global digital gaming market – trends & forecast, 2015-2020
TRANSCRIPT
GLOBAL DIGITALGAMING MARKETTrends & Forecast, 2015–2020
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According to the statistics available, the total global population in
the year 2013 was 6.40 billion out of which 2.40 billion had access
to the internet (online users) and 1.20 billion users are active
gamers. Thus, these statistics clearly shows how much scope
of growth is there for the digital gaming market space. Today,
the gamers are preferring freemium model as it gives them
freedom to play games for free, and play on the latest gaming
versions and ease of playing the game from any of the game
devices such as smartphones, smart TVs, tablets, pcs and
game consoles.
Today, gaming platforms such as iOS and android are one of
the popular gaming platform. The gamers prefer puzzles,
casual, action and sports games on these platform. League of
Legends, Counter strike, crossfire and candy crush are some
of the popular digital games. Presently, more than 32% of the
people in the age group of 18-35 years spend on an average
22 hours in a week on playing games. To attract the gamers
and to maximize their gaming reach, the gaming platform
providers provides attractive virtual gifts to the gamer in order
to move into next level by inviting more people to the game.
Companies are supporting freemium model due to the
increase demand from the gaming audience. In near future, lot
many innovations such as virtual gaming will be seen in the
digital gaming space and also, the games will be of low cost
and high resolution with improved graphics. Thus, improving
the gamer’s overall gaming experience.
The Global Digital gaming market is expected to grow at a CAGR of
17.3%during the period of 2015-2020, respectively. The gaming
platform is estimated to grow at a CAGR of 22.9% followed by
gaming devices which is estimated to grow at a CAGR of 21.2%
during the forecasted period 2015-2020.
TRENDS & FORECASTBase Year: 2014
Forecast Year: 2015-2020
MARKET, BY GAMING AUDIENCESocial Gamers, Serious Gamers, Core
Gamers
MARKET, BY DEVICESFeatured Phones and Smartphones,
Tablets, PC, Laptops, Console Units
MARKET, BY GAMING PLATFORMFlash, iOS, Android, Social Network
MARKET, BY GAMING SUBSCRIPTIONPremium Model, Paymium Model,
Freemium Model
MARKET, BY REGIONSNorth America, Western Europe,
Asia-Pacific, Central Eastern Europe,
Middle East and Africa, Latin
America
Copyrights © 2015-2016 | Infoholic Research
Global Digital Gaming Market Revenue, 2015–2020 ($Billion)
Some of the drivers of the Global Digital Gaming market are:
Some of the restraints of the Global Digital Gaming market are:
Key question answered in the report:
ü Increase in Gaming Audience
ü Retail Games
ü Low Cost Games
ü Growing Piracy
ü Utilizes lot of Space in the System
ü Traditional Systems not Capable of Supporting Heavy Games
ü What will be the global digital gaming market size in 2015-2020?
ü What is the industry structure?
ü What are the business opportunities for the related markets?
ü What is the upcoming gaming digital gaming devices and games?
ü What end-users are looking for?
ü What are the digital gaming’s market drivers and inhibitors?
ü What are the challenges to the digital gaming market?
ü How is the digital gaming market growing in the different regions such as North America, Western Europe, APEJ, Central Eastern Europe and MEA?
ü What are the growth opportunities in the emerging markets?
ü How is the digital gaming market growing in the countries across the continents?
COMPANIES COVERED
ü Sony Corporation
ü Microsoft Corporation
ü Nintendo Co., Ltd.
ü Samsung Electronics Co., Ltd.
ü LG Electronics Inc.
ü Zynga Inc.
ü Electronic Arts Inc. (EA)
ü King Digital Entertainment Plc
ü Sega Games Co., Ltd.
ü NVidia Corporation
ü Google Inc.
ü Amazon.com, Inc.
ü International Business Machines
Corp.
ü Apple Inc.
ü Facebook Inc.
ü APAR GAMES
ü Zatun
ü Kabam
ü Rolocule
ü Tapinator, Inc.
