Description of the Report:
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

Description of the Database:
This database follows the development of key indicators for the global market for video games over five years and makes an appraisal of the key markets: Home consoles, Handheld consoles, Offline games, Online games, Mobile phone games

Region:
World,Asia-Pacific,North America,EMEA,Latin America

This study includes the delivery of:
- a report
- a slideshow
- a database

Methodology

List of indicators:

Home console hardware market
Market segment area: Equipment market: home consoles
Data on which the estimates are based
•Estimated annual console sales volume
•Installed base calculation (with previous generation consoles)
•Average console price estimate

Home console software market
Market segment area: Software on physical media and dematerialised for home consoles
Data on which the estimates are based
•Estimated video game sales volume
•Average video game price estimate

Handheld console hardware market
Market segment area: Equipment market: handheld consoles
Data on which the estimates are based
•Estimated annual console sales volume
•Installed base calculation (with previous generation consoles)
•Average console price estimate

Handheld console software market
Market segment area: Software on physical media and dematerialised for handheld consoles
Data on which the estimates are based
•Estimated video game sales volume
•Average video game price estimate

Offline computer software market
Market segment area: Software on physical media for personal computers
Data on which the estimates are based
•Estimated video game sales volume
•Average video game price estimate

Online computer software market
Market segment area: Dematerialised software on the Internet and revenues from in-game practices (trade in virtual goods, Committee on foreign exchange transactions, in-game advertising)
Data on which the estimates are based
•Estimated number of broadband subscribers
•Estimate share of broadband subscribers practising online gaming
•Estimate of the video game ARPU (Average Revenue Per User)

Mobile software market
Market segment area: Dematerialised software on mobile telephones and revenues from in-game practices (trade in virtual goods, commission on foreign exchange transactions, in-game advertising)
Data on which the estimates are based
•Estimated number of gamers
•Estimated video game ARPU

Table Of Contents

Contents

1. Executive Summary 5

1.1. Overview
1.2. Online and mobile platforms are 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 11

2.1. List of indicators
2.2. Geographical coverage

3. Key trends 14

3.1. The arrival of next generation home consoles will boost the market from 2013 to 2017
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 24

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

5. Handheld console segment 28

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

6. Mobile gaming segment 32

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

7. Computer game segment 36

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 43

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

Who we are 51



Figures and Tables

1. Executive Summary

-World video game market by segment, 2013-2017
-World video game market by segment, 2013 and 2017
-World’s top video game segments in 2013

3. Key trends

-Home console sales forecasts, 2013-2017
-Revenue of a selection of video game players, 2009-2012
-Net income of a selection of video game players, 2009-2012
-Home console software development costs, 2013-2016
-Number of titles published by the top game publishers, 2008-2012
-Physical software market vs. digital software market, 2013-2017
-Breakdown of the digital software market by gaming device, in 2013 and 2017
-Confirmed Free2Play games on next generation consoles
-Domestic smart TV shipments by geographic area, 2013-2017
-Tablet screen time in September 2012
-Domestic tablet shipments by geographic area, 2013-2017

4. The home console segment

-Home console hardware unit sales, 2013-2017
-Home console hardware market, 2013-2017
-Home console software unit sales, 2013-2017
-Home console software market, 2013-2017
-Growth of home console hardware unit sales, 2001-2017
-Home console hardware market growth, 2001-2017

5. The handheld console segment

-Handheld console hardware unit sales, 2013-2017
-Handheld console hardware market, 2013-2017
-Handheld console software unit sales, 2013-2017
-Handheld console software market, 2013-2017
-Growth of handheld console hardware unit sales, 2001-2017
-Handheld console hardware market growth, 2000-2017

6. The mobile gaming terminals segment

-Mobile gamers, 2013-2017
-Geographical distribution of mobile gamers in 2013
-Annual mobile game software ARPU, in 2013 et 2017
-Mobile game software market, 2013-2017

7. The personal computer game segment

-Offline computer game software market, 2013-2017
-Online gamers, 2013-2017
-Geographical distribution of online gamers in 2013
-Annual online game software ARPU, in 2013 et 2017
-Online gaming market, 2013-2017
-Social gamers’ share of the online games market, 2013 and 2017
-Social gamers’ annual ARPU vs. online gamers’ annual ARPU, 2013-2017
-Breakdown of Facebook revenue, 2009-2012
-Number of active Facebook Mobile users per month, 2010-2013

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