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Global Video Games Industry

  • August 2016
  • -
  • Global Industry Analysts
  • -
  • 394 pages

This report analyzes the worldwide markets for Video Games Software in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Casual Web Games, and Mobile Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East & Africa, and Latin America. Annual estimates and forecasts are provided for the period 2015 through 2022. Also, a six-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 126 companies including many key and niche players such as -

Activision Blizzard, Inc.
Atari, Inc.
Capcom Co., Ltd.
Electronic Arts, Inc.
iWin, Inc.

Table Of Contents

Global Video Games Industry


I. INTRODUCTION, METHODOLOGY and PRODUCT DEFINITIONS

Study Reliability and Reporting Limitations I-1 Disclaimers.............. I-2 Data Interpretation and Reporting Level I-2 Quantitative Techniques and Analytics I-3 Product Definitions and Scope of Study I-3 Console Games.............. I-3 Handheld Games.............. I-4 PC Games (Excluding Online Games) I-4 Casual Web Games.............. I-4 Mobile Games.............. I-4

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW.............. II-1 Video Gaming - An Introductory Prelude II-1 Video Games: A Sprawling Industry Presenting Opportunities to a Wide Range of Participants..............II-2 Table 1: Global Video Games Market: Percentage Share Breakdown of Market Value by Source of Revenue for Years 2011, 2013 and 2015 (includes corresponding Graph/Chart) II-3 Video Games Software Market - A Review II-3 Online Digital Downloads and Browser Based Games Overshadow Physical Retail Game Software..............II-3 Table 2: World Market for Video Games Software: Percentage Breakdown of Dollar Sales by Physical and Online Gaming Formats for Years 2011, 2013 and 2015 (includes corresponding Graph/Chart).............. II-4 Top 10 Digital Download Games of 2015 Across All Platforms II-4 PC Online Games Currently Leads the Pack II-5 Table 3: World Market for Online Gaming Software (Downloads and Online Browser Based): Percentage Breakdown of Revenue by Segment Years 2013, 2015 and 2017 (includes corresponding Graph/Chart).............. II-5 Changing Demographics of Modern Players Sets Stage for Increased Consumption of Video Games II-5 Boys and Young Men - The Traditional Users II-5 Gamers Get Older..............II-6 Table 4: Global Gaming Market - Average Age of Gamers in 2014 and 2015 (includes corresponding Graph/Chart) II-6

Table 5: Global Gaming Market - Percentage Share Breakdown of Number of Gamers by Age Group (includes corresponding Graph/Chart).............. II-7 Grey Gamers Grow in Number..............II-7 Women: Succumbing to the Charms of Video Games II-7 Table 6: Global Video Gaming Market: Percentage Share Breakdown of Gamers by Gender for Years 2014 and 2015 (includes corresponding Graph/Chart) II-8 Rise in Perceived Educative Value of Video Games Fosters Growth in the Market Over the Years II-9 Video Games Software Market- Quite Resilient to Periods of Economic Slowdown..............II-9 Current and Future Analysis..............II-10 The Top 10 Grossing Games of 2015 Across Platforms II-10

2. NOTEWORTHY TRENDS, GROWTH DRIVERS and CHALLENGES II-11 ‘Serious' Gamers - The Only Saving Grace for Boxed and Digital Download Console Gaming Software II-11 A Look into the Key Trends in Consoles Software Market II-12 Digital Downloads Grow in Number II-12 New Generation of Home Console Games with Unique Attributes Sustains Audience Interest Over the Last Few Years II-12 New Home Consoles Software Benefit from Cross-Platform Trend II-12 Smaller Consoles Helps Sustain Market Prospects for Console Software Vendors.............. II-13 Action Games Genre Top Video Console Software Sales II-13 Launch of VR Variants to Help Consoles Market Stay Afloat Despite Emerging Competition from Online Streaming and Mobile Platforms.............. II-13 Key Statistical Findings on Console Gaming Market: II-13 Table 7: Global Video Game Consoles Market (2015): Percentage Share Breakdown of Unit Sales for Current Generation Video Game Consoles by Platform Version (includes corresponding Graph/Chart)..............II-13

Table 8: Global Video Game Consoles Software Market (2015): Percentage Share Breakdown of Software Unit Sales by Console Version (includes corresponding Graph/Chart) II-14

Table 9: Best Selling Console Video Game Genres as of 2015 Ranked by Percentage Share of Total Games Sold (includes corresponding Graph/Chart)..............II-14

Table 10: Global Console Gaming Software Market (2015): Ranking of Best Selling Games Software for Gaming Consoles by Unit Sales for the Year (includes corresponding Graph/Chart).............. II-15

