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Electronic Games and Gaming

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)



Abstract

REPORT 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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