Market Research Reports

1.    The US Video Game Market Introduction
    1.1.    The US Video game Industry Value Chain

2.    The US Video Game Market Size, CY’2006-CY’2012
    2.1.    By Revenue, CY’2006-CY’2012

3.    Profile of Gamers in the US

4.    The US Video Game Market Segmentation, CY’2006-CY’2012
    4.1.    By Software, Hardware And Accessories
    4.2.    The US Video Game Software Market Introduction
        4.2.1.    The US Video Game Software Market Size, CY’2006-CY’2012
        4.2.2.    The US Video Game Software Market Segmentation
            4.2.2.1.    By Console and PC Software, CY’2006-CY’2012
            4.2.2.2.    By Type of Distribution, CY’2009-CY’2012
            4.2.2.3.    By Type of Video Game Ratings, CY’2012
            4.2.2.4.    By Console Game Software Genre, CY’2008 – CY’2012
            4.2.2.5.    By PC Game Software Genre, CY’2008-CY’2012
        4.2.3.    Revenues of Major Independent Game Software Developers and Publishers, CY’2008-CY’2012
        4.2.4.    The US Video Game Software Market Trends and Developments
        4.2.5.    The US Video Game Software Market Future Outlook and Projections
            4.2.5.1.    Cause and Effect Relationship of the US Video Game Software Market
    4.3.    The US Video Game Hardware Market Introduction
        4.3.1.    The US Video Game Hardware Market Size, CY’2006-CY’2012
            4.3.1.1.    By Revenue and Consumption, CY’2006-CY’2012
        4.3.2.    The US Video Game Hardware Market Segmentation
            4.3.2.1.    By Console and Handheld Video Game Hardware, CY’2006-CY’2012
        4.3.3.    Market Shares of Major Players in the Seventh Generation Home Console Market, CY’2006-CY’2012
        4.3.4.    The US Video Game Hardware Market Trends and Developments
        4.3.5.    The US Video Game Hardware Market Future Outlook and Projections
            4.3.5.1.    Cause and Effect Relationship of the US Video Game Hardware Market
    4.4.    The US Video Game Accessories Market Introduction
        4.4.1.    The US Video Game Accessories Market Size, CY’2006-CY’2012
        4.4.2.    The US Video Game Accessories Market Future Outlook and Projections, CY’2013-CY’2017

5.    The US Online Gaming Market Introduction
    5.1.    The US Online Gaming Market Size, CY’2010-CY’2012
    5.2.    The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’2017

6.    The US Massively Multiplayer Online Gaming Market Introduction
    6.1.    The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’2012
    6.2.    The US Massively Multiplayer Online Gaming Segmentation
        6.2.1.    By Free-to Play and Pay-to Play, CY’2010-CY’2012
        6.2.2.    By Age and Gender Profile, CY’2012
    6.3.    The US Massively Multiplayer Online Gaming Trends And Developments
    6.4.    The US Massively Multiplayer Onine Gaming Market Future outlook and Projections, CY’2013-CY’2017

7.    The US Social Gaming Market Introduction
    7.1.    The US Social Gaming Market Size, CY’2010-CY’2012
    7.2.    The US Social Gaming Market Segmentation, CY’2010-CY’2012
    7.3.    The US Social Gaming Market Future Outlook and Projections, CY’2013-CY’2017

8.    The US Mobile Gaming Market Introduction
    8.1.    The US Mobile Gaming Market Size, CY’2010-CY’2012
    8.2.    The US Mobile Gaming Market Segmentation, CY’2010-CY’2012
    8.3.    The US Mobile Gaming Future Outlook and Projections

9.    The US Video Game Industry Trends and Developments

10.    The US Video Game Industry Future Outlook and Projections

11.    Company Profiles
    11.1.    Activision Blizzard
        11.1.1.    Business Overview
        11.1.2.    Financial Performance
        11.1.3.    Business Strategies
    11.2.    Electronic Arts
        11.2.1.    Business Overview
        11.2.2.    Financial Performance
        11.2.3.    Business Strategies
    11.3.    Microsoft
        11.3.1.    Business Overview
        11.3.2.    Financial Performance
        11.3.3.    Business Strategies
    11.4.    Sony
        11.4.1.    Business Overview
        11.4.2.    Financial Performance
        11.4.3.    Business Strategies
    11.5.    Nintendo
        11.5.1.    Business Overview
        11.5.2.    Financial Performance
        11.5.3.    Business Strategies
    11.6.    Ubisoft
        11.6.1.    Business Overview
        11.6.2.    Financial Performance
        11.6.3.    Business Strategies
    11.7.    Konami
        11.7.1.    Business Overview
        11.7.2.    Financial Performance
        11.7.3.    Business Strategies
    11.8.    Take Two Interactive
        11.8.1.    Business Overview
        11.8.2.    Financial Performance
        11.8.3.    Business Strategies
    11.9.    THQ
        11.9.1.    Business Overview
        11.9.2.    Financial Performance
        11.9.3.    Business Strategies
    11.10.    Capcom
        11.10.1.    Business Overview
        11.10.2.    Financial Performance
        11.10.3.    Business Strategies
    11.11.    Sega Sammy
        11.11.1.    Business Overview
        11.11.2.    Financial Performance
        11.11.3.    Business Strategies
    11.12.    Square Enix
        11.12.1.    Business Overview
        11.12.2.    Financial Performance
        11.12.3.    Business Strategies

