Global Video Games Market

LONDON, Oct. 23, 2014 — (PRNewswire) — This report analyzes the worldwide markets for Video Games in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Online Games, and Wireless Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East, and Latin America. Annual estimates and forecasts are provided for the period 2013 through 2020. Also, a seven-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 137 companies including many key and niche players such as -

Activision Blizzard, Inc.
Atari, Inc.
Capcom Co., Ltd.
Electronic Arts, Inc.
iWin, Inc.

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Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
Console Games I-3
Handheld Games I-4
PC Games (Excluding Online Games) I-4
Online Games I-4
Wireless Games I-4


Video Games Industry - An Introductory Prelude II-1
Market Fundamentals II-1
Video Games: A Sprawling Industry Presenting Opportunities to
a Wide Range of Participants II-2
Video Games Software & Subscriptions Market - A Review II-3
Table 1: Global Video Games Market (2013): Percentage Share
Breakdown of Values Sales by Segment (includes corresponding
Graph/Chart) II-3
Changing Demographics of Modern Players Sets Stage for
Increased Consumption of Video Games II-3
Traditional Users II-4
Gray Gamers II-4
Women: Succumbing to the Charms of Video Games II-4
Rise in Perceived Educative Value Of Video Games Fosters
Growth in the Market Over the Years II-5
Video Games Software & Online Subscriptions - Quite Resilient
to Periods of Economic Slowdown II-6
Current & Future Analysis II-6
Developing Markets to Lend Traction to the Market in the
Short to Medium Term Period II-6
Table 2: World Mobile Web Browsers Market by Geographic
Region/Country - Percentage Breakdown of Number of Mobile
Web Browser Users for Asia-Pacific, Canada, Europe, Japan,
Latin America, US, and Rest of World Markets for Years 2011
and 2018 (includes corresponding Graph/Chart) II-7

Table 3: Global Percentage Share Breakdown of Number of
Mobile Handsets Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

Table 4: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

Table 5: Global Percentage Share Breakdown of Number of
Smartphones Sold by Region for the year 2013 (includes
corresponding Graph/Chart) II-8

Hardcore Gamers - The 'Only' Saving Grace for Fast Fading
Console Gaming Software Segment II-9
A Look into the Key Trends in Home Consoles Software Market II-9
New Generation of Home Console Games Sustains Audience
Interest with Unique Attributes II-9
New Home Consoles Software Benefit from Cross-Platform Trend II-10
Smaller Consoles Helps Sustain Market Prospects for Console
Software Vendors II-10
PC Games Software Battles Hard to Survive Onslaught from
Online & Mobile Gaming Versions II-10
Table 6: World Market for Personal Computers (2012 & 2015P) -
Breakdown of Annual Volume Shipments (in '000 Units) by
Region (includes corresponding Graph/Chart) II-11

Table 7: Global Market for Personal Computers (2012 & 2015P) -
Percentage Share Breakdown of Annual Volume Shipments by
Product Segment (includes corresponding Graph/Chart) II-12

Table 8: Global Video Games Market (2013): Percentage Share
Breakdown of Top Three Devices for Casual Games among Kids
Aged 11-14 Years (includes corresponding Graph/Chart) II-12
Online Video Games Finds Success over the Years II-12
Table 9: World Market for Video Games (2013): Percentage
Breakdown of Dollar Sales by Online and Retail Distribution
(includes corresponding Graph/Chart) II-13
MMOGs Steal the Thunder from Console Games II-13
Growth in Home Broadband Connectivity Increases PC Based
Online Gaming Subscriptions II-13
Online Video Games Market Goes Beyond PCs as Web Enabled
Mobile Phones, Tablets & Consoles Enter the Fray II-14
Mobile Web Browsers Emerges as Gateway to "On-the-Go"
Entertainment II-14
Mobile Online/Browser Based Games: Current Scenario II-15
Console Gaming Players Eye Browser Based Games for Expansion II-16
Wireless Gaming Software - A Booming Segment II-16
Table 10: Global Mobile Gaming Market (2009 & 2013):
Breakdown of Number of Mobile Gamers (in Million) by Region
(includes corresponding Graph/Chart) II-17
Robust Growth in Mobile Phone Users Sets Stage for Evolution
of Mobile Games II-17
Table 11: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 & 2015
(includes corresponding Graph/Chart) II-18
Smartphones - Shot in the Arm for Mobile Games II-18
Smartphones Sales Continues to Grow Across the Globe - A Key
Opportunity Indicator for Mobile Games II-19
Table 12: Global Market for Smartphones (2011, 2013, 2015 &
2018): Breakdown of Volume Sales in Million Units by
Geographic Region (includes corresponding Graph/Chart) II-19

