Electronic Games and Gaming: Global Markets
BCC Research
September 1, 2011 215 Pages - SKU: WA6644709
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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.
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Additional InformationINTRODUCTION
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.
- CHAPTER ONE: INTRODUCTION
- 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 TWO: SUMMARY
- SUMMARY
- SUMMARY TABLE GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016 ($ MILLIONS)
- SUMMARY FIGURE GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016 ($ MILLIONS)
- CHAPTER THREE: OVERVIEW
- OVERVIEW
- GAMING PLATFORMS
- TABLE 1 BASIC TYPES OF GAMING PLATFORMS
- GAME GENRES
- TABLE 2 BASIC ELECTRONIC GAMING GENRES
- GAMING ADAPTS TO NEW TECHNOLOGY
- TABLE 3 FUTURE EXPANSION OF GAMES
- CHAPTER FOUR: INDUSTRY STRUCTURE
- TABLE 4 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
- RECENT INDUSTRY DEVELOPMENTS
- NINTENDO¡¯S NEW CONTROLLER
- ELECTRONIC ARTS STARTS ONLINE SERVICE
- NEW INNOVATIONS FOR VIDEO GAMES
- NEW SMARTPHONE TARGETS GAMERS
- A NEW WAY TO PLACE ADVERTISING IN GAMES
- GAMING MANUFACTURING AND DEVELOPMENT BY REGION
- TABLE 5 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2010¨C2016 (%)
- FIGURE 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2010¨C2016 (%)
- ASIA-PACIFIC INFLUENCE
- Nintendo
- Namco Bandai
- Sony Corporation
- HIGH HOPES FOR CHINA
- STEADY PROGRESS FOR ALL REGIONS
- GAMING CONSUMPTION BY REGION
- TABLE 6 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010¨C2016 (%)
- FIGURE 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010¨C2016 (%)
- MARKET SHARES
- GAMING COMPANIES BY REVENUE
- TABLE 7 TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010 ($ MILLIONS)
- GAMING PRODUCTS
- TABLE 8 GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010 (%)
- ELECTRONIC GAMES AND SOFTWARE
- TABLE 9 GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2010 (%)
- GAMING EQUIPMENT AND SERVICES
- TABLE 10 GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010 (%)
- COMPANY PROFILES
- ACTIVISION BLIZZARD INC., SANTA MONICA, CA
- ATLUS.COM, IRVINE, CA
- CAPCOM, TOKYO, JAPAN
- CHANGYOU LTD., BEIJING, CHINA
- THE CODEMASTERS SOFTWARE CO., SOUTHAM, UNITED KINGDOM
- DISNEY INTERACTIVE, BURBANK, CALIFORNIA
- ELECTRONIC ARTS INC., REDWOOD CITY, CA
- INTERNATIONAL GAMES TECHNOLOGY, RENO, NEVADA
- KONAMI CORP., TOKYO, JAPAN
- MICROSOFT CORPORATION, REDMOND, WASHINGTON
- NAMCO BANDAI COMPANY, TOKYO, JAPAN
- NCSOFT, SEOUL, KOREA
- NETEASE.COM, BEIJING, CHINA
- NEXON CORPORATION, SEOUL, KOREA
- NINTENDO CORPORATION, KYOTO, JAPAN
- PERFECT WORLD CO., LTD., BEIJING, CHINA
- SEGA SAMMY HOLDINGS INC., TOKYO, JAPAN
- SHANDA INTERACTIVE ENTERTAINMENT, SHANGHAI, CHINA
- SONY COMPUTER ENTERTAINMENT, TOKYO, JAPAN
- SQUARE ENIX HOLDINGS, TOKYO, JAPAN
- TAKE-TWO INTERACTIVE, NEW YORK CITY, NY
- TECMO KOEI AMERICA CORP., BURLINGAME, CALIFORNIA
- THQ INC., AGOURA HILLS, CALIFORNIA
- UBISOFT GROUP, MONTREUIL-SOUS-BOIS, FRANCE
- ZYNGA INC., SAN FRANCISCO, CA
- CHAPTER FIVE: GAMING TECHNOLOGY
- VIDEO GAME CONSOLES
- TABLE 11 MARKET LEADING VIDEO GAME CONSOLES
- SONY PLAYSTATION 3
- TABLE 12 TECHNICAL FEATURES OF THE SONY PLAYSTATION 3
- Online Capability
- SONY PLAYSTATION PORTABLE (PSP)
- TABLE 13 TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLE
- NINTENDO WII
- TABLE 14 TECHNICAL FEATURES OF THE NINTENDO WII
- NINTENDO DS
- TABLE 15 TECHNICAL FEATURES OF THE NINTENDO DS
- MICROSOFT XBOX 360
- TABLE 16 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