12.    Macroeconomic Factors
    12.1.    Video Game Playing Population in the US, CY’2006-CY’2017
    12.2.    Time Spent on Gaming, CY’2006-CY’2017
    12.3.    Wired Broadband Subscribers in the US, CY’2006-CY’2017
    12.4.    The US Personal Disposable Income, CY’2006-CY’2017
    12.5.    Number of New Games Released in the US, CY’2006-CY’2017

13.    Appendix
    13.1.    Market Definitions
    13.2.    Abbreviations
    13.3.    Research Methodology
        Data Collection Methods
        Approach
        Variables (Dependent and Independent)
        Final Conclusion
    13.4.    Disclaimer

The US Video Game Industry-Market Size Pages : 8 USD 100    Market Size Reports Market Size Reports

1.    The US Video Game Market Introduction   
1.1.    The US Video game Industry Value Chain   
Figure 1: Value Chain of the US Video Game Industry   
2.    The US Video Game Market Size, CY’2006-CY’2012   
2.1.    By Revenue, CY’2006-CY’2012   
Figure 2: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012   
3.    Profile of Gamers in the US   
Table 1: Profile of the Video Games Playing Population in the US   
Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage, CY’2012   
Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage, CY’2012   
Figure 5: Segmentation of the Number of Hours Spent on Gaming per Day in the US, CY’2012
 

The US Video Game Industry-Market Segmentation Pages : 6 USD 50    Market Size Reports Market Size Reports

4.    The US Video Game Market Segmentation, CY’2006-CY’2012   
4.1.    By Software, Hardware And Accessories   
Figure 6: The US Video Game Market Segmentation by Software, Hardware and Accessories on the Basis of Revenue in Percentage, CY’2006-CY’2012   
4.2.    The US Video Game Software Market Introduction   
Table 2: Best Selling Video Game Software in the US in Units, CY’2008-CY’2012   
4.2.1.    The US Video Game Software Market Size, CY’2006-CY’2012   
Figure 7: The US Video Game Software Market Size on the Basis of Revenue in USD Million and Number of Units Sold through Retail in Million, CY’2006-CY’2012   
 

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4.2.2.    The US Video Game Software Market Segmentation   
4.2.2.1.    By Console and PC Software, CY’2006-CY’2012   
Figure 8: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Software in Percentage, CY’2006-CY’2012   
Table 3: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Games in Retail Unit Sales in Million, CY’2006-CY’2012   
4.2.2.2.    By Type of Distribution, CY’2009-CY’2012   
Figure 9: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012   
4.2.2.3.    By Type of Video Game Ratings, CY’2012   
Figure 10: The US Video Game Software Market Segmentation on the Basis of Ratings in Percentage, CY’2006-CY’2012   
4.2.2.4.    By Console Game Software Genre, CY’2008 – CY’2012   
Figure 11: The US Video Game Console Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012   
Table 4: The US Console Video Game Market Segmentation by Genre in Unit Sales in Million, CY’2006-CY’2012   
4.2.2.5.    By PC Game Software Genre, CY’2008-CY’2012   
Figure 12: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012   
Table 5: The US PC Video Game Market Segmentation by Retail Unit Sales in Genre in Million, CY’2006-CY’2012   
4.2.3.    Revenues of Major Independent Game Software Developers and Publishers, CY’2008-CY’2012   
Table 6: Revenues of Major Independent Game Software Developers and Publishers in the US in USD Million, CY’2008-CY’2012   
4.2.4.    The US Video Game Software Market Trends and Developments   
Shift from Retail to Digital Distribution   
Graphically Superior Video Games   
Focus on Fewer Game Software Titles   
4.2.5.    The US Video Game Software Market Future Outlook and Projections   
Figure 13: The US Video Game Software Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017   
Table 7: Upcoming Major Game Software Releases, CY’2013   
4.2.5.1.    Cause and Effect Relationship of the US Video Game Software Market   
Table 8: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Software Market Prospects   
 

