It includes detailed data on industry size and sector ation, textual analysis of the key trends and competitive landscape, and profiles of the leading firms . This incisive report provides expert analysis on a global, regional and country basis.

Scope of the Report

* Contains an executive summary and data on value, volume and sector ation

* Provides textual analysis of the market 's prospects, competitive landscape and profiles of the leading firms

* Incorporates in-depth five forces competitive environment analysis and scorecards

* Covers the Global, European and Asia-Pacific industry s as well as individual chapters on 5 major industry s (France, Germany, Japan, the UK and the US).

* Includes a five-year projection of the market

Highlights

The global games software industry grew by 10.9% in 2009 to reach a value of USD 39.4 billion.

In 2014, the global games software industry is projection to have a value of USD 53.9 billion, a rise of 37% since 2009.

Console Games is the largest sector of the global games software industry , accounting for 88.9% of the industry 's total value.

Americas accounts for 42.7% of the global games software industry value.

In the games software market there is a tendency towards consolidation as large, diversified retailers take over ever-increasing shares of the industry .

Why you should buy this report

* Spot future trends and developments

* Inform your business decisions

* Add weight to presentations and industry ing materials

* Save time carrying out entry-level research

Market Definition

The games software industry consists of the total revenues generated through the sale of console games and PC & Mac games. Console games includes the software that is used in the game console hardware like Nintendo Wii, Playstation 3, Xbox, Xbox 360. This also includes the software that is used in the wireless or portable handheld devices like Nintendo DS, mobile and personal digital assistants (PDAs), Playstation Portable and Game Boy Advance. This category excludes the revenue generated through the sales of game consoles and handheld devices. The PC and Mac games includes PC games and Mac games and excludes online games such as casual games, massively multi player online role play games (mmorg). The industry is valued at retail selling price (RSP) with any currency conversions calculated using constant 2009 annual average exchange rates.

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