Table 11: Global Console Gaming Software Market (2015): Ranking of Best Selling Games Software for Gaming Consoles by Digital Earnings (includes corresponding Graph/Chart) II-16 Niche Opportunities Help Boxed and Digital Download PC Games Software in its Battle Against Browser and Mobile Gaming Variants.............. II-16 Digital Download Game Versions Grow at the Cost of Boxed PC Games.............. II-17 Key Opportunity Indicators for PC Games Software: II-18 Table 12: World Market for Personal Computers - Breakdown of Annual Volume Shipments (in Million Units) by Type for Period 2015 Through 2018 (includes corresponding Graph/Chart).............. II-18

Table 13: Percentage of Survey Respondents Against Device Platforms Used by them for Playing Video Games by Age Group (includes corresponding Graph/Chart) II-18

Table 14: Global Video Games Market (2015): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 11-14 Years (includes corresponding Graph/Chart) II-19 Comparison of Key Capabilities of PCs and Leading Consoles for Gaming.............. II-19 Table 15: Leading Gaming Platforms of 2016 Ranked by Percentage of Game Developers Working on a Game by Gaming Platform (includes corresponding Graph/Chart) II-19

Table 16: Best Selling PC Game Genres of 2015 Ranked by Percentage Share of Total PC Games Sold (includes corresponding Graph/Chart)..............II-20 Top PC Game Titles for the Year 2015 II-20 Table 17: Best Selling PC Game Titles Globally by Unit Sales as of H1-2016 (includes corresponding Graph/Chart) II-21 Online Browser Based Games - Fast Losing Sheen II-22 PC MMOGs - Losing Popularity to Wireless Gaming Versions II-22 Even Mobile and Console Web Browsers Fail to Revive Online Browser Based Gaming Segment II-23 Mobile/Wireless Gaming Software Downloads - A High Growth Market Segment.............. II-23 Table 18: Global Mobile Gaming Market (2013 and 2015): Breakdown of Number of Mobile Gamers (in Million) by Region (includes corresponding Graph/Chart) II-24 Continued Rise in Mobile Phone Users Sets Stage for Evolution of Mobile Games.............. II-25 Table 19: Global Mobile Communications Market: Number of Mobile Connections and Penetration Rates for Years 2015 and 2020 (includes corresponding Graph/Chart) II-25

Table 20: Global Mobile Communications Market: Number of Unique Mobile Subscribers and Penetration Rates for Years 2015 and 2020 (includes corresponding Graph/Chart) II-26

Table 21: World Market for Mobile Handsets: Breakdown of Volume Sales in Million Units for Years 2013, 2015 and 2019 (includes corresponding Graph/Chart) II-26 Smartphones - Shot in the Arm for Mobile Games II-26 Smartphones Sales Continue to Grow Across the Globe - A Key Opportunity Indicator for Mobile Games II-27 Table 22: Global Market for Smartphones (2013, 2015 and 2019): Breakdown of Volume Sales in Million Units by Geographic Region (includes corresponding Graph/Chart) II-28

Table 23: World Smartphone Market: Top 10 Countries with Highest Smartphone Penetration Rates as a Percentage of Population for Year 2015 (includes corresponding Graph/Chart).............. II-28

Table 24: Global Video Games Market (2015): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 7-10 Years (includes corresponding Graph/Chart) II-29 Consumer Mobile Usage Habits Foster Growth in Mobile Gaming Market.............. II-29 Entertainment Applications Lead Smartphone Content: Indication of Potential in Store for Mobile Gaming II-29 Opportunity Indicators..............II-30 Table 25: Global Mobile Internet Market (2015): Percentage Share Breakdown of Revenues for by Data Service Category (includes corresponding Graph/Chart) II-30

Table 26: Percentage Breakdown of Time Spent by Users on Wireless Games by Location (includes corresponding Graph/Chart).............. II-30

Table 27: Global Mobile Apps Market (2015): Percentage Share Breakdown of Revenues by Category (includes corresponding Graph/Chart)..............II-31

Table 28: Average Time Spent (in Minutes) on Mobile Apps On Smartphones and Tablets Worldwide Per User Per Day: Breakdown by Category (includes corresponding Graph/Chart) II-31 Growing Adoption of Tablet PCs Increases Market Prospects for Wireless Video Games Software..............II-32 Table 29: Global Market for Media Tablets: Annual Sales Figures (in Million Units) for years 2015 and 2018 (includes corresponding Graph/Chart)..............II-32