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4.3.    The US Video Game Hardware Market Introduction   
4.3.1.    The US Video Game Hardware Market Size, CY’2006-CY’2012   
4.3.1.1.    By Revenue and Consumption, CY’2006-CY’2012   
Figure 14: US Video Game Hardware Market Size on the Basis of Revenue in USD Million and Consumption of Units in Million, CY’2006-CY’2012   
4.3.2.    The US Video Game Hardware Market Segmentation   
4.3.2.1.    By Console and Handheld Video Game Hardware, CY’2006-CY’2012   
Figure 15: The US Video Game Hardware Market Segmentation on the Basis of Number of Units Sold in Percentage, CY’2006-CY’2012   
4.3.3.    Market Shares of Major Players in the Seventh Generation Home Console Market, CY’2006-CY’2012   
Figure 16: Market Shares of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY’2006-CY’2012   
Table 9: Competitive Landscape of the Seventh Generation Home Console Market on the Basis of Number of Units Sold Through US Retail, CY’2006-CY’2012   
4.3.4.    The US Video Game Hardware Market Trends and Developments   
Figure 17: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales in the US, CY’2014   
4.3.5.    The US Video Game Hardware Market Future Outlook and Projections   
Figure 18: The US Video Game Hardware Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017   
4.3.5.1.    Cause and Effect Relationship of the US Video Game Hardware Market   
Table 10: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Hardware Market Prospects   
 

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4.4.    The US Video Game Accessories Market Introduction   
4.4.1.    The US Video Game Accessories Market Size, CY’2006-CY’2012   
Figure 19: The US Video Game Accessories Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012   
4.4.2.    The US Video Game Accessories Market Future Outlook and Projections, CY’2013-CY’2017   
Figure 20: The US Video Game Accessories Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017   
 

The US Video Game Industry-Online Gaming Market Pages : 3 USD 50    Market Size Reports Market Size Reports

5.    The US Online Gaming Market Introduction   
5.1.    The US Online Gaming Market Size, CY’2010-CY’2012   
Figure 21: The US Online Gaming Market Size on the Basis of Revenues in USD Million, CY’2010-CY’2012   
5.2.    The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’2017   
Figure 22: The US Online Gaming Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017   
 

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6.    The US Massively Multiplayer Online Gaming Market Introduction   
6.1.    The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’2012   
Figure 23: The US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue in USD Million, CY’2009-CY’2012   
Figure 24: US Massively Multiplayer Online Gaming Revenues on the Bases of Types of Spending in Percentage, CY’2012   
6.2.    The US Massively Multiplayer Online Gaming Segmentation   
6.2.1.    By Free-to Play and Pay-to Play, CY’2010-CY’2012   
Figure 25: The US Massively Multiplayer Online Gaming Segmentation on the Basis of Revenues from Free-to-Play and Pay-to-Play Games in Percentage, CY’2010-CY’2012   
Table 11: Worldwide Subscriber Base of Popular Pay-to-Play MMO Games as of March, 2013   
Table 12: Popular Free-to-Play MMO Games With In-Game Purchase Prices   
6.2.2.    By Age and Gender Profile, CY’2012   
Figure 26: The US Massively Multiplayer Online Gaming Market Segmentation on the Basis of Age in Percentage, CY’2012   
Figure 27: The US Massively Multiplayer Online Gaming Market Segmentation on the Basis of Gender in Percentage, CY’2012   
6.3.    The US Massively Multiplayer Online Gaming Trends and Developments   
From Subscriptions to Free-to-play
Game Streaming   
User Generated Content   
Browser Based MMORPGs   
Figure 28: The US Massively Multiplayer Online Gaming Segmentation on the Basis of Browser and Client Games Played, CY’2012   
6.4.    The US Massively Multiplayer Onine Gaming Market Future outlook and Projections, CY’2013-CY’2017   
Figure 29: The US Massively Multiplayer Online Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017   
 

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7.    The US Social Gaming Market Introduction   
7.1.    The US Social Gaming Market Size, CY’2010-CY’2012   
Figure 30: The US Social Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012   
Table 13: Top Social Game Application Developers in the US on the Basis of Average Monthly Users, CY’2012   
7.2.    The US Social Gaming Market Segmentation, CY’2010-CY’2012   
Figure 31: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012   
Table 14: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012   
7.3.    The US Social Gaming Market Future Outlook and Projections, CY’2013-CY’2017   
Figure 32: The US Social Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017   
 

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8.    The US Mobile Gaming Market Introduction   
Table 15: Most Downloaded Free Mobile Games, as of 20th January, CY’2013   
Table 16: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone Sales, CY’2011-CY’2012   
8.1.    The US Mobile Gaming Market Size, CY’2010-CY’2012   
Figure 33: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012   
Figure 34: Installed Base of iOS and Android Smart phones in the US in Million Units, CY’2011-CY’2012   
8.2.    The US Mobile Gaming Market Segmentation, CY’2010-CY’2012   
Figure 35: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012   
Figure 36: Market Shares of IOS and Android in the US on the Basis of Revenue Generated from top 200 Grossing Games, CY’2012   
Figure 37: Mobile Devices Used to Play Games in the US, CY’2012   
8.3.    The US Mobile Gaming Future Outlook and Projections   
Figure 38: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY’2013-CY’2017   
Figure 39: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY’2009-CY’2011   
 