- SIGNIFICANT CONSOLE ATTACHMENTS AND ADD-ONS
- Making Electronic Games Easier to Play
- TABLE 17 ELECTRONIC GAMING CONSOLE ATTACHMENTS
- The PlayStation Move
- The Wii Motion Plus
- Microsoft Kinect
- COMPUTER GAMES
- TABLE 18 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
- EQUIPMENT NEEDED BY SPECIFIC GAME
- IMPACT OF THE INTERNET
- TABLETS JOIN THE FRAY
- TABLE 19 POSITIVE FEATURES FOR GAMING ON AN IPAD
- HANDHELD GAME PLAYERS
- TABLE 20 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
- MOBILE EXPANSION THROUGH TECHNOLOGY
- The Smartphone
- TABLE 21 BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONE
- ARCADE GAMES
- DESIGN, DEVELOPMENT, AND SOFTWARE
- TABLE 22 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
- CHALLENGES FOR ELECTRONIC GAME PRACTICES
- Licensing
- COMBINED TALENTS
- TECHNOLOGICAL TRENDS
- NEXT-GENERATION CONSOLES
- Nintendo¡¯s Efforts
- Sony¡¯s Next Console
- TABLE 23 COMPARISON OF LEADING PROCESSORS
- Cell Design
- TABLE 24 NEXT-GENERATION APPLICATIONS FOR CELL
- The Microsoft Console
- IMPROVED HANDHELD AND MOBILE TECHNOLOGY
- TABLE 25 MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELD DEVICES
- ELECTRONIC GAMING PATENT ANALYSIS
- SCOPE OF PATENT ACTIVITY IN THIS REPORT
- A LOOK AT GAMING PATENTS
- PATENTS BY TECHNICAL SUBJECT
- TABLE 26 ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011
- PATENTS BY COMPANY
- TABLE 27 ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011
- SAMPLE PATENT ABSTRACTS
- Method and Apparatus for Controlling the Cost of Playing an Electronic Game Device
- Apparatus and Methods for Providing Interactive Entertainment
- Game Unit with Motion and Orientation Sensing
- Bonus Game for a Gaming Machine
- Slot Machine Hybrid Pin and Ball Game
- CHAPTER SIX: INDUSTRY COMPETITIVENESS
- ELECTRONIC GAMING CULTURE
- TABLE 28 VIDEO AND COMPUTER GAME CULTURE
- ELECTRONIC GAME ECONOMICS
- COMPUTER GAMING LEADS TO INNOVATIONS
- TABLE 29 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
- PC Spawns Internet Gaming
- WIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLY
- TABLE 30 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
- GAMING©¤A GROWING MOBILE APPLICATION
- Chinese Mobile Market is Getting Larger
- ECONOMIC CONSIDERATIONS
- A BRIEF BACKGROUND
- Global Involvement
- CURRENT SITUATION
- Consumer Spending is Cautious
- GOOD NEWS FOR ELECTRONIC GAMING
- TABLE 31 GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010 (MILLIONS)
- Regional Comments
- TABLE 32 GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY REGION
- THE CURRENT CONSENSUS
- TECHNOLOGY AND GAMING
- GAMING AND THE PROMOTION OF ADVANCED TECHNOLOGY
- TRADE ASSOCIATIONS
- The Entertainment Software Association
- The Entertainment Merchants Association
- The Entertainment Software Rating Board
- MARKET GROWTH FACTORS
- IMPACT OF THESE GROWTH FACTORS
- TABLE 33 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING (%)
- CHAPTER SEVEN: ELECTRONIC GAMING MARKETS
- THE PLATFORM APPROACH
- MARKET PERSPECTIVE
- TABLE 34 GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM, 2010-2016 ($ MILLIONS, SHARE %)
- TABLE 36 GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM, 2010-2016 ($ MILLIONS, SHARE %)
- FIGURE 3 GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES, 2010-2016
- MARKET ANALYSIS
- CHAPTER EIGHT: THE GAME CONSOLE MARKET
- GAME CONSOLE MARKET
- GAME CONSOLE HISTORY
- TABLE 37 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
- KEY MANUFACTURERS
- Common Marketing Strategies
- TABLE 38 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
- WHO PLAYS VIDEO GAMES?
