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Published by: BCC Research
Published: May. 30, 2006 - 193 Pages
Table of Contents
- INTRODUCTION
- STUDY GOALS AND OBJECTIVES
- REASONS FOR DOING THIS STUDY
- CONTRIBUTIONS TO THE STUDY AND FOR WHOM
- SCOPE AND FORMAT
- METHODOLOGY
- INFORMATION SOURCES
- RELATED BCC WORK CREDENTIALS
- BCC ONLINE SERVICES
- DISCLAIMER
- SUMMARY
- SUMMARY TABLE GLOBAL FORECAST FOR THE ELECTRONIC GAMINGINDUSTRY, THROUGH 2011 ($ MILLIONS)
- SUMMARY FIGURE GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY,2005-2011 ($ MILLIONS)
- OVERVIEW
- GAMING PLATFORMS
- TABLE 1 BASIC TYPES OF GAMING PLATFORMS
- GAME GENRES
- TABLE 2 BASIC ELECTRONIC GAMING GENRES
- INDUSTRY STRUCTURE
- TABLE 3 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
- RECENT INDUSTRY DEVELOPMENTS
- GAMING MANUFACTURING AND DEVELOPMENT BY REGION
- TABLE 4 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2005-2011 (%)
- FIGURE 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2005-2011 (%)
- ASIA/PACIFIC INFLUENCE
- Nintendo
- Sega
- Namco
- Sony Corporation
- HIGH HOPES FOR CHINA
- STEADY PROGRESS FOR OTHER REGIONS
- GAMING CONSUMPTION BY REGION
- TABLE 5 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION,2005-2011 (%)
- FIGURE 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2005-2011 (%)
- TRADITIONAL MARKETS REMAIN STRONG
- MARKET SHARES
- GAMING PRODUCTS
- TABLE 6 GLOBAL MARKET SHARE BY GAMING PRODUCT MAKERS, 2005 (%)
- ELECTRONIC GAMES AND SOFTWARE
- TABLE 7 GLOBAL MARKET SHARE OF ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2005 (%)
- GAMING EQUIPMENT AND SERVICES
- TABLE 8 GLOBAL MARKET SHARE OF GAMING EQUIPMENT AND SERVICES COMPANIES, 2005
- COMPANY PROFILES
- ACTIVISION INC, SANTA MONICA, CA
- AMAZE ENTERTAINMENT INC, KIRKLAND, WASHINGTON
- ATARI INC, NEW YORK CITY, NY
- BOSS MEDIA AB, VA
- CAPCOM CO LTD, OSAKA, JAPAN
- THE CODEMASTERS SOFTWARE CO LTD, WARWICKSHIRE, UK
- ELECTRONIC ARTS INC, REDWOOD CITY, CALIFORNIA
- EMPIRE INTERACTIVE PLC, LONDON, UK
- GAMELOFT SA, PARIS, FRANCE
- GLU MOBILE INC, SAN MATEO, CA
- GRAVITY COMPANY LTD, SEOUL, KOREA
- KONAMI CORPORATION, TOKYO, JAPAN
- LUCASARTS ENTERTAINMENT COMPANY LLC, SAN FANCISCO, CA
- MIDWAY GAMES, INC, CHICAGO, IL
- NAMCO LTD, TOKYO, JAPAN
- NETEASECOM INC, BEIJING, CHINA
- NINTENDO CO LTD, KYOTO, JAPAN
- RADICAL ENTERTAINMENT INC, VANCOUVER, CANADA
- SEGA SAMMY HOLDINGS INC, TOKYO, JAPAN
- TAKE TWO INTERACTIVE SOFTWARE, NEW YORK CITY
- GAMING TECHNOLOGY
- VIDEO GAME CONSOLES
- TABLE 9 MARKET LEADING VIDEO GAME CONSOLES
- SONY PLAYSTATION 2
- TABLE 10 TECHNICAL FEATURES OF THE SONY PLAYSTATION 2
- Online Capability
- SONY PSP
- TABLE 11 TECHNICAL FEATURES OF THE SONY PLAY STATION PORTABLE
- NINTENDO GAMECUBE
- TABLE 12 TECHNICAL FEATURES OF THE NINTENDO GAMECUBE
- NINTENDO GAME BOY ADVANCE
- TABLE 13 TECHNICAL SPECIFICATIONS FOR THE GAME BOY ADVANCE
- NINTENDO GAME BOY DS
- TABLE 14 TECHNICAL FEATURES OF THE NINTENDO DS
- MICROSOFT XBOX 360
- TABLE 15 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
- High Definition Capability
- COMPUTER GAMES