Table 30: Global Video Games Market (2015): Percentage Share Breakdown of Top Three Devices for Casual Games among Kids Aged 2-6 Years (includes corresponding Graph/Chart) II-32 Downloadable Mobile Video Games Pips Traditional Message Based Games.............. II-33 Table 31: Top Reasons for Gaming Downloads Measured as a Percentage of User Responses to Given Reasons (includes corresponding Graph/Chart)..............II-33 App Stores Revolutionize Mobile Gaming Distribution - Lends Traction to the Downloadable Wireless Games II-34 Mobile Social Networking Adds Fillip to the Wireless Gaming Market.............. II-34 Opportunity Indicators..............II-36 Table 32: Global Online Social Gaming Market (2010 and 2015) Breakdown of Number of Players (in Millions) by Country (includes corresponding Graph/Chart) II-36

Table 33: Penetration of Social Games on Facebook (2015): Percentage Share Breakdown by Geographic Market (includes corresponding Graph/Chart)..............II-36 Expanding Consumer Base for Wireless Games II-36 Table 34: Worldwide Wireless Gaming Market (2015): Percentage Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49, and Above 50 (includes corresponding Graph/Chart) II-37

Table 35: Worldwide Wireless Games Market (2015): Percentage Breakdown of Mobile Gamers by Gender - Male and Female (includes corresponding Graph/Chart) II-38 Mobile Internet - The Backbone of Mobile Browser and App Based Gaming.............. II-38 Table 36: Worldwide Mobile Data Traffic (2015, 2017P and 2019P) (in Exabytes/month) (includes corresponding Graph/Chart).............. II-39

Table 37: Worldwide Mobile Data Traffic by Device Type (2015 and 2018) - Percentage Share Breakdown of Monthly Data Traffic Volume for Basic Phones, Smartphones, PCs, Tablets, and Others (includes corresponding Graph/Chart) II-39 Freemium Model Generates Additional Revenue Opportunities for Online Streaming and Digitally Downloadable Games Across Platforms.............. II-40 Cloud Technology: Optimally Positioned to Provide Online and Wireless Gaming Experience..............II-40 Cloud Gaming: An Emerging Platform for Games Distribution II-41 Key Benefits of Cloud Technology that are Expected to Boost Internet Gaming Platforms..............II-42 Economic Benefits.............. II-42 Extreme Scalability..............II-42 Ubiquity.............. II-43 Data Management Concerns Outsourced II-43 Cloud Insurance Shields from Losses II-43 Remote Access: The Real Flavor of Cloud Gaming II-43 Mobile Cloud-Gaming - The New Paradigm II-44 Softening Prices Increases Number of Gamers - Bodes Well for the Market.............. II-44 Seasonal Demand Patterns Characterize Video Games Market II-44 Convergence of Video and Games to be a Key Growth Factor in Coming Years.............. II-45 Developments at Hardware and Content Level Boosts Opportunities for Video Games Software..............II-45 Physical and Digital Crossover Adds New Dimension to Video Gaming.............. II-45 Video Games with Motion Control Keeps Players Glued II-46 3D Gaming Titles Soar in Demand II-46 Table 38: World Market for Stereoscopic 3D Screens (2018P): Percentage Share Breakdown of Volume Shipments by End-Use Application (includes corresponding Graph/Chart) II-46 Biotic Video Games to Make Games More Lifelike II-47 Introduction AR/VR Experience in Video Games to Boost Industry Revenue..............II-47 Table 39: US Gamers Interest in VR: Percentage of Individuals Across Age Groups Against by their Willing to Commit on Devices (includes corresponding Graph/Chart) II-48

Table 40: US Gamer Interest by VR Games Genre (2015): Percentage Number of US Individuals against their Preferred Genre of Game (includes corresponding Graph/Chart) II-48

Table 41: VR Solutions Market in Gaming Sector (2015 and 2018): Percentage Share Breakdown of Revenue by Device Platforms (includes corresponding Graph/Chart) II-49

Table 42: VR Solutions Market in Gaming Sector (2016E): Estimated Percentage Share Breakdown of Number of VR Game Users by Device Platforms (includes corresponding Graph/Chart).............. II-49

Table 43: Games Offer Lucrative App Development Opportunities: Percentage Share Breakdown of Mobile Augmented Reality App Users Worldwide by App Category for 2015 (includes corresponding Graph/Chart) II-50 Developers Prefer RPG-like, Built-in Features II-50 Advancements in HTML5 - A Major Boost for Mobile Games II-50 NFC Technology Increases Adoption of Wireless Multi-Player Games II-51 Ability to Accept User Driven Changes Increases User Involvement II-51 Convergence and Improved Network Capability: Crucibles for Success II-52 Developing Markets to Lend Traction to the Market in the Short to Medium Term Period..............II-52 Table 44: Global Video Games Market (2015): Percentage Share Breakdown of Number of Video Gamers by Region (includes corresponding Graph/Chart)..............II-52

