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This study focuses on all market segments of the video game industry impacted by the dematerialisation of distribution, specifically: home and handheld consoles, PCs (including laptops), mobile devices (smartphones, phablets & tablets) and TV sets. This report aims to measure the degree of dematerialisation affecting distribution in each of the market segments above, independently of the technology used.

We take into account services carried out by key players on
- Consoles: Microsoft, Nintendo & Sony for instance
- PCs: Steam, GOG and similar competitors
- Connected TVs through STBs, Pay-TV interfaces or as a 'stand-alone-service'

Finally, IDATE estimates the changes within the value chain for each market segment examined, with qualitative and quantitative data up to 2019.

Table Of Contents

Video Games in the Cloud - A disintermediated video game industry
Contents
1. Executive Summary .. 7
2. Methodology and definitions 9
2.1. General methodology of IDATE's reports 9
2.2. Market assessment and forecasts. 10
3. Dematerialisation of the video game industry 11
3.1. The global market. 11
3.2. The market by segment 13
4. Strategy and organisation .. 16
4.1. Distribution and game services on desktop computers, pioneers of dematerialisation . 16
4.1.1. Digital distribution websites are diversifying .. 16
4.1.2. Massively multiplayer games: a new phenomenon 19
4.1.3. Social games. 21
4.1.4. Value chain and business models.. 23
4.2. Consoles in the cloud era 24
4.2.1. Digital distribution already used for AAA games . 24
4.2.2. Cloud gaming on consoles is emerging and will establish itself in the long term. 25
4.2.3. Consoles embracing online, in-game and beyond . 25
4.2.4. The role of home consoles in the digital home . 26
4.2.5. Home console services beyond video games .. 28
4.3. The emergence of the mobile games segment.. 29
4.3.1. Transformation of the value chain and business models. 29
4.3.2. Impact on the sector's industrial organisation 33
4.3.3. Some underlying industry trends . 38
4.4. On-demand or cloud gaming, the future of gaming 39
4.4.1. Transformation of the value chain and business models. 39
4.4.2. Impact on the sector's industry organisation . 42
4.4.3. Some underlying industry trends . 45
5. Revenue changes and forecasts along the value chain 47
5.1. Market forecasts 47
5.1.1. How global video game software market revenues are evolving. 47
5.1.2. Console gaming revenues.. 48
5.1.3. PC gaming revenues. 49
5.1.4. Mobile gaming revenues . 50
5.1.5. TV video games .. 50
5.2. Market value distribution along the chain. 50
5.2.1. Value distribution in the console gaming market segment (home and handheld consoles) .. 52
5.2.2. Value distribution in the PC gaming market segment 53
5.2.3. Value distribution in the mobile gaming market segment (smartphones and tablets) 54
5.2.4. Value distribution in the smart TV gaming market segment .. 55
Video Games in the Cloud: A disintermediated video game industry