- TABLE 16 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
- IMPACT OF THE INTERNET
- Technical Challenges
- HANDHELD GAME PLAYERS
- TABLE 17 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
- COMMUNICATIONS EXPANSION
- ARCADE GAMES
- DESIGN, DEVELOPMENT AND SOFTWARE
- TABLE 18 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
- CHALLENGES FOR ELECTRONIC GAME PRACTICES
- Licensing
- THE JAPANESE MODEL
- COMBINED TALENTS
- TECHNOLOGICAL TRENDS
- NEXT GENERATION CONSOLES
- Cell Microprocessor Could Redefine Entertainment
- TABLE 19 COMPARISON OF LEADING PROCESSORS
- Cell Design
- Cell in Next Generation Applications
- TABLE 20 NEXT GENERATION APPLICATIONS FOR CELL
- Nintendo¡¯s New Console
- IMPROVED HANDHELD AND MOBILE TECHNOLOGY
- TABLE 21 REQUIREMENTS FOR MOBILE DISPLAYS CAPABLE OF GAMINGAPPLICATIONS
- Manufacturing Considerations
- CALIBRATION TOOL HELPS GAMERS
- PATENT ANALYSIS
- PATENTS BY SUBJECT
- TABLE 22 PATENTS BY ELECTRONIC GAMING SUBJECT, 2003- 2005
- PATENTS BY REGION
- TABLE 23 ELECTRONIC GAMING PATENTS BY REGION, 2003-2005
- PATENTS BY ASSIGNEES
- TABLE 24 ASSIGNEES WITH THREE OR MORE PATENTS, 2003-2005
- SAMPLE ABSTRACTS
- Method and System for Wireless Validation of Gaming Vouchers
- Use of Hashing in a Secure Boot Loader
- Method and System for Using Tamperproof Hardware to Provide Copy Protection and Online Security
- Banning Verbal Communication to and From a Selected Game Plating System
- Video Game Distribution Network
- Video Game Controller with Integrated Microphone and Speaker
- Integrated Remote Control Unit for Operating a Television and Video Game Unit
- INDUSTRY COMPETITIVENESS
- ELECTRONIC GAMING CULTURE
- TABLE 25 PROFILE OF US VIDEO AND COMPUTER GAME PLAYERS
- VIDEO GAME ECONOMICS
- COMPUTER GAMING LEADS TO INNOVATIONS
- TABLE 26 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
- PC Spawns Internet Gaming
- THE WIRELESS WORLD OF GAMING
- TABLE 27 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
- GAMING©¤A GROWING MOBILE APPLICATION
- Chinese Mobile Market Growing
- ECONOMIC CONSIDERATIONS
- UNITED STATES
- TABLE 28 ECONOMIC LONG-TERM ASSUMPTIONS FOR THE US ECONOMY
- EUROPE
- ASIA/PACIFIC
- TABLE 29 ASIA/PACIFIC REGION ECONOMIC IMPACT ON ELECTRONIC GAMING
- CHINA
- TECHNOLOGY AND GAMING
- GAMING AND THE PROMOTION OF ADVANCED TECHNOLOGY
- TRADE ASSOCIATIONS
- The Entertainment Software Association
- The Interactive Entertainment Merchants Association
- The Entertainment Software Rating Board
- MARKET GROWTH FACTORS
- IMPACT OF THESE GROWTH FACTORS
- TABLE 30 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS INTHE GROWTH OF ELECTRONIC GAMING
- ELECTRONIC GAMING MARKETS
- MARKET ORGANIZATION
- MEASUREMENT OBJECTIVES
- THE GAME CONSOLE MARKET
- THE GAME CONSOLE MARKET
- GAME CONSOLE HISTORY
- TABLE 31 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
- MANUFACTURING SHAKEOUT
- Recent Marketing Strategies
- TABLE 32 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
- WHO PLAYS VIDEO GAMES?
- TABLE 33 PROFILE OF THE US VIDEO GAME AUDIENCE, 2005
- WHAT KIND OF GAMES ARE PLAYED?