- TABLE 39 PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010
- WHAT KIND OF GAMES ARE PLAYED?
- TABLE 40 TOP 10 VIDEO GAMES, 2010
- FEATURES AND ADVANTAGES OF NEW CONSOLES
- A WORLD OF NETWORKING
- VIEWING EXPERIENCE
- DVD DISC CAPABILITY AND ACCESS
- TABLE 41 MAJOR FEATURES OF BLU-RAY DISCS
- Impact of Netflix on the Console Entertainment Center
- Function
- CONNECTIVITY
- MULTIMEDIA
- BACKWARD COMPATIBILITY
- RECENT CONSOLE DEMAND
- TABLE 42 GLOBAL GAME CONSOLE DEMAND, THROUGH 2010 (MILLIONS OF UNITS)
- GAME CONSOLE MARKET DRIVERS
- TABLE 43 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
- TABLE 44 FORECAST ASSUMPTIONS¡ªGROWTH OF THE GAME CONSOLE MARKET
- FORECAST¡ªGLOBAL SHIPMENTS OF GAME CONSOLES
- TABLE 45 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF GLOBAL GAME CONSOLE SHIPMENTS
- TABLE 46 AVERAGE CONSOLE UNIT COSTS, 2010¨C2016 ($)
- TABLE 47 GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS, THROUGH 2016 ($ MILLIONS)
- FIGURE 4 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010¨C2016 ($ MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF CONSOLE GAMES AND SOFTWARE
- 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 (MILLIONS OF UNITS, $ BILLIONS)
- FIGURE 5 GLOBAL GROWTH OF CONSOLE GAMES, 2010¨C2016 ($ BILLIONS)
- FORECAST¡ªCONSOLE GAME SHIPMENTS BY GENRE
- TABLE 50 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF GAMING EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 51 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE CONSOLE MARKET, THROUGH 2016 ($ MILLIONS)
- CHAPTER NINE: THE HANDHELD GAME CONSOLE MARKET
- HANDHELD GAME CONSOLE MARKET
- HANDHELD GAME CONSOLE HISTORY
- TABLE 52 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
- HANDHELD MANUFACTURING SHAKEOUT
- The Tablet as a Game Console
- Handheld Console Marketing Strategies
- TABLE 53 HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
- HANDHELD CONSOLES VIDEO GAME AUDIENCE
- TABLE 54 PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010
- GAMES PLAYED ON HANDHELD PLATFORMS
- TABLE 55 TOP 10 HANDHELD VIDEO GAMES, 2010
- FEATURES AND ADVANTAGES OF HANDHELDS
- THE NEWEST HANDHELD CONSOLE
- TABLE 56 KEY SPECIFICATIONS OF THE PLAYSTATION VITA
- Flexible Connectivity
- New Platform Suite
- OTHER ADVANTAGES
- Online Features
- Connectivity
- Better Computer Features
- Multifunction Device
- TABLE 57 MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEM
- RECENT HANDHELD CONSOLE DEMAND
- TABLE 58 HANDHELD GAME CONSOLE DEMAND, THROUGH 2010 (MILLIONS OF UNITS)
- HANDHELD GAME CONSOLE MARKET DRIVERS
- TABLE 59 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
- TABLE 60 FORECAST ASSUMPTIONS¡ªGROWTH OF THE HANDHELD GAME CONSOLE MARKET
- FORECAST¡ªGLOBAL SHIPMENTS OF HANDHELD GAME CONSOLES
- TABLE 61 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF GLOBAL GAME HANDHELD SHIPMENTS
- TABLE 62 AVERAGE HANDHELD UNIT COSTS, 2010¨C2016 ($)
- TABLE 63 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2016 ($ MILLIONS)
- FIGURE 6 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010¨C2016 ($ MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF HANDHELD GAMES AND SOFTWARE