Copyrights © 2015-2016 | Infoholic Research
TABLE OF CONTENTS
1 Industry Outlook 6 Gaming Audience: Market Size & Analysis
1.1 Industry Overview 6.1 Overview
1.2 Industry Trends 6.1.1 Market Size and Analysis
1.3 Pest Analysis 6.2 Social Gamers
6.2.1 By Market Size and Analysis
2 Report Outline 6.3 Serious Gamers
2.1 Report Scope 6.3.1 Market Size and Analysis
2.2 Report Summary 6.4 Core Gamers
2.3 Research Methodology 6.4.1 Market Size and Analysis
2.4 Report Assumptions
7 Devices: Market Size & Analysis
3 Market Snapshot 7.1 Overview
3.1 Total Addressable Market (TAM) 7.1.1 Market Size and Analysis
3.2 Segmented Addressable Market (SAM) 7.2 Featured Phones and Smartphones
3.3 Parent/Related Markets 7.2.1 Market Size & Analysis
3.3.1 Smartphones and Tablets Gaming Market 7.3 Tablets
3.3.2 Cloud Gaming Market 7.3.1 Market Size & Analysis by Tablets
3.3.3 Online Gaming Market 7.4 PC
7.4.1 Market Size & Analysis by PC
4 Market Outlook 7.5 Laptops
4.1 Market Overview 7.5.1 Market Size & Analysis by Laptops
4.2 Market Trends & Impact 7.6 Console Units
4.3 Market Segmentation 7.6.1 Market Size & Analysis by Console Units
4.4 Technology Roadmap 7.7 Vendor Profiles
4.5 Porter 5 (Five) Forces 7.7.1 Sony Corporation
7.7.1.1 Overview
5 Market Characteristics 7.7.1.2 Financial Health
5.1 Ecosystem 7.7.1.3 Business Units
5.2 Market Dynamics 7.7.1.3.1 Overall
5.2.1 Drivers 7.7.1.3.2 Market Specific
5.2.1.1 Increase in Gaming Audience 7.7.1.4 SWOT Analysis
5.2.1.2 Retail Games 7.7.1.5 Key Business Priorities
5.2.1.3 Low Cost Games 7.7.1.6 Business Strategy & View
5.2.2 Restraints 7.7.2 Microsoft Corporation
5.2.2.1 Growing Piracy 7.7.2.1 Overview
5.2.2.2 Utilizes lot of Space in the System 7.7.2.2 Financial Health
5.2.2.3 Traditional Systems not Capable of 7.7.2.3 Business Units
Supporting Heavy Games 7.7.2.3.1 Overall
5.2.3 Opportunities 7.7.2.3.2 Market Specific
5.2.3.1 For Game Publishers and Developers 7.7.2.4 SWOT Analysis
5.2.3.2 Upcoming Technology Friendly Gaming 7.7.2.5 Key Business Priorities
Devices 7.7.2.6 Business Strategy & Views
5.2.3.3 Cloud Gaming 7.7.3 Nintendo Co., Ltd.
5.2.4 DRO – Impact Analysis 7.7.3.1 Overview
5.2.5 Key stakeholders 7.7.3.2 Financial Health
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TABLE OF CONTENTS
7.7.3.3 Business Units 8.6.1.3.2 Market Specific
7.7.3.3.1 Overall 8.6.1.4 SWOT Analysis
7.7.3.3.2 Market Specific 8.6.1.5 Key Business Priorities
7.7.3.4 SWOT Analysis 8.6.1.6 Business Strategy & Views
7.7.3.5 Key Business Priorities 8.6.2 Electronic Arts Inc. (EA)
7.7.3.6 Business Strategy & View 8.6.2.1 Overview
7.7.4 Samsung Electronics Co Ltd 8.6.2.2 Financial Health
7.7.4.1 Overview 8.6.2.3 Business Units
7.7.4.2 Financial Health 8.6.2.3.1 Market Specific
7.7.4.3 Business Units 8.6.2.4 SWOT Analysis
7.7.4.3.1 Overall 8.6.2.5 Key Business Priorities
7.7.4.3.2 Market Specific 8.6.2.6 Business Strategy & Views
7.7.4.4 SWOT Analysis 8.6.3 King Digital Entertainment Plc
7.7.4.5 Key Business Priorities 8.6.3.1 Overview
7.7.4.6 Business Strategy & View 8.6.3.2 Financial Health
7.7.5 LG Electronics Inc. 8.6.3.3 Business Units
7.7.5.1 Overview 8.6.3.3.1 Market Specific
7.7.5.2 Financial Health 8.6.3.4 SWOT Analysis
7.7.5.3 Business Units 8.6.3.5 Key Business Priorities
7.7.5.3.1 Overall 8.6.3.6 Business Strategy & Views
7.7.5.3.2 Market Specific 8.6.4 Sega Games Co. Ltd
7.7.5.4 SWOT Analysis 8.6.4.1 Overview
7.7.5.5 Key Business Priorities 8.6.4.2 Financial Health