Table 13: World Smartphone Penetration for Select Countries
(as a Percentage of Mobile Phone Users): 2013 (includes
corresponding Graph/Chart) II-20

Table 14: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 2-6 Years (includes corresponding Graph/Chart) II-20

Table 15: Global Video Games Market (2013): Percentage
Share Breakdown of Top Three Devices for Casual Games among
Kids Aged 7-10 Years (includes corresponding Graph/Chart) II-21
Consumer Mobile Usage Habits Foster Growth in Mobile Gaming
Market II-21
Entertainment Applications Lead Smartphone Content:
Indication of Potential in Store for Mobile Gaming II-21
Opportunity Indicators II-22
Table 16: Global Mobile Internet Market (2012): Percentage
Share Breakdown of Revenues for Advertisement/Search,
Enterprise Services, Entertainment, MMS/SMS and Other Data
Access (includes corresponding Graph/Chart) II-22

Table 17: Percentage Breakdown of Time Spent by Users on
Wireless Games by Location (includes corresponding
Graph/Chart) II-22

Table 18: Global Mobile Apps Market (2012): Percentage
Share Breakdown of Revenues by Category (includes
corresponding Graph/Chart) II-22

Table 19: Average Time Spent (In Minutes) On Mobile Apps On
Smartphones & Tablets Worldwide Per User Per Day: Breakdown
by Category (includes corresponding Graph/Chart) II-23

Table 20: Korean Gaming Market (Jan 2011 & Jan 2012):
Breakdown of Playing Hours (in Millions) by Gaming Category
(includes corresponding Graph/Chart) II-23
Growing Adoption of Tablet PCs Increases Market Prospects for
Wireless Video Games Software II-24
Table 21: Global Market for Media Tablets: Annual Sales
Figures (in Million Units) for years 2010, 2013 & 2018
(includes corresponding Graph/Chart) II-24
Downloadable Mobile Video Games Pips Traditional Message
Based Games to Become the Most Popular Wireless Gaming
Category II-24
Table 22: Top Reasons for Gaming Downloads Measured as a
Percentage of User Responses to Given Reasons (includes
corresponding Graph/Chart) II-25
App Stores Revolutionize Mobile Gaming Distribution - Lends
Traction to the Downloadable Wireless Games II-25
Mobile Social Networking Adds Fillip to the Wireless Gaming
Market II-26
Opportunity Indicators II-27
Table 23: Global Online Social Gaming Market (2010 & 2015P)
Breakdown of Number of Players (in Millions) by Country
(includes corresponding Graph/Chart) II-27

Table 24: Penetration of Social Games on Facebook (2013):
Percentage Share Breakdown by Geographic Market (includes
corresponding Graph/Chart) II-27

Table 25: Major Social Networking Sites Worldwide (2011):
Breakdown of Number of Registered Users in Millions
(includes corresponding Graph/Chart) II-28
Expanding Consumer Base for Wireless Games II-28
Table 26: Worldwide Wireless Gaming Market (2012):
Percentage Breakdown of Mobile Gamers by Age Brackets- Under
18, 18-49, and Above 50 (includes corresponding Graph/Chart) II-29

Table 27: Worldwide Wireless Games Market (2012): Percentage

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