- 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 (MILLION UNITS, $ BILLIONS)
- FIGURE 7 GLOBAL GROWTH OF HANDHELD GAMES, 2010¨C2016 ($ BILLIONS)
- FORECAST¡ªHANDHELD GAME SHIPMENTS BY GENRE
- TABLE 66 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF HANDHELD EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 67 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE IN THE HANDHELD CONSOLE MARKET, THROUGH 2016 ($ MILLIONS)
- CHAPTER TEN: THE COMPUTER GAMING MARKET
- MOST HARDWARE IN PLACE
- PERSONAL COMPUTER GAME HISTORY
- TABLE 68 BRIEF HISTORY OF PC GAMING
- GAME DEVELOPMENT
- Game Engines
- Sources of Games
- PC GAME DISTRIBUTION
- STORAGE MEDIA
- SHAREWARE
- INTERNET PLAY OR DOWNLOAD
- PC GAME AUDIENCE
- TABLE 69 PROFILE OF THE COMPUTER GAME AUDIENCE, 2010
- GAMES PLAYED ON COMPUTER PLATFORMS
- TABLE 70 TOP 10 COMPUTER GAMES, 2010
- TECHNOLOGICAL IMPACT OF GAMING PCS
- HARDWARE MARKET DEFINED
- TABLE 71 SPECIFICATIONS OF AN ALIEN GAME PC
- Tablets Not Yet Dedicated Gaming Systems
- Other Gaming Models
- CONTINUED COMPUTER SHIPMENTS GOOD FOR GAMING
- TABLE 72 ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010 (MILLIONS OF UNITS)
- PC HARDWARE IMPROVEMENTS EXPAND GAMING AVAILABILITY
- GAME PC DEMAND
- TABLE 73 GAME PC DEMAND, THROUGH 2010 (MILLIONS OF UNITS)
- RECENT DEVELOPMENTS THAT DRIVE COMPUTER GAMING
- COMPUTER GAME MARKET DRIVERS
- TABLE 74 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
- TABLE 75 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
- FORECAST¡ªSHIPMENT OF PC GAMING MACHINES
- TABLE 76 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF PC GAMING MACHINES
- TABLE 77 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016 ($ BILLIONS)
- FIGURE 8 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010¨C2016 ($ BILLIONS)
- FORECAST¡ªGLOBAL VALUE OF COMPUTER GAMES AND SOFTWARE
- TABLE 78 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010
- TABLE 79 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2016 (MILLIONS OF UNITS, $ BILLIONS)
- FIGURE 9 GLOBAL GROWTH OF COMPUTER GAMES, 2010¨C2016 ($ BILLIONS)
- FORECAST¡ªCOMPUTER GAME SHIPMENTS BY GENRE
- TABLE 80 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªGLOBAL VALUE OF COMPUTER EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 81 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
- TABLE 82 FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE COMPUTING MARKET, THROUGH 2016 ($ MILLIONS)
- CHAPTER ELEVEN: THE MOBILE GAMING MARKET
- MOBILE DEVICES IN PLACE
- HISTORY OF MOBILE GAMING
- TABLE 83 BRIEF HISTORY OF MOBILE GAMING
- SOME KEY COMPANY STRATEGIES
- MOBILE GAMING AUDIENCE
- TABLE 84 PROFILE OF THE MOBILE GAME AUDIENCE, 2010
- GAMES PLAYED ON MOBILE PLATFORMS
- TABLE 85 TOP 10 MOBILE GAMES, 2010
- TECHNOLOGICAL IMPACT ON MOBILE GAMES
- ADVANCES IN CELL PHONE TECHNOLOGY
- Digital Phones
- Third-Generation (3G) Phones
- TABLE 86 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
- Fourth-Generation (4G) Phones
- TABLE 87 HOW 4G IMPROVES PERFORMANCE
