The US Video Game Industry Outlook to 2017 -

Transition from Console to Online and Mobile Gaming

Region:North America

Product Code:KR26

Published On

February 2013

Total pages

134

About the Report

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, 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.

Products

Video Game Market, Video Game Software Market, Console Game Software, PC Game Software, Video Game Hardware Market, Handheld Video Game Hardware, Vide

Companies

Activision Blizzard, Electronic Arts, Microsoft, Sony, Nintendo, Ubisoft, Konami, Take Two Interactive, THQ, Capcom, Sega Sammy, Square Enix

Table of Contents

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

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

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

Popularity of Motion Controls

Emergence of Multifunction Gaming Hardware

Advent of 3D Gaming

A Shift towards Smartphones and Tablets

The Eighth Generation Consoles

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 Trends And Developments

6.3. 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

A Surge in the Casual Gaming Audience

Popularity of Social Games

Digital Distribution Gaining Momentum

Cloud Gaming, the Next Wave of Growth

Advergaming Becoming an Integral Part of Brand Media

Data Center Services Playing an Important Role

Entry of New Age Eighth Generation Consoles

10. The US Video Game Industry Future Outlook and Projections

Shift from Packaged to Digital

11.12. Square Enix

11.12.1. Business Overview

11.12.2. Financial Performance

11.12.3. Business Strategies

Globalization

Focus on becoming Network Centric

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

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