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Games Software Global Industry Guide 2013-2022

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  • Details
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Details

Games Software Global Industry Guide 2013-2022

Summary

Global Games Software industry profile provides top-line qualitative and quantitative summary information including: market size (value 2013-17, and forecast to 2022). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.

Essential resource for top-line data and analysis covering the global games software market. Includes market size data, textual and graphical analysis of market growth trends and leading companies.

key Highlights

- The games software market includes retail sales of games for domestic games consoles, handheld games consoles, mobile phones and other wireless devices; and games for PC and Mac desktop computers. Online games are excluded (e.g. Second Life). Console hardware sales are excluded. The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2017 annual average exchange rates.

- The global games software market generated total revenues of USD 46,055.6m in 2017, representing a compound annual growth rate (CAGR) of 3.3% between 2013 and 2017.

- Sales generated through music, video, book, stationery and entertainment software specialists were the most lucrative for the global games software market in 2017, with total revenues of USD 14,707.1m, equivalent to 31.9% of the market's overall value.

- The US is the single largest market for gaming software, accounting for 36.5% of the global market in 2017. Its fortunes therefore play a large part in shaping those of the global market as a whole.

Scope

- Save time carrying out entry-level research by identifying the size, growth, and leading players in the global games software market

- Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the global games software market

- Leading company profiles reveal details of key games software market players' global operations and financial performance

- Add weight to presentations and pitches by understanding the future growth prospects of the global games software market with five year forecasts

Reasons to buy

- What was the size of the global games software market by value in 2017?

- What will be the size of the global games software market in 2022?

- What factors are affecting the strength of competition in the global games software market?

- How has the market performed over the last five years?

- How large is the global games software market in relation to its regional counterparts?

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Table Of Content

Scope

Table of Contents

EXECUTIVE SUMMARY 2

Market value 2

Market value forecast 2

Geography segmentation 2

Introduction 14

What is this report about? 14

Who is the target reader? 14

How to use this report 14

Definitions 14

Global Games Software 15

Market Overview 15

Market Data 17

Market Segmentation 18

Market outlook 20

Five forces analysis 21

Games Software in Asia-Pacific 32

Market Overview 32

Market Data 33

Market Segmentation 34

Market outlook 36

Five forces analysis 37

Games Software in Europe 46

Market Overview 46

Market Data 48

Market Segmentation 49

Market outlook 51

Five forces analysis 52

Games Software in Japan 60

Market Overview 60

Market Data 61

Market Segmentation 62

Market outlook 64

Five forces analysis 65

Macroeconomic indicators 72

Games Software in The United Kingdom 74

Market Overview 74

Market Data 76

Market Segmentation 77

Market outlook 79

Five forces analysis 80

Macroeconomic indicators 87

Games Software in The United States 89

Market Overview 89

Market Data 91

Market Segmentation 92

Market outlook 94

Five forces analysis 95

Macroeconomic indicators 101

Games Software in France 103

Licence Rights

Single User License:
Report can be used by individual purchaser only

Site License: 
Report can be shared by unlimited users within one corporate location, e.g. a regional office

Corporate User License:  
Report can be shared globally by unlimited users within the purchasing corporation e.g. all employees of a single company

Section Purchase

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Products and Companies

Products

MarketLine, Games Software, Global