Table 45: World Mobile Web Browsers Market by Geographic Region/Country - Percentage Breakdown of Number of Mobile Web Browser Users for Asia-Pacific, Canada, Europe, Japan, Latin America, US, and Rest of World Markets for Years 2011 and 2018 (includes corresponding Graph/Chart) II-53

Table 46: Global Percentage Share Breakdown of Annual Shipments of Smartphones by Region for the year 2015 (includes corresponding Graph/Chart) II-53 Blurring Boarders Extend Huge Opportunity for Developers II-54 Micro Gaming Studios and Independent Developers Finally See Their Efforts Get Rewarded..............II-54 A Peek into Challenges in Store..............II-54 Rising Game Development Costs Jeopardizes Developers' Profitability.............. II-54 Table 47: Video Game Development Scenario: Average Expenditure, Team Size and No. of Days by Platform (includes corresponding Graph/Chart)..............II-55

Table 48: Global Video Game Market (2015): Percentage Share Breakdown of Project Budgets by Platform (includes corresponding Graph/Chart)..............II-56

Table 49: Global Video Games Market (2014): Estimated Price Breakdown of a $100 Video Game Title (includes corresponding Graph/Chart).............. II-56 Aggressive Marketing Strategies Make Gamers Uncomfortable II-56 Reselling Hurts New Title Purchases II-57 Software Piracy Takes the Wind Out of the Market's Sails II-57 Negative Publicity Over Violent Video Games Blemishes Business Opportunities..............II-58 Lack of Skilled Workforce Hurting New Product Development Initiatives.............. II-58 Challenges to Reckon With for Online Games II-59 Free-to-Play Games - A Major Threat for Paid Online and Wireless Gaming Titles..............II-59

3. COMPETITIVE SCENARIO.............. II-60 Consolidation Rife in the Market II-60 A Look into the MandA Activity Recorded Over the Years II-60 Mobile Gaming Market - A Competitive Perspective II-60 Comparatively Low Entry Barriers Invite Scores of New Companies II-60 Even Non-Gaming Enterprises Join the Fray II-61 Consolidation of Mobile Game Publishers II-61 Table 50: Leading Players in the Global Mobile Games Market (2014): Percentage Share Breakdown of Revenue for EA Mobile, Gameloft, Glu Mobile, and Others (includes corresponding Graph/Chart).............. II-62 Outsourcing: An Antidote to the Predicament II-62 Key Market Share Findings and Rankings II-62 Table 51: Global Video Games Market (including Software, Hardware and Subscriptions): Percentage Share Breakdown of Market Revenue by Leading Players for Year 2015 (includes corresponding Graph/Chart)..............II-62 Top 10 Games of 2015 Across All Platforms II-63

4. PRODUCT OVERVIEW.............. II-64 Video Games: A Primer..............II-64 Video Games Software: A Definition II-64 A Look into the Video Games Software Distribution Platforms II-64 Physical Boxed Video Games..............II-64 DVDs.............. II-65 CDs.............. II-65 CD-ROMs.............. II-65 Cartridges.............. II-65 Online Downloads.............. II-65 Online Casual Web Browser Games..............II-66 Video Games Software: Classification by Gaming Platform II-66 Console Games Software..............II-66 Handheld Games Software..............II-67 PC Games Software (Excluding Online Games) II-67 Casual Web Games.............. II-67 MMORPG (Massively Multiplayer Online Role Playing Game) II-68 Perpetual State Worlds (PSW) II-68 Mobile Games Software..............II-68 Video Games Software: Classification by Game Genres II-68 Adventure/Role-Playing..............II-68 Action.............. II-69 Fighting/Combat Game..............II-69 First-Person Shooter Games..............II-69 Sports.............. II-69 Simulations.............. II-69 Strategy Games.............. II-69 Miscellaneous/Other..............II-70 Rhythm/Action.............. II-70 Platformer.............. II-70 Puzzle.............. II-70 Racing/Flying.............. II-70 The Eighth Generation of Video Game Consoles - An Overview II-70 A Glance at Key Specifications..............II-71 Wii U.............. II-72 PlayStation 4.............. II-72 Xbox One.............. II-72 Other Home Video Game Consoles Released in the Recent Past II-72 Upcoming Home Video Game Consoles II-72

