 36 months).

    Global Video & Computer Gaming - 2005 examines both the $11bn market that has elevated the three key manufacturing players, Microsoft, Sony and Nintendo to the ranks of the largest companies of the world, and allowed game publishers like Electronic Arts, Konami, Namco and Vivendi Universal to generate annual turnovers in excess of US $1bn a year. As competition has increased, volume sales have continued to rise, but heavy discounting has slowed growth to just half a percent in value terms between 2003 and 2004.



  • 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


     

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