7.7.5.6 Business Strategy & View 8.6.4.3 Business Units
8.6.4.3.1 Market Specific
8 Gaming Platform: Market Size & Analysis 8.6.4.4 SWOT Analysis
8.1 Overview 8.6.4.5 Key Business Priorities
8.1.1 Market Size & Analysis 8.6.4.6 Business Strategy & Views
8.2 Flash 8.6.5 NVidia Corporation
8.2.1 Market Size & Analysis 8.6.5.1 Overview
8.3 iOS 8.6.5.2 Financial Health
8.3.1 Drivers of iOS Platform 8.6.5.3 Business Units
8.3.2 Market Size & Analysis 8.6.5.3.1 Overall
8.4 Android 8.6.5.3.2 Market Specific
8.4.1 Drivers of Android Platform 8.6.5.4 SWOT Analysis
8.4.2 Gaming Audience Spend Time on 8.6.5.5 Key Business Priorities
Android Phone 8.6.5.6 Business Strategy & Views
8.4.3 Market Size & Analysis
8.5 Social Network 9 Gaming Subscription Model: Market Size
8.5.1 Drivers of Social Network Gaming & Analysis
Platform 9.1 Overview
8.5.2 Market Size & Analysis 9.1.1 Market Size & Analysis
8.6 Vendor Profiles 9.2 Premium Model
8.6.1 Zynga Inc. 9.2.1 Drivers of Premium Subscription Model
8.6.1.1 Overview 9.2.2 Market Size & Analysis
8.6.1.2 Financial Health 9.3 Paymium Model
8.6.1.3 Business Units 9.3.1 Drivers of Paymium Subscription Model
8.6.1.3.1 Overall 9.3.2 Market Size & Analysis
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TABLE OF CONTENTS
9.4 Freemium Model 12 End-User Analysis
9.4.1 Drivers of the Freemium Model
9.4.2 Market Size & Analysis 13 Global Generalists
13.1 Google Inc
10 Regions: Market Size & Analysis 13.1.1 Overview
10.1 Overview 13.1.2 Key Offerings
10.1.1 Market Size & Analysis 13.1.3 Objectives and Progress
10.2 North America 13.2 Amazon.com, Inc.
10.2.1 Drivers of North America Digital Gaming 13.2.1 Overview
Market 13.2.2 Key Offerings
10.2.2 United States 13.2.3 Objectives and Progress
10.2.3 Canada 13.3 International Business Machines Corp.
10.2.4 Market Size & Analysis 13.3.1 Overview
10.3 Western Europe 13.3.2 Key Offerings
10.3.1 Drivers of Western Europe Digital 13.3.3 Objectives and Progress
Gaming 13.4 Apple Inc
10.3.2 UK 13.4.1 Overview
10.3.3 Germany 13.4.2 Key Offerings
10.3.4 France 13.4.3 Objectives and Progress
10.3.5 Market Size & Analysis 13.5 Facebook Inc
10.4 Asia-Pacific 13.5.1 Overview
10.4.1 Drivers of Asia Pacific Digital Gaming 13.5.2 Key Offerings
10.4.2 China 13.5.3 Objectives and Progress
10.4.3 Japan
10.4.4 South Korea 14 Companies to Watch For
10.4.5 Market Size & Analysis 14.1 APAR GAMES
10.5 Central Eastern Europe 14.1.1 Overview
10.5.1 Drivers of CEE Digital Gaming Market 14.1.2 Key Offerings
10.5.2 Market Size & Analysis 14.1.3 Objective and Progress
10.6 Middle East and Africa (MEA) 14.2 Zatun
10.6.1 Drivers of MEA Digital Gaming Market 14.2.1 Overview
10.6.2 Market Size & Analysis 14.2.2 Key Offerings
10.7 Latin America 14.2.3 Objective And Progress
10.7.1 Drivers of Latin America Digital Gaming 14.3 Kabam
Market 14.3.1 Overview
10.7.2 Market Size & Analysis 14.3.2 Key Offerings
14.3.3 Objective and Progress
11 Competitive Landscape 14.4 Rolocule
11.1 Competitor Comparison Analysis 14.4.1 Overview
11.1.1 Competitor Analysis (Console device 14.4.2 Key Offerings
Manufacturer’s) 14.4.3 Objective and Progress
11.1.2 Analysis By Gaming Subscription Model 14.5 Tapinator, Inc.
11.1.3 Analysis By Gaming Platform 14.5.1 Overview
11.2 Market Landscape 14.5.2 Key Offerings
11.2.1 Mergers & Acquisitions (M&A) 14.5.3 Objective and Progress
11.2.2 Venture Capital (VC) Funding
11.2.3 Joint Ventures & Collaborations Annexure
Acronyms
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