5. PROCESS OVERVIEW.............. II-73 Existing Model.............. II-73 Design.............. II-73 Development.............. II-73 In-house Developers..............II-73 Third Party Developers..............II-74 Independent Developers..............II-74 Publishing.............. II-74 Distribution.............. II-75 Retail.............. II-75 Existing Value Chain Model..............II-75 Emerging Models.............. II-76 A Typical Model of Emerging Value Chain II-76

6. REGULATORY FRAMEWORK.............. II-77 Recreational Software Advisory Council (RSAC) II-77 Entertainment Software Ratings Board (ESRB) II-77 Pan European Games Information (PEGI) II-78

7. RECENT INDUSTRY ACTIVITY..............II-79 SIEA Introduces a New Line Up of Premier Content for Playstation®4 and Playstation®VR at E3 2016 II-79 Fender Extends Video Game Partnership with Harmonix II-79 BIGBEN INTERACTIVE Signs a Licence Agreement with Studio Appeal for its Video Game OUTCAST II-79 CoolGames Releases Tetris®Twist to Internet Browsers with HTML5 II-79 2K Extends its Partnership with WWE for Video Game Properties II-79 Konami Gaming Takes its Video Slot Machine to Global Market II-79 Intendu Introduces Functional Brain Trainer Video Game for Rehabilitation from Cognitive Impairment II-80 Universal Music Group Makes Strategic Investment in Nuday Games II-80 Konami Gaming Introduces its New Concerto Video Slot Machine II-80 Marvel Partners with Telltale Games II-80 Disney India Introduces 'ICC Pro Cricket 2015' World Cup Video Game.............. II-80 Microsoft Completes Mojang Acquisition II-80 Aristocrat Completes Acquisition of Video Gaming Technologies II-80

8. FOCUS ON SELECT PLAYERS..............II-81 Activision Blizzard, Inc. (US) II-81 Atari, Inc. (US).............. II-81 Capcom Co., Ltd. (Japan)..............II-81 Electronic Arts, Inc. (US)..............II-82 PopCap Games (US)..............II-83 iWin, Inc (US).............. II-83 Konami Corporation (Japan)..............II-83 Konami Digital Entertainment Co. Ltd. (Japan) II-83 Konami Gaming Inc. (US)..............II-83 Microsoft Corporation (US)..............II-84 Namco Bandai Holdings, Inc. (Japan) II-84 Namco Bandai Games America Inc. (US) II-84 Nintendo Co. Ltd. (Japan)..............II-84 Sega Corporation (Japan)..............II-85 Sony Computer Entertainment America Inc. (US) II-85 Square Enix Holdings Co. Ltd (US) II-85 Square Enix Ltd (UK)..............II-86 Take 2 Interactive Software, Inc. (US) II-86 Tetris Holding, LLC (US)..............II-86 Ubi Soft Entertainment S.A (France) II-86 WMS Industries Incorporated (US) II-87

9. GLOBAL MARKET PERSPECTIVE..............II-88 Table 52: World Recent Past, Current and Future Analysis for Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-88

Table 53: World Historic Review for Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).............. II-89

Table 54: World 14-Year Perspective for Video Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-90

Table 55: World Recent Past, Current and Future Analysis for Console Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-91

Table 56: World Historic Review for Console Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............II-92

Table 57: World 14-Year Perspective for Console Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-93

Table 58: World Recent Past, Current and Future Analysis for Handheld Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-94

Table 59: World Historic Review for Handheld Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............II-95

Table 60: World 14-Year Perspective for Handheld Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-96

Table 61: World Recent Past, Current and Future Analysis for PC Video Games Software by Geographic Region/ Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-97

Table 62: World Historic Review for PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).............. II-98

Table 63: World 14-Year Perspective for PC Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-99

Table 64: World Recent Past, Current and Future Analysis for PC Video Games Software by Product Type - Digital and Boxed Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. II-100

Table 65: World Historic Review for PC Video Games Software by Product Type - Digital and Boxed Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) II-101

Table 66: World 14-Year Perspective for PC Video Games Software by Product Type - Percentage Breakdown of Dollar Sales for Digital and Boxed Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart) II-102

Table 67: World Recent Past, Current and Future Analysis for Digital PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-103

Table 68: World Historic Review for Digital PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............II-104

Table 69: World 14-Year Perspective for Digital PC Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-105

Table 70: World Recent Past, Current and Future Analysis for Boxed PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-106

Table 71: World Historic Review for Boxed PC Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............II-107

Table 72: World 14-Year Perspective for Boxed PC Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-108

Table 73: World Recent Past, Current and Future Analysis for Casual Web Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-109

Table 74: World Historic Review for Casual Web Games Software by Geographic Region/ Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).............. II-110

