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Publication Date: February' 2013
No. of pages: 134
Delivery format: Online PDF Format
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Hard Copy license price: * USD 1,300
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Executive Summary
The report titled “The US Video Game Industry Outlook to 2017 – Transition from Console to Online and Mobile Gaming” provides a comprehensive analysis of the various aspects such as market size of the US video game industry, video game hardware market, video game software market, online games market and mobile games market. The report also covers the market shares of major hardware manufacturers in the US as well as the revenues of major players in the software development space.
Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY’2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY’2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY’2006 to USD ~ million in CY’2012.
The US video game software market is comprised of various independent software developers that specialize in designing games and are not financially supported by a major hardware manufacturing corporation. Market revenues of Activision Blizzard have increased noticeably from USD 1,494 million in CY’2008 to USD ~ million in CY’2012, making it the largest player in the independent software development space. Electronic Arts was the second largest publisher of video games in CY’2012. EA generated revenues of USD ~ million through software development and publishing.
Three main competitors in the video game hardware market in the US are Nintendo, Sony and Microsoft. Microsoft’s Xbox sold ~ million units in CY’2012 followed by PlayStation 3 selling ~ million units and Wii with 2 million units. Since CY’2010, Xbox has prevailed to be the bestselling home console, majorly due to price cuts and strong sales of Xbox Kinect.
The market for video games in the US is changing at a brisk rate. Technological advancements and gaming diffusion across ages as well as competitive pressures have been significantly changing the market. Revenues from the video game industry in the US are expected to expand to USD ~ million in CY’2017, growing with a CAGR of ~% from CY’2012 to CY’2017.
Online gaming in the US has witnessed a rapid expansion in the last couple of years. Digital console and PC gaming, MMO gaming and social gaming have remodeled the panorama of the traditional game market place with more number of consumers switching to relatively cheap avenues of video gaming. Market revenues of the online gaming segment were USD ~ million in CY’2012 growing by 8.8% from USD ~ million in CY’2011.
The US MMO gaming market was worth USD ~ million in CY’2012 in terms of revenues, registering a growth of 13.65% from USD ~ million in CY’2011. The US witnessed 50 million MMO video game players in calendar year 2012, of which ~ million spent money on free-to-play or subscription based MMO games.
Key Topics Covered in the Report
- The market size of the US video game industry, video game software, video game hardware, video game accessories, online gaming, MMO gaming, social gaming and mobile gaming market.
- Market segmentation of the video game software market on the basis of console and PC software, type of distribution, types of video game ratings and type of genre.
- Market segmentation of the video game hardware market on the basis of console and handheld hardware.
- Market segmentation of the social gaming market on the basis of revenues sources.
- Market segmentation of the mobile gaming market on the basis of revenue sources.
- Trends and Development in the US video game industry.
- Competitive landscape and detailed company profiles of the major manufacturers of video game hardware and software in the US.
- Future outlook and projections of the US video game industry – software, hardware, accessories, online gaming and mobile gaming, on the basis of revenues in the US. |
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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
Figure 1: Value Chain of the US Video Game Industry
Figure 2: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012
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
Figure 6: The US Video Game Market Segmentation by Software, Hardware and Accessories on the Basis of Revenue in Percentage, 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
Figure 8: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Software in Percentage, CY’2006-CY’2012
Figure 9: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012
Figure 10: The US Video Game Software Market Segmentation on the Basis of Ratings in Percentage, CY’2006-CY’2012
Figure 11: The US Video Game Console Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012
Figure 12: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012
Figure 13: The US Video Game Software Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017
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
Figure 15: The US Video Game Hardware Market Segmentation on the Basis of Number of Units Sold in Percentage, 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
Figure 17: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales in the US, CY’2014
Figure 18: The US Video Game Hardware Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017
Figure 19: The US Video Game Accessories Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012
Figure 20: The US Video Game Accessories Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017
Figure 21: The US Online Gaming Market Size on the Basis of Revenues in USD Million, CY’2010-CY’2012
Figure 22: The US Online Gaming Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017
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
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
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
Figure 28: The US Massively Multiplayer Online Gaming Segmentation on the Basis of Browser and Client Games Played, CY’2012
Figure 29: The US Massively Multiplayer Online Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017
Figure 30: The US Social Gaming Market Size on the Basis of Revenue in USD Million, 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
Figure 32: The US Social Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017
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
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
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
Figure 40: Growth of Connected TVs in the US in Million Units, CY’2009-CY’2015
Figure 41: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017
Figure 42: Activision Blizzard’s Revenues from Video Game Software Development and Publishing in the US in USD Million, CY’2008-CY’2012
Figure 43: Electronic Arts Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012
Figure 44: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012
Figure 45: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units, CY’2006-CY’2012
Figure 46: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012
Figure 47: Ubisoft’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012
Figure 48: Konami’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012
Figure 49: Take Two Interactive’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012
Figure 50: THQ’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012
Figure 51: Capcom’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012
Figure 52: Sega Sammy’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012
Figure 53: Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012
Figure 54: Video Game Playing Population in the US in Million, CY’2006-CY’2017
Figure 55: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017
Figure 56: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017
Figure 57: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017
Figure 58: Number of New Games Released Across all Platforms in the US in Units, CY’2006-CY’2017
Table 1: Profile of the Video Games Playing Population in the US
Table 2: Best Selling Video Game Software in the US in Units, CY’2008-CY’2012
Table 3: Revenues of Major Independent Game Software Developers and Publishers in the US in USD Million, CY’2008-CY’2012
Table 4: Upcoming Major Game Software Releases, CY’2013
Table 5: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Software Market Prospects
Table 6: Competitive Landscape of the Seventh Generation Home Console Market on the Basis of Number of Units Sold Through US Retail, CY’2006-CY’2012
Table 7: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Hardware Market Prospects
Table 8: Worldwide Subscriber Base of Popular Pay-to-Play MMO Games as of March, 2013
Table 9: Popular Free-to-Play MMO Games With In-Game Purchase Prices
Table 10: Top Social Game Application Developers in the US on the Basis of Average Monthly Users, CY’2012
Table 11: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012
Table 12: Most Downloaded Free Mobile Games, as on 20th January, CY’2013
Table 13: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone Sales, CY’2011-CY’2012
Table 14: Eighth Generation of Video Game Consoles with Release Dates
Table 15: List of Popular Video Games Published by Activision Blizzard
Table 16: List of Popular Video Games Published by Electronic Arts
Table 17: List of Popular Games Published by Microsoft
Table 18: List of Sony Computer Entertainment Studios and Games Developed in the US
Table 19: List of Popular Games Published by Sony
Table 20: List of Popular Video Game Consoles Released by Nintendo in the Home and Handheld Category
Table 21: List of Popular Games Published by Nintendo
Table 22: List of Popular Video Games Published by Ubisoft
Table 23: List of Popular Games Published by Konami Corporation
Table 24: List of Popular Video Games Published by Take-Two Interactive
Table 25: Correlation Matrix of the US Video Games Industry
Table 26: Regression Coefficients Output
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