Global Digital Game Market 2014-2018

Global Digital Game Market 2014-2018

Category : ICT & Media
Published On : July  2014
Pages : 101



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About Digital Game Market
Video games are electronic games that include a video device for human interaction with the user interface of the game. The video device might be a mobile display, PC monitor, or TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. The video games are available in two major formats; Physical and Digital. The physical format comes in a physical disc, which is used while playing the game. The digital format is the one in which the game is downloaded and requires no physical disc to play.
TechNavio's analysts forecast the Global Digital Game market to grow at a CAGR of 21.96 percent over the period 2013-2018.
Covered in this Report
The Global Digital Game market covers the present scenario and the growth prospects of the Global Digital Game market for the period 2014-2018. To calculate market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, and mobile games in digital format. The category excludes spending on the hardware used for playing the games.
TechNavio's report, the Global Digital Game Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the Global Music and Video market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
Key Regions
• Americas 
• EMEA        
• APAC
Key Vendors
• Activision Blizzard Inc.
• Electronic Arts Inc.
• Gameloft SA
• Giant Interactive Group Inc.
• Konami Corp.
• Microsoft Corp.
• NCSOFT Corp.
• Nexon Co. Ltd.
• Nintendo Co. Ltd.
• Rovio Entertainment Ltd.
• Sony Computers Entertainment Inc.
• Take-Two Interactive Software Inc.
• Ubisoft Entertainment SA
Other Prominent Vendors
 
• 4A Games
• 5th Cell Media
• Access Games
• ACE Team
• Active Gaming Media
• Aeria Games and Entertainment
• Anino Games
• Ankama Games
• Asobo Studio
• Behavior Interactive
• Bungie
• CCP hf
• Cellufun
• Changyou.com
• CipSoft
• Cryptic Studios
• Digital Chocolate 
• Disney Interactive
• 
• eGames
• GameHouse
• Gamelion
• Glu Games 
• gPotato
• GungHo Entertainment
• HandyGames
• India Games
• Infinity Ward
• Jagex Games Studio
• Joymax
• Kabam
• Kiloo ApS
• Level-5
• MercurySteam Entertainment
• Microsoft Studio
• Minh Chau
• Mitchell
• Namco Bandai Games
• NetEase
• Oberon Media
• OGPlanet
• Perfect World
• Punch Entertainment
• Redboss
• Rockstar North
• Rocksteady Studios
• Sega
• Shanda Interactive Entertainment
• Softnyx
• Sony Computer Entertainment
• Sony Online Entertainment
• Square Enix Holdings
• SYBO Games
• Syn Sophia
• Tencent Holdings
• The Lego Group
• Turbine
• Visual Concepts
• Warner Bros. Interactive Entertainment 
• Zynga 
Market Driver
• Growing Use of Smartphones and Tablets for Playing Games.
• For a full, detailed list, view our report.
Market Challenge
• Lack of Broadband Infrastructure.
• For a full, detailed list, view our report.
Market Trend
• Development of Hardware Platforms.
• For a full, detailed list, view our report.
Key Questions Answered in this Report
• What will the market size be in 2018 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

 

 

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report


  03.1 Market Overview

  03.2 Product Offerings

04. Market Research Methodology

  04.1 Market Research Process

  04.2 Research Methodology

05. Introduction

06. Market Landscape


  06.1 Market Overview

  06.2 Market Size and Forecast

  06.3 Five Forces Analysis

07. Market Segmentation by Type

  07.1 Global Digital Game Market by Type 2013

  07.2 Global Digital Game Market by Type 2013-2018

  07.3 Global Digital PC Game Market 2013-2018

  07.3.1 Market Size and Forecast

  07.4 Global Digital Mobile Game Market 2013-2018

  07.4.1 Market Size and Forecast

  07.5 Global Digital Console Game Market 2013-2018

  07.5.1 Market Size and Forecast

08. Geographical Segmentation

  08.1 Global Digital Game Market by Geographical Segmentation 2013

09. Key Leading Countries

  09.1 The US

  09.2 Japan

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape


  17.1 Competitive Scenario

  17.2 Other Prominent Vendors

18. Key Vendor Analysis

  18.1 Activision Blizzard

  18.1.1 Business Overview

  18.1.2 Business Segmentation

  18.1.3 Key Information

  18.1.4 SWOT Analysis

  18.2 Electronic Arts

  18.2.1 Business Overview

  18.2.2 Business Segmentation

  18.2.3 Key Information

  18.2.4 SWOT Analysis

  18.3 Gameloft

  18.3.1 Business Overview

  18.3.2 Business Segmentation

  18.3.3 Key Information

  18.3.4 SWOT Analysis

  18.4 Giant Interactive

  18.4.1 Business Overview

  18.4.2 Business Segmentation

  18.4.3 Key Information

  18.4.4 SWOT Analysis

  18.5 Konami

  18.5.1 Business Overview

  18.5.2 Business Segmentation

  18.5.3 Key Information

  18.5.4 SWOT Analysis

  18.6 Microsoft

  18.6.1 Business Overview

  18.6.2 Business Segmentation

  18.6.3 Key Information

  18.6.4 SWOT Analysis

  18.7 NCSOFT

  18.7.1 Business Overview

  18.7.2 Key Information

  18.7.3 SWOT Analysis

  18.8 Nexon

  18.8.1 Business Overview

  18.8.2 Business Segmentation

  18.8.3 Key Information

  18.8.4 SWOT Analysis

  18.9 Nintendo

  18.9.1 Business Overview

  18.9.2 Key Information

  18.9.3 SWOT Analysis

  18.10 Rovio Entertainment

  18.10.1 Business Overview

  18.10.2 Key Information

  18.10.3 SWOT Analysis

  18.11 Sony

  18.11.1 Business Overview

  18.11.2 Key Information

  18.11.3 SWOT Analysis

  18.12 Take-Two Interactive

  18.12.1 Business Overview

  18.12.2 Business Segmentation

  18.12.3 Key Information

  18.12.4 SWOT Analysis

  18.13 Ubisoft Entertainment

  18.13.1 Business Overview

  18.13.2 Business Segmentation

  18.13.3 Key Information

  18.13.4 SWOT Analysis

19. Other Reports in this Series



List of Exhibits



Exhibit 1: Market Research Methodology

Exhibit 2: Global Digital Game Market by Segmentation

Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion)

Exhibit 4: Global Digital Game Market by Type 2013

Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$ billion)

Exhibit 6: Global Digital Game Market by Type 2013-2018

Exhibit 7: Global Digital PC Game Market 2013-2018 (US$ billion)

Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$ billion)

Exhibit 9: Global Digital Console Game Market 2013-2018 (US$ billion)

Exhibit 10: Global Digital Game Market by Geographical Segmentation 2013

Exhibit 11: Business Segmentation of Activision Blizzard  Based on Operating Segments 2013

Exhibit 12: Business Segmentation of Electronic Arts Based on Brand Label 2013

Exhibit 13: Business Segmentation of Gameloft 2013

Exhibit 14: Revenue Split by Business Segments (2013)

Exhibit 15: Revenue Split by Geography (2013)

Exhibit 16: Business Segmentation of Giant Interactive based on Revenue 2013

Exhibit 17: Business Segmentation of Konami 2012

Exhibit 18: Business Segmentation of Microsoft

Exhibit 19: Business Segmentation of Nexon 2013

Exhibit 20: Geographic Segmentation 2013

Exhibit 21: Business Segmentation of Take-Two Interactive Based on Publishing Labels 2013

Exhibit 22: Ubisoft Entertainment Business Segmentation



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