Table 75: World 14-Year Perspective for Casual Web Games Software by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-111

Table 76: World Recent Past, Current and Future Analysis for Mobile Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) II-112

Table 77: World Historic Review for Mobile Video Games Software by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets Independently Analyzed by Annual Sales in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............II-113

Table 78: World 14-Year Perspective for Mobile Video Games Software by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Middle East and Africa and Latin American Markets for Years 2009, 2016, and 2022 (includes corresponding Graph/Chart).............. II-114

III. MARKET

1. THE UNITED STATES.............. III-1 A.Market Analysis.............. III-1 Current and Future Analysis..............III-1 Video Games Software: Market Basics III-1 Changing Demographics: A Primer Driver III-1 A Snapshot.............. III-2 Key Statistical Data..............III-2 Table 79: US Video Games Market (2015): Percentage Share of Gamers by Age Group (includes corresponding Graph/Chart).............. III-2

Table 80: US Video Games Market (2015): Percentage Share of Gamers by Gender (includes corresponding Graph/Chart) III-3

Table 81: US Video Games Market (2015): Percentage Share of Most Often Played Online Games by Category (includes corresponding Graph/Chart) III-3

Table 82: US Video Games Market (2015): Percentage Share of Most Often Played Mobile Games by Category (includes corresponding Graph/Chart) III-4

Table 83: US Video Games Market (2015): Percentage of Video Gamers Playing Games with Others by Gamer Group (includes corresponding Graph/Chart) III-4

Table 84: US Video Games Market (2013): Percentage Share Breakdown of Volume Sales by Super Genres (includes corresponding Graph/Chart) III-5

Table 85: US Computer Games Market (2013): Percentage Share Breakdown of Volume Sales by Super Genres (includes corresponding Graph/Chart) III-5

Table 86: US Video Games Sector (2015): Percentage Share Breakdown of Dollar Spending by Category (includes corresponding Graph/Chart) III-5

Table 87: US Video Games Market (2015): Percentage Share Breakdown of Sales by Physical and Digital Channels (includes corresponding Graph/Chart) III-6 Despite Fast Losing Out to Wireless Versions - Console Game Software Continues to Remain Major Revenue Contributor for Total Video Games Market..............III-6 Software for Leading Console Manufacturers Take the Major Share in Console Gaming Software Market III-6 Wireless Gaming Makes Massive Strides III-6 Table 88: US Mobile Gaming Market (2015): Percentage Breakdown of Gamers by Gender (includes corresponding Graph/Chart).............. III-7 Competition Heats Up, Reduces Profit Margins for Online and Wireless Game Developers..............III-7 Publishers Keen on Enhancing Product Portfolio III-8 Distribution Dynamics..............III-8 Traditional Stores - Losing Sheen and Almost Extinct III-8 Retail Stores.............. III-8 Specialty Video Stores..............III-8 Other.............. III-9 Digital Distribution Gathers Momentum III-9 Other Factors Driving Revenue Growth III-9 Hollywood and Video Games..............III-9 Films Inspired by Games..............III-9 Games Borrow from Films..............III-10 Violent and Adult Theme Video Games: Cause for Concern III-10 ESA: A Dedicated Platform for Interactive Game Publishers III-11 Strategic Corporate Developments III-12 Key Players.............. III-13 B.Market Analytics..............III-17 Table 89: US Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. III-17

Table 90: US Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-18

Table 91: US 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart)..............III-19

2. CANADA.............. III-20 A.Market Analysis.............. III-20 Market Overview.............. III-20 Video Game Development to Seek New Highs III-20 Mobile Gaming Set to Raise the Bar III-20 Regulatory Mechanism..............III-20 B.Market Analytics..............III-21 Table 92: Canadian Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-21

Table 93: Canadian Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-22

Table 94: Canadian 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-23

3. JAPAN.............. III-24 A.Market Analysis.............. III-24 Current and Future Analysis..............III-24 Overview.............. III-24 Unique Features of Japanese Gaming Industry III-24 Mobile Gaming - Dominates the Video Games Market in Japan III-25 Expanding Demographics and New Markets to Revive Japanese Video Games Market..............III-25 Regulatory Mechanism..............III-26 Key Players.............. III-26 B.Market Analytics..............III-28 Table 95: Japanese Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-28

Table 96: Japanese Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-29

Table 97: Japanese 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-30

4. EUROPE.............. III-31 A.Market Analysis.............. III-31 Current and Future Analysis..............III-31 Overview of the European Video Games Industry III-31 Demographics of the European Gaming Industry III-31 Mobile Gaming Market - On Growth Path III-32 B.Market Analytics..............III-33 Table 98: European Recent Past, Current and Future Analysis for Video Games Software by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) III-33