- TABLE 34 TOP 10 VIDEO GAMES, 2005
- TECHNOLOGICAL IMPACT OF NEXT GENERATION CONSOLES
- A WORLD OF HIGH DEFINITION
- LARGER DVD CAPACITY
- Blue-ray Discs and the Quest for More Storage
- TABLE 35 OPTICAL STORAGE DENSITIES BY MEDIA TYPE
- NETWORKED GAMING
- The Possibility of a Media Server (Digital Convergence)
- EXPANDED GAMING AUDIENCE
- RECENT CONSOLE DEMAND
- TABLE 36 GLOBAL GAME CONSOLE DEMAND THROUGH 2005 (UNITSMILLIONS)
- GAME CONSOLE MARKET DRIVERS
- TABLE 37 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
- TABLE 38 FORECAST ASSUMPTIONS¡ªGROWTH OF THE GAME CONSOLE MARKET
- FORECAST¡ªGLOBAL SHIPMENTS OF GAME CONSOLES
- TABLE 39 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 (MILLION UNITS)
- FORECAST¡ªVALUE OF GLOBAL GAME CONSOLE SHIPMENTS
- TABLE 40 AVERAGE CONSOLE UNIT COSTS, 2005-2011 ($)
- TABLE 41 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 ($ MILLIONS)
- FIGURE 3 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF CONSOLE GAMES AND SOFTWARE
- TABLE 42 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES,2005
- TABLE 43 GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLEPLATFORMS GROWTH, THROUGH 2011 (MILLION UNIT, $ BILLIONS)
- FIGURE 4 GLOBAL GROWTH OF CONSOLE GAMES, 2005-2011 ($ BILLIONS)
- FORECAST¡ªCONSOLE GAME SHIPMENTS BY GENRE
- TABLE 44 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS)
- FORECAST¡ªVALUE OF GAMING EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 45 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES ANDSERVICES IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
- THE HANDHELD GAME CONSOLE MARKET
- THE HANDHELD GAME CONSOLE MARKET
- HANDHELD GAME CONSOLE HISTORY
- TABLE 46 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
- HANDHELD MANUFACTURING SHAKEOUT
- Handheld Console Marketing Strategies
- TABLE 47 HANDHELD CONSOLE MANUFACTURERS KEY MARKETINGSTRATEGIES
- HANDHELD CONSOLES VIDEO GAME AUDIENCE
- TABLE 48 PROFILE OF THE US HANDHELD VIDEO GAME AUDIENCE, 2005
- GAMES PLAYED ON HANDHELD PLATFORMS
- TABLE 49 TOP TEN HANDHELD VIDEO GAMES, 2005
- TECHNOLOGICAL IMPACT OF NEWER HANDHELDS
- THE SMALLEST CONSOLE
- TABLE 50 KEY SPECIFICATIONS OF THE GAME BOY MICRO
- Presenting an Image
- PORTABLE TELEVISION
- THE NEW ULTRA-MOBILE PC FROM MICROSOFT
- MULTIFUNCTION DEVICE
- TABLE 51 SPECIFICATIONS OF THE N-GAGE GAME PLAYER
- RECENT HANDHELD CONSOLE DEMAND
- TABLE 52 HANDHELD GAME CONSOLE DEMAND THROUGH 2005 (MILLION UNITS)
- HANDHELD GAME CONSOLE MARKET DRIVERS
- TABLE 53 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
- TABLE 54 FORECAST ASSUMPTIONS¡ªGROWTH OF THE HANDHELD GAME CONSOLE MARKET
- FORECAST¡ªGLOBAL SHIPMENTS OF HANDHELD GAME CONSOLES
- TABLE 55 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS,THROUGH 2011 (MILLION UNITS)
- FORECAST¡ªVALUE OF GLOBAL GAME HANDHELD SHIPMENTS
- TABLE 56 AVERAGE HANDHELD UNIT COSTS, 2005-2011 ($)
- TABLE 57 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS,THROUGH 2011 ($ MILLIONS)
- FIGURE 5 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF HANDHELD GAMES AND SOFTWARE
- TABLE 58 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAMECONSOLES, 2005
- TABLE 59 GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELDCONSOLE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
- FIGURE 6 GLOBAL GROWTH OF HANDHELD GAMES IN UNITS AND VALUE,2005-2011 ($ BILLIONS)
- FORECAST¡ªHANDHELD GAME SHIPMENTS BY GENRE
- TABLE 60 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE,THROUGH 2011 (UNITS MILLIONS)
- FORECAST¡ªVALUE OF HANDHELD EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 61 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICESVALUE IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
- THE COMPUTER GAMING MARKET
- MOST HARDWARE IN PLACE
- PERSONAL COMPUTER GAME HISTORY
- TABLE 62 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 63 PROFILE OF THE COMPUTER GAME AUDIENCE, 2005
- GAMES PLAYED ON COMPUTER PLATFORMS
- TABLE 64 TOP TEN COMPUTER GAMES, 2005
- TECHNOLOGICAL IMPACT ON COMPUTER GAMES