- THE SMARTPHONE
- Key Features
- TABLE 88 MAJOR FEATURES OF A SMARTPHONE
- The Smartphone and Gaming
- BETTER GRAPHICS PROCESSORS
- New Designs Improve 3-D and Gaming
- RECENT MOBILE DEMAND
- TABLE 89 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010 (MILLIONS OF UNITS)
- Smartphones as Market Drivers
- TABLE 90 GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010 (MILLIONS OF UNITS)
- MOBILE HARDWARE AS A GUIDE
- MOBILE GAME MARKET DRIVERS
- TABLE 91 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
- TABLE 92 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
- FORECAST¡ªGLOBAL VALUE OF MOBILE GAMES AND SOFTWARE
- TABLE 93 UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010
- TABLE 94 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2016 (MILLIONS OF UNITS, $ MILLIONS)
- FIGURE 10 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES, 2010¨C2016 ($ MILLIONS)
- FORECAST¡ªMOBILE GAME SHIPMENTS BY GENRE
- TABLE 95 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF MOBILE EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- 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 ($ MILLIONS)
- CHAPTER TWELVE: THE ARCADE GAMING SECTOR
- THE ARCADE GAMING SECTOR
- ARCADE GAME HISTORY
- TABLE 98 BRIEF HISTORY OF ARCADE GAMES
- CURRENT STATUS OF ARCADE GAMES
- SOFTWARE TO ADOPT GAMES TO DIFFERENT FORMATS
- Arcade Gaming Still in Business
- ARCADE GAME LOCATIONS
- ARCADE DESIGN
- TABLE 99 KEY PARTS OF AN ARCADE CABINET
- Arcade System Board
- GAME DESIGN
- TABLE 100 QUALITIES OF ARCADE GAMES
- ARCADE GAME AUDIENCE
- TABLE 101 PROFILE OF THE ARCADE GAME AUDIENCE, 2010
- GAMES PLAYED ON ARCADE PLATFORMS
- TABLE 102 TOP ARCADE GAMES, 2010
- IMPACT OF TECHNOLOGY ON ARCADE MACHINES
- DISTRACTION OF OTHER GAMING PLATFORMS
- RECENT ARCADE DEMAND
- TABLE 103 GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010 (THOUSANDS OF UNITS)
- ARCADE GAME MARKET DRIVERS
- TABLE 104 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
- TABLE 105 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
- FORECAST¡ªGROWTH OF ARCADE GAMING MACHINES
- TABLE 106 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016 (THOUSAND UNITS)
- FORECAST¡ªVALUE OF ARCADE MACHINE SHIPMENTS
- TABLE 107 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2016 ($ MILLIONS)
- FIGURE 11 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010¨C2016 ($ MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF ARCADE GAMES AND SOFTWARE
- TABLE 108 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010
- TABLE 109 FORECAST¡ªGLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2016 (UNITS MILLIONS, VALUE $ MILLIONS)
- FIGURE 12 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010¨C2016 ($ MILLIONS)
- FORECAST¡ªARCADE GAME SHIPMENTS BY GENRE
- TABLE 110 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016 (MILLIONS OF UNITS)
- FORECAST¡ªVALUE OF ARCADE ACCESSORY EQUIPMENT AND SERVICES
- TABLE 111 FORECAST¡ªGLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE ARCADE MARKET, THROUGH 2016 ($ MILLIONS)
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