World Video Game Market: Worldwide Industry Share, Investment Trends, Growth, Size, Strategy and Forecast Research Report

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MarketResearchReports.Biz announces addition of new report “The World Video Game Market” to its database. Visit:
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Despite the profound changes that are going through it, the global market for video games will resume a new period of growth by jumping from EUR 53.9bn in 2013 to EUR 82.1bn in 2017.

This study follows the development of key indicators for the sector over five years and makes an appraisal of the key markets:

  •     Home consoles
  •     Handheld consoles
  •     Offline games
  •     Online games
  •     Mobile phone games

These deliverables are part of the Video Game watch which covers:

  •     A yearly updated dataset
  •     A yearly updated status report
  •     Three market insights
  •     Direct access to lead video game analysts

To check out the complete table of contents, visit:

Table of Content

1. Executive Summary
1.1. Overview
1.2. Online and mobile platforms giving traditional gaming sectors a run for their money
1.3. Asia-Pacific, the world’s biggest video game market
1.4. Key trends

2. Methodology
2.1. List of indicators
2.2. Geographical coverage

3. Key trends
3.1. The arrival of next gen home consoles will boost the market from 2013 to 1017
3.2. Traditional game publishers’ financial performance pales in comparison to online and mobile specialists
3.3. Fewer and fewer blockbusters, more and more expensive to produce
3.4. Close to two thirds of video game market revenue generated by online software sales and paid gaming
3.5. Transition to Free2Play
3.6. Irreversible ubiquity
3.7. Gaming and smart TV: a natural convergence
3.8. The tablet explosion

4. Home console segment
4.1. Hardware
4.2. Software
4.3. IDATE\'s viewpoint on… the home console segment

5. Handheld console segment
5.1. Hardware
5.2. Software
5.3. IDATE\'s viewpoint on… the handheld console segment

6. Mobile gaming segment
6.1. Gamers
6.2. Market
6.3. IDATE\'s viewpoint on… the mobile gaming segment

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7. Computer game segment
7.1. Offline computer games
7.2. Offline computer games: players
7.3. Offline computer games: market
7.4. Close-up on social gaming
7.5. IDATE\'s viewpoint on … the social gaming segment
7.6. IDATE\'s viewpoint on… the MMORPG segment

8. Annex
Annex 1: Financial indicators for the top traditional and mobile gaming companies
Annex 2: Which of the traditional game publishers are on Facebook?
Annex 3: Development costs for games published between 1981 and 2013
Annex 4: Examples of ubiquitous games
Annex 5: The Apple Store’s 10 top selling game publishers - The Apple Store’s 20 top selling game publishers
Annex 6: Market share in volume for tablets, smartphones and handheld consoles

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Michell Thoras
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