Table 99: European Historic Review for Video Games Software by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-34

Table 100: European 14-Year Perspective for Video Games Software by Geographic Region - Percentage Breakdown of Annual Value for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-35

Table 101: European Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-36

Table 102: European Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-37

Table 103: European 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-38

4a. FRANCE.............. III-39 A.Market Analysis.............. III-39 Current and Future Analysis..............III-39 Strategic Corporate Development III-39 Key Player.............. III-39 B.Market Analytics..............III-40 Table 104: French Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. III-40

Table 105: French Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-41

Table 106: French 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-42

4b. GERMANY.............. III-43 A.Market Analysis.............. III-43 Current and Future Analysis..............III-43 Market Overview.............. III-43 B.Market Analytics..............III-44 Table 107: German Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. III-44

Table 108: German Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-45

Table 109: German 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-46

4c. ITALY.............. III-47 A.Market Analysis.............. III-47 Overview.............. III-47 B.Market Analytics..............III-48 Table 110: Italian Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-48

Table 111: Italian Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-49

Table 112: Italian 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-50

4d. THE UNITED KINGDOM..............III-51 A.Market Analysis.............. III-51 Current and Future Analysis..............III-51 Overview.............. III-51 Distribution Scenario..............III-51 Mobile Games Propel Growth in the Overall Gaming Market III-52 Table 113: Most Popular mobile Phone Activity in the UK (2015) (includes corresponding Graph/Chart) III-52

Table 114: Mobile Gaming Market in the UK (2015): Percentage Breakdown by Gender (includes corresponding Graph/Chart).............. III-53

Table 115: Mobile Gaming Market in the UK (2015): Percentage Breakdown by Age Group (includes corresponding Graph/Chart).............. III-53 Advergaming To Target Right Customers III-53 Market Trends and Issues..............III-53 Educational Games Hold Out..............III-53 Fantasy Themes Offer Fantastic Prospects III-54 Pop Stars, Music, and Video Games Combo Could Spell Success III-54 Piracy: The Biggest Spoilsport III-54 Entertainment and Leisure Software Publishers Association: Collective Identity..............III-54 Key Player.............. III-54 B.Market Analytics..............III-55 Table 116: UK Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. III-55

Table 117: UK Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-56

Table 118: UK 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-57

4e. SPAIN.............. III-58 A.Market Analysis.............. III-58 Current and Future Analysis..............III-58 B.Market Analytics..............III-59 Table 119: Spanish Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-59

Table 120: Spanish Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-60

Table 121: Spanish 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-61

4f. RUSSIA.............. III-62 A.Market Analysis.............. III-62 Overview.............. III-62 B.Market Analytics..............III-63 Table 122: Russian Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-63

Table 123: Russian Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-64

Table 124: Russian 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-65

4g. REST OF EUROPE.............. III-66 A.Market Analysis.............. III-66 Current and Future Analysis..............III-66 Strategic Corporate Developments III-66 B.Market Analytics..............III-67 Table 125: Rest of Europe Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-67

Table 126: Rest of Europe Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-68

Table 127: Rest of Europe 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-69

5. ASIA-PACIFIC.............. III-70 A.Market Analysis.............. III-70 Current and Future Analysis..............III-70 An Overview of Video Games Market in Asia-Pacific III-70 Swift Growth Ahead for Wireless Video Games Industry in Asia-Pacific.............. III-70 Asia-The Hotbed for Multiplayer Gaming III-71 B.Market Analytics..............III-72 Table 128: Asia-Pacific Recent Past, Current and Future Analysis for Video Games Software by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).............. III-72

Table 129: Asia-Pacific Historic Review for Video Games Software by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-73

Table 130: Asia-Pacific 14-Year Perspective for Video Games Software by Geographic Region - Percentage Breakdown of Annual Value for Australia, China, South Korea and Rest of Asia-Pacific Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart)..............III-74

Table 131: Asia-Pacific Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-75

Table 132: Asia-Pacific Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-76

Table 133: Asia-Pacific 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-77

5a. AUSTRALIA.............. III-78 A.Market Analysis.............. III-78 Market Overview.............. III-78 Table 134: Australian Video Games Market (2015): Percentage Share Breakdown of Gamers by Age Group (As a Proportion of Population) (includes corresponding Graph/Chart) III-78

Table 135: Australian Video Games Market (2015): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart).............. III-78 B.Market Analytics..............III-79 Table 136: Australian Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-79