- ONLINE BROADBAND CONNECTIONS
- TABLE 65 BROADBAND PENETRATION BY REGION 2004-2005 (000 UNITS)
- CONTINUED PERSONAL COMPUTER SHIPMENT GROWTH
- TABLE 66 ESTIMATED GROWTH OF PC SHIPMENTS, THROUGH 2005 (MILLION UNITS)
- PC HARDWARE IMPROVEMENTS EXPAND GAMING AVAILABILITY
- DEDICATED GAMING PCS
- TABLE 67 SPECIFICATIONS FOR THE AURORA GAMING MACHINE
- RECENT COMPUTER GAME DEMAND
- TABLE 68 COMPUTER GAME DEMAND, 2002-2005 (UNITS MILLIONS)
- Recent Drivers
- COMPUTER GAME MARKET DRIVERS
- TABLE 69 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
- SOME LIMITATIONS
- TABLE 70 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
- FORECAST¡ªSHIPMENT OF PC GAMING MACHINES
- TABLE 71 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2
- (UNITS MILLIONS)
- FORECAST¡ªVALUE OF PC GAMING MACHINES
- TABLE 72 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE THROUGH 2011 ($ BILLIONS)
- FIGURE 7 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2005-2011 (BILLIONS)
- FORECAST¡ªGLOBAL VALUE OF COMPUTER GAMES AND SOFTWARE
- TABLE 73 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2005
- TABLE 74 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTERPLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
- FIGURE 8 GLOBAL GROWTH OF COMPUTER GAMES IN UNITS AND VALUE,2005-2011 ($ BILLIONS)
- FORECAST¡ªCOMPUTER GAME SHIPMENTS BY GENRE
- TABLE 75 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
- FORECAST¡ªGLOBAL VALUE OF COMPUTER EQUIPMENT ANDSERVICES
- Definition
- Estimated Market Size
- TABLE 76 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
- TABLE 77 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICESIN THE COMPUTER MARKET, THROUGH 2011 ($ MILLIONS)
- THE MOBILE WIRELESS GAMING MARKET
- WIRELESS DEVICES IN PLACE
- HISTORY OF MOBILE GAMING
- TABLE 78 BRIEF HISTORY OF MOBILE GAMING
- RECENT COMPANY STRATEGIES
- MOBILE WIRELESS GAME AUDIENCE
- TABLE 79 PROFILE OF THE MOBILE GAME AUDIENCE, 2005
- GAMES PLAYED ON MOBILE PLATFORMS
- TABLE 80 TOP TEN MOBILE GAMES, 2005
- TECHNOLOGICAL IMPACT ON MOBILE GAMES
- ADVANCES IN CELL PHONE TECHNOLOGY
- Digital Phones
- Third Generation (3G) Phones
- TABLE 81 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
- BETTER GRAPHICS PROCESSORS
- FOURTH GENERATION TECHNOLOGY¡ªTHE NEXT STEP
- RECENT MOBILE DEMAND
- TABLE 82 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
- 3G Phones as Market Drivers
- TABLE 83 GLOBAL DEMAND FOR 3G MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
- The China Factor
- MOBILE GAME MARKET DRIVERS
- TABLE 84 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
- TABLE 85 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
- FORECAST¡ªGLOBAL VALUE OF MOBILE GAMES AND SOFTWARE
- TABLE 86 UNITS AND VALUE OF GLOBAL MOBILE GAMES, 2005
- TABLE 87 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILEPLATFORMS, THROUGH 2011 (MILLION UNITS, $ MILLIONS)
- FIGURE 9 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS
- FOR MOBILE DEVICES, 2005-2011 ($ MILLIONS)
- FORECAST¡ªMOBILE GAME SHIPMENTS BY GENRE
- TABLE 88 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
- FORECAST¡ªVALUE OF MOBILE EQUIPMENT AND SERVICES
- Definition
- Estimated Market Size
- TABLE 89 PROFILE OF THE MOBILE GAME ACCESSORY MARKET
- TABLE 90 GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE MOBILE MARKET, THROUGH 2011 ($ MILLIONS)
- THE ARCADE GAMING SECTOR
- ARCADE GAME HISTORY
- TABLE 90 BRIEF HISTORY OF ARCADE GAMES
- ARCADE GAME LOCATIONS
- ARCADE DESIGN
- TABLE 91 KEY PARTS OF AN ARCADE CABINET
- Arcade System Board
- GAME DESIGN
- TABLE 92 QUALITIES OF ARCADE GAMES
- ARCADE GAME AUDIENCE
- TABLE 93 PROFILE OF THE ARCADE GAME AUDIENCE, 2005
- GAMES PLAYED ON ARCADE PLATFORMS
- TABLE 94 TOP ARCADE GAMES, 2005
- IMPACT OF TECHNOLOGY ON ARCADE MACHINES
- DISTRACTION OF OTHER GAMING PLATFORMS
- RECENT ARCADE DEMAND
- TABLE 95 GLOBAL ARCADE MACHINE DEMAND THROUGH 2005 (THOUSAND UNITS)
- ARCADE GAME MARKET DRIVERS
- TABLE 96 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