Tables and Figures
Table 1: Top 25 video game distribution websites, based on number of visitors 17
Table 3: Top 10 game publishers on Facebook.. 22
Table 2: Top 25 Facebook games based on MAU (Monthly Average Users), April 2015 .. 23
Table 4: Comparison of the Xbox One's and PS4's DVR features. 26
Table 5: Installed base of digital home equipment. 27
Table 6: TV, video and game services on entertainment devices.. 27
Table 7: Applications other than video games available on home consoles, May 2015 . 28
Table 8: Top 10 mobile game publishers on iOS, April 2014 37
Table 9: Top 10 mobile game publishers on Android, April 2014 .. 37
Table 10: The major mobile gaming social platforms.. 37
Table 11: Partnerships between the main GoDPs and ISPs .. 43
Table 12: Partnerships between the main GoDPs and connected devices . 44
Table 13: Overview of the different video game services offered by ISPs 45
Table 14: Revenues along the console gaming market value chain, 2015-2019 . 53
Table 15: Revenues along the PC gaming market value chain . 54
Table 16: Revenues along the mobile gaming market value chain.. 55
Table 17: Revenues along the Smart TV gaming market value chain 55
***
Figure 1: Video game software market, 2008-2014 .. 11
Figure 2: Video game software market by segment, 2008 and 2014 . 11
Figure 3: Breakdown of the video game software market by type of revenue, 2008 and 2014. 12
Figure 4: Breakdown of game software market by type of revenue and geographic region, 2014.. 12
Figure 5: Console gaming software market, 2008-2014.. 13
Figure 6: Breakdown of the console gaming market by type of revenue, 2008 and 2014 13
Figure 7: PC gaming market, 2008-2014 14
Figure 8: Breakdown of the PC gaming market by type of revenue, 2008 and 2014 . 14
Figure 9: Mobile gaming market, 2008-2014. 15
Figure 10: TV video game software market, 2008-2014 . 15
Figure 11: Breakdown of online video game revenues, 2015 .. 19
Figure 12: SmileGate's revenue growth.. 20
Figure 13: Top 10 massively multiplayer online games (MMOs) based on revenues generated, 2014 .. 21
Figure 14: Global distribution of social networks, December 2014 21
Figure 15: Value chains for PC gaming .. 24
Figure 17: Share of digital entertainment devices in terms of installed base, 2015 and 2018.. 27
Figure 19: Home console value chain.. 29
Figure 20: Mobile game value chain before the first iPhone launched in 2007 29
Figure 21: Current mobile game value chain 30
Figure 22: Apple's revenue growth, 2001-2014.. 30
Figure 23: Breakdown of Apple's revenue growth, 2003-2014 31
Figure 24: Global mobile game revenue growth, 2000-2014 .. 31
Figure 25: Share of Apple Store revenues generated by Free-to-Play apps, January 2012 - January 2014 .. 32
Figure 26: Mobile gaming revenue distribution, 2008-2015 . 32
Figure 27: Mobile gaming revenue distribution, 2008 and 2015 . 33
Figure 28: Market share of the top five smartphone manufacturers in volume, 2013-2014.. 33
Figure 29: Market share of the top five tablet manufacturers in volume, 2013-2014 34
Figure 30: Share of mobile game users playing on tablets and smartphones.. 34
Video Games in the Cloud: A disintermediated video game industry
Figure 31: Market share in volume of tablet and smartphone operating systems, 2013 . 35
Figure 32: Number of apps available from major app stores, July 2014 . 35
Figure 33: Share of video games in total downloads and revenues generated on Apple's App Store and Google Play36
Figure 34: Comparison of the number of app downloads and revenue generated on Apple's App Store and Google Play, Q3 2014 36
Figure 35: The TV gaming value chain - subscription to a satellite TV service 39
Figure 36: The IPTV video game value chain .. 40
Figure 37: The OTT video game value chain 40
Figure 38: Smart TV gaming revenue distribution, in value, 2008-2015. 41
Figure 39: Smart TV gaming revenue distribution, 2011 and 2015 41
Figure 40: Global connectable TV sales, 2010-2015 .. 42
Figure 41: LCD TV manufacturers' market share in terms of volume, 2013.. 42
Figure 42: Breakdown of connectable TV installed base, 2014 .. 43
Figure 43: Video game software market, 2015-2019 .. 47
Figure 44: Video game software market by segment, 2015 and 2019 . 48
Figure 45: Breakdown of the video game software market by type of revenue, 2015 and 2019. 48
Figure 46: Console gaming software market, 2015-2019 .. 48
Figure 47: Breakdown of the console gaming market by type of revenue, 2015 and 2019 49
Figure 48: PC gaming market, 2015-2019 49
Figure 49: Breakdown of the PC gaming market by type of revenue, 2015 and 2019 . 49
Figure 50: Mobile gaming market, 2015-2019 . 50
Figure 51: TV gaming market, 2015-2019. 50
Figure 52: Revenues earned by the various links in the video game market value chain, 2008-2019 51
Figure 53: Revenue distribution of the various links in the video game market value chain, 2008-2019 51
Figure 54: Revenues along the console gaming market value chain, 2011-2018 . 52
Figure 55: Revenues along the PC gaming market value chain . 53
Figure 56: Revenues along the mobile gaming market value chain.. 54
Figure 57: Revenues along the Smart TV gaming market value chain 55

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