Electronic Games and Gaming: Global Markets

BCC Research
September 1, 2011
215 Pages - SKU: WA6644709
License type:
Countries covered: Global

The global market for electronic gaming reached at $66 billion in 2010. It is expected to reach at $69.9 billion by the end of 2011 and it will further grow to $111.7 billion by 2016 at an estimated compound annual growth rate (CAGR) of 9.8% from 2011 to 2016.

The games and software segment reached at $40.5 billion in 2010 and is expected to reach at $43.2 billion in 2011; it will further grow and reach at $71.2 billion by 2016 at a compound annual growth rate (CAGR) of 10.5% from 2010 to 2016.

The gaming hardware segment reached at $23 billion in 2010 and is expected to reach at $24 billion in 2011; it will further grow and reach at $35.3 billion by 2016 at a compound annual growth rate (CAGR) of 8.0% from 2010 to 2016.



Additional Information

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.

This report 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¡¯s competitiveness is also presented. Within each platform, we present the key advantages and 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.

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