The US Video Game Industry-Trends and Outlook Pages : 8 USD 100    Market Size Reports Market Size Reports

9.    The US Video Game Industry Trends and Developments   
A Surge in the Casual Gaming Audience   
Popularity of Social Games   
Digital Distribution Gaining Momentum   
Cloud Gaming, the Next Wave of Growth   
Figure 40: Growth of Connected TVs in the US in Million Units, CY’2009-CY’2015   
Advergaming Becoming an Integral Part of Brand Media   
Data Center Services Playing an Important Role   
Entry of New Age Eighth Generation Consoles   
Table 17: Eighth Generation of Video Game Consoles with Release Dates   
10.    The US Video Game Industry Future Outlook and Projections   
Figure 41: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017   
 

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11.    Company Profiles   
11.1.    Activision Blizzard   
11.1.1.    Business Overview   
Table 18: List of Popular Video Games Published by Activision Blizzard   
11.1.2.    Financial Performance   
Figure 42: Activision Blizzard’s Revenues from Video Game Software Development and Publishing in the US in USD Million, CY’2008-CY’2012   
11.1.3.    Business Strategies   
11.2.    Electronic Arts   
11.2.1.    Business Overview   
Table 19: List of Popular Video Games Published by Electronic Arts   
11.2.2.    Financial Performance   
Figure 43: Electronic Arts Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012   
11.2.3.    Business Strategies   
11.3.    Microsoft   
11.3.1.    Business Overview   
Table 20: List of Popular Games Published by Microsoft   
11.3.2.    Financial Performance   
Figure 44: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012   
11.3.3.    Business Strategies   
11.4.    Sony   
11.4.1.    Business Overview   
Table 21: List of Sony Computer Entertainment Studios and Games Developed in the US   
Table 22: List of Popular Games Published by Sony   
11.4.2.    Financial Performance   
Figure 45: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units, CY’2006-CY’2012   
11.4.3.    Business Strategies   
11.5.    Nintendo   
11.5.1.    Business Overview   
Table 23: List of Popular Video Game Consoles Released by Nintendo in the Home and Handheld Category   
Table 24: List of Popular Games Published by Nintendo   
11.5.2.    Financial Performance   
Figure 46: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012   
11.5.3.    Business Strategies   
11.6.    Ubisoft   
11.6.1.    Business Overview   
Table 25: List of Popular Video Games Published by Ubisoft   
11.6.2.    Financial Performance   
Figure 47: Ubisoft’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012   
11.6.3.    Business Strategies   
11.7.    Konami   
11.7.1.    Business Overview   
Table 26: List of Popular Games Published by Konami Corporation   
11.7.2.    Financial Performance   
Figure 48: Konami’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012
11.7.3.    Business Strategies   
11.8.    Take Two Interactive   
11.8.1.    Business Overview   
Table 27: List of Popular Video Games Published by Take-Two Interactive   
11.8.2.    Financial Performance   
Figure 49: Take Two Interactive’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012   
11.8.3.    Business Strategies   
11.9.    THQ   
11.9.1.    Business Overview   
11.9.2.    Financial Performance    1
Figure 50: THQ’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012   
11.9.3.    Business Strategies   
11.10.    Capcom   
11.10.1.    Business Overview   
11.10.2.    Financial Performance    1
Figure 51: Capcom’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012   
11.10.3.    Business Strategies   
11.11.    Sega Sammy   
11.11.1.    Business Overview   
11.11.2.    Financial Performance   
Figure 52: Sega Sammy’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012   
11.11.3.    Business Strategies   
11.12.    Square Enix   
11.12.1.    Business Overview   
11.12.2.    Financial Performance   
Figure 53: Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012   
11.12.3.    Business Strategies   
12.    Macroeconomic Factors   
12.1.    Video Game Playing Population in the US, CY’2006-CY’2017   
Figure 54: Video Game Playing Population in the US in Million, CY’2006-CY’2017   
12.2.    Time Spent on Gaming, CY’2006-CY’2017   
Figure 55: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017   
12.3.    Wired Broadband Subscribers in the US, CY’2006-CY’2017   
Figure 56: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017   
12.4.    The US Personal Disposable Income, CY’2006-CY’2017   
Figure 57: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017
12.5.    Number of New Games Released in the US, CY’2006-CY’2017
Figure 58: Number of New Games Released Across all Platforms in the US in Units, CY’2006-CY’2017