Table 137: Australian Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-80

Table 138: Australian 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-81

5b. CHINA.............. III-82 A.Market Analysis.............. III-82 Current and Future Analysis..............III-82 Despite Recent Economic Slowdown Chinese Video Games Market Continues to Fly High..............III-82 Lifting of Console Ban Props Up Console Games Software III-82 Licensing - A Strategy Driving Video Games Market in China III-82 Mobile Games Make a Mark in China III-83 LTE Poised to Deliver High Impact on Mobile Gaming III-83 Transition from Casual Gamers to Hardcore Gamers: The New Market Trait.............. III-83 Table 139: Chinese Mobile Games Market (2015): Percentage Share Breakdown of Average Time Spending Per Day on Mobile Games (includes corresponding Graph/Chart) III-84

Table 140: Chinese Mobile Gaming Market (2015): Percentage Breakdown of Gamers by Gender (includes corresponding Graph/Chart).............. III-84 Domestic Players Face Increased Competition III-84 China's Transformation to Software Hub Helps Video Games Market III-84 B.Market Analytics..............III-85 Table 141: Chinese Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-85

Table 142: Chinese Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-86

Table 143: Chinese 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-87

5c. SOUTH KOREA.............. III-88 A.Market Analysis.............. III-88 Current and Future Analysis..............III-88 South Korea - Huge Demand for Mobile Gaming III-88 Table 144: South Korean Mobile Gaming Market (2015): Percentage Breakdown of Gamers by Gender (includes corresponding Graph/Chart)..............III-88 B.Market Analytics..............III-89 Table 145: South Korea Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-89

Table 146: South Korean Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-90

Table 147: South Korean 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-91

5d. REST OF ASIA-PACIFIC..............III-92 A.Market Analysis.............. III-92 Current and Future Analysis..............III-92 A Peek Into Select Regional Markets III-92 India.............. III-92 Indian Video Game Industry to See Tremendous Growth III-92 Mobile and PC Games Share Top Honors in Indian Gaming Market III-92 Opportunities and Threats for Indian Gaming III-93 India - A Preferred Destination for Developing Games III-93 Demographic Trends..............III-93 New Zealand.............. III-94 New Zealand: A Developers' Paradise III-94 Video Games Industry Set to Leap to Another Level III-94 New Zealand Studios - Fast Making their Way into Global Stage III-94 Table 148: New Zealand Video Games Market (2015): Percentage Share Breakdown of Gamers by Age Group (includes corresponding Graph/Chart) III-95

Table 149: New Zealand Video Games Market (2015): Percentage Share Breakdown of Gamers by Gender (includes corresponding Graph/Chart)..............III-95 Strategic Corporate Development III-95 B.Market Analytics..............III-96 Table 150: Rest of Asia-Pacific Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) III-96

Table 151: Rest of Asia-Pacific Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-97

Table 152: Rest of Asia-Pacific 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-98

6. MIDDLE EAST and AFRICA.............. III-99 A.Market Analysis.............. III-99 Strategic Corporate Development III-99 B.Market Analytics..............III-100 Table 153: Middle East and Africa Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) III-100

Table 154: Middle East and Africa Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-101

Table 155: Middle East and Africa 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-102

7. LATIN AMERICA.............. III-103 Market Analysis.............. III-103 Table 156: Latin American Recent Past, Current and Future Analysis for Video Games Software by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart) III-103

Table 157: Latin American Historic Review for Video Games Software by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart)..............III-104

Table 158: Latin American 14-Year Perspective for Video Games Software by Geographic Region - Percentage Breakdown of Annual Value for Brazil, Mexico and Rest of Latin America Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).............. III-105

Table 159: Latin American Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-106

Table 160: Latin American Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-107

Table 161: Latin American 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-108

7a. BRAZIL.............. III-109 A.Market Analysis.............. III-109 Current and Future Analysis..............III-109 Brazilian Video Games Industry Witnesses Significant Growth III-109 Opportunities and Threats..............III-109 B.Market Analytics..............III-110 Table 162: Brazilian Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart)..............III-110

Table 163: Brazilian Historic Review for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets Independently Analyzed by Annual Value in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart) III-111

Table 164: Brazilian 14-Year Perspective for Video Games Software by Segment - Percentage Breakdown of Annual Value for Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web Games Software, and Mobile Games Software Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart) III-112

7b. MEXICO.............. III-113 A.Market Analysis.............. III-113 Current and Future Analysis..............III-113 Mexico: A Potential Market for Electronic Games III-113 Changing Cultural Trends Augurs Well for Mexican Video Games Industry.............. III-113 B.Market Analytics..............III-114 Table 165: Mexican Recent Past, Current and Future Analysis for Video Games Software by Segment - Console Games Software, Handheld Games Software, PC Games Software (Digital and Boxed), Casual Web G

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