global digital gaming market – trends & forecast, 2015-2020

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GLOBAL DIGITAL GAMING MARKET Trends & Forecast, 2015–2020 www.infoholicresearch.com 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 & FORECAST Base Year: 2014 Forecast Year: 2015-2020 MARKET, BY GAMING AUDIENCE Social Gamers, Serious Gamers, Core Gamers MARKET, BY DEVICES Featured Phones and Smartphones, Tablets, PC, Laptops, Console Units MARKET, BY GAMING PLATFORM Flash, iOS, Android, Social Network MARKET, BY GAMING SUBSCRIPTION Premium Model, Paymium Model, Freemium Model MARKET, BY REGIONS North America, Western Europe, Asia-Pacific, Central Eastern Europe, Middle East and Africa, Latin America

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Page 1: Global Digital Gaming Market – Trends & Forecast, 2015-2020

GLOBAL DIGITALGAMING MARKETTrends & Forecast, 2015–2020

www.infoholicresearch.com

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

Page 2: Global Digital Gaming Market – Trends & Forecast, 2015-2020

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.

Page 3: Global Digital Gaming Market – Trends & Forecast, 2015-2020

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

Page 4: Global Digital Gaming Market – Trends & Forecast, 2015-2020

Copyrights © 2015-2016 | Infoholic Research

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

Page 5: Global Digital Gaming Market – Trends & Forecast, 2015-2020

Copyrights © 2015-2016 | Infoholic Research

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

Page 6: Global Digital Gaming Market – Trends & Forecast, 2015-2020

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Multi User

Enterprise

List of Tables

List of Charts

181 3500

4000

5000

83

135Report Value in $

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