- TABLE 97 FORECAST ASSUMPTIONS¡ªGROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
- FORECAST¡ªGROWTH OF ARCADE GAMING MACHINES
- TABLE 98 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES THROUGH 2011 (UNITS 000)
- FORECAST¡ªVALUE OF ARCADE MACHINE SHIPMENTS
- TABLE 99 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE,THROUGH 2010 ($ MILLIONS)
- FIGURE 10 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES 2005-2011 ($ MILLIONS)
- FORECAST¡ªGLOBAL VALUE OF ARCADE GAMES AND SOFTWARE
- TABLE 100 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2005
- TABLE 101 FORECAST ¡ª GLOBAL GROWTH OF ELECTRONIC GAMES FORARCADE PLATFORMS, THROUGH 2011 (UNITS MILLIONS, VALUE MILLIONS)
- FIGURE 11 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2005-2011 ($ MILLIONS)
- FORECAST¡ªARCADE GAME SHIPMENTS BY GENRE
- TABLE 102 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
- FORECAST¡ªVALUE OF ARCADE ACCESSORY EQUIPMENT ANDSERVICES
- TABLE 103 FORECAST¡ªGLOBAL VALUE OF EQUIPMENT, ACCESSORIES ANDSERVICES IN THE ARCADE MARKET, THROUGH 2011 ($ MILLIONS)
AbstractREPORT HIGHLIGHTS
- The value of worldwide shipments of electronic gaming equipment reached $12.6 billion in 2005. Shipments are projected to grow in value at a 9.7% rate to reach $13.8 billion in 2006, and at an average annual rate of 9.8%, to reach $22.1 billion by 2011.
- The value of handheld consoles reached $4.2 billion in 2005 and is projected to grow at a 10.9% rate to reach $4.7 billion by 2006, and at an average annual rate of 9% to reach $7.2 billion by 2011.
- The value of games and software for computer platforms amounted to $3.4 billion in 2005 and is projected to grow at an 8.7% rate to reach $3.7 billion by 2006; it will then grow at an average annual rate of 15.25 to reach $7.5 billion by 2011.
- The mobile wireless market represents the fastest growing segment for games and software. Their value for this platform will grow at an average annual rate of 23.5% to reach $2.8 billion in 2011.
INTRODUCTION
Electronic gaming is a rapidly growing popular pastime for many people worldwide. Game consoles have become powerful computer-like devices and are touted to be electronic media centers as well. Handheld consoles are also powerful devices that enable top electronic game performance at a distance. Electronic games are plentiful through computers, either installed on a system or downloaded from the Internet. Wireless handheld devices, such as cell phones, are also sources of electronic games, and arcade machines are the traditional way of presenting games.
The report examines the current position of electronic gaming in each of these platforms. We also examine game development and software for each platform and the accompanying accessories and services needed for each.
SCOPE OF STUDY
This report contains:
- Information on high-tech game consoles that play electronic games from television, DVDs, and the Internet; handheld consoles that perform the same functions from a distance; personal computers that play a variety of games from their hard drives or downloaded from the Internet; the latest cell phones that can download games; and the age-old arcade machines that still play video games in public locations
- The value of the global electronic gaming industry, including manufacturing capability and consumption by various regional markets and a five-year forecast to 2011
- An Analysis of industry involvement, standards, and other pertinent factors related to the success of electronic gaming.
- Reviews of market drivers and the impact of new technologies.
METHODOLOGY
BCC presents an analysis, for each gaming platform, of the number of unit shipped in 2005. Estimated value is what manufacturers have paid in undepreciated 2006 dollars. Then, based on BCC surveys, it analyzes the potential market for each industry and forecasts shipments for 2006 and then for 2011. The report also analyzes the shipments and value of games and software plus accessory equipment and services.
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