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Gaming Software Market in the US 2015-2019

  • July 2015
  • -
  • Infiniti Research Limited
  • -
  • 72 pages

About Gaming Software
Gaming software refers to digital games intended to run on different gaming platforms such as console hardware devices, PCs, Mac systems, and mobile devices. This software is developed to allow players to play console games, PC games, Mac games, and mobile games. It can be reprogrammed with different content and graphics, and it can also be made into the 3D gaming format. The market vendors are continuously introducing new gaming software and new content.
Technavio's analysts forecast the gaming software market in the US to grow at a CAGR of 9.62% over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of the gaming software market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the sales of three types of gaming software: console games, PC and Mac games, and mobile games.
Technavio's report, Gaming Software Market in the US 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Vendors

- Activision Blizzard
- Disney Interactive Studios
- Electronic Arts
- Fox Digital Entertainment
- Petroglyph Games
- Tencent Holding
- Ubisoft Entertainment
- Warner Bros. Interactive Entertainment
Other Prominent Vendors
- Apple
- Bandai Namco
- Big Fish Games
- Daybreak Game
- King Digital Entertainment
- Konami
- Google
- Microsoft
- NCSoft
- Nexon
- Nintendo
- Sega
- Sony Computer Entertainment
- Square Enix
- Take-Two Interactive Software
- Zynga

Key Market Driver
- Growing Innovation in Audio-visual Devices
- For a full, detailed list, view our report
Key Market Challenge
- Shift to Alternative Gaming Platforms
- For a full, detailed list, view our report
Key Market Trend
- Development of Hardware Gaming Platforms
- For a full, detailed list, view our report

Key Questions Answered in this Report
- What will the market size be in 2019 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

Table Of Contents

Gaming Software Market in the US 2015-2019
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 End-users
03.2.1 Individual Players
03.3 Base Year
03.4 Vendor Segmentation
03.5 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation by Product
07.1 Gaming Software Market in US by Product 2014
08. Market Segmentation by Distribution
08.1 Gaming Software Market in US by Distribution 2014
09. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Trends and their Impact
16. Vendor Landscape
16.1 Competitive Scenario
16.2 Other Prominent Vendors
17. Key Vendor Analysis
17.1 Activision Blizzard
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Business Segmentation by Revenue 2013
17.1.4 Product Segmentation
17.1.5 Business Strategy
17.1.6 Recent Developments
17.1.7 SWOT Analysis
17.2 Disney Interactive
17.2.1 Key Facts
17.2.2 Business Overview
17.2.3 Recent Developments
17.2.4 SWOT Analysis
17.3 Electronic Arts
17.3.1 Key Facts
17.3.2 Business Overview
17.3.3 Business Segmentation by Revenue 2014
17.3.4 Business Segmentation by Revenue 2013 and 2014
17.3.5 Geographical Segmentation by Revenue 2014
17.3.6 Business Strategy
17.3.7 Recent Developments
17.3.8 SWOT Analysis
17.4 Petroglyph Games
17.4.1 Key Facts
17.4.2 Business Overview
17.4.3 Key Information
17.4.4 SWOT Analysis
17.5 Tencent
17.5.1 Key Facts
17.5.2 Business Overview
17.5.3 Business Segmentation by Revenue 2014
17.5.4 Business Segmentation by Revenue 2013 and 2014
17.5.5 Geographical Segmentation by Revenue 2014
17.5.6 Business Strategy
17.5.7 Recent Developments
17.5.8 SWOT Analysis
17.6 Time Warner
17.6.1 Key Facts
17.6.2 Business Overview
17.6.3 Business Segmentation by Revenue
17.6.4 Geographical Segmentation by Revenue
17.6.5 Business Strategy
17.6.6 Key Information
17.6.7 SWOT Analysis
17.7 Twenty-First Century Fox
17.7.1 Key Facts
17.7.2 Business Overview
17.7.3 Business Segmentation by Revenue
17.7.4 Geographical Segmentation by Revenue
17.7.5 Business Strategy
17.7.6 Recent Developments
17.7.7 SWOT Analysis
17.8 Ubisoft Entertainment
17.8.1 Key Facts
17.8.2 Business Overview
17.8.3 Business Segmentation by Revenue 2013
17.8.4 Business Segmentation by Revenue 2013
17.8.5 Geographical Segmentation by Revenue 2013
17.8.6 Business Strategy
17.8.7 Recent Developments
17.8.8 SWOT Analysis
18. Other Reports in this Series

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Segmentation of Gaming Software Market in US 2014
Exhibit 3: Gaming Software Market in US 2014-2019 ($ billions)
Exhibit 4: Gaming Software Market in US by Product 2014
Exhibit 5: Gaming Software Market in US by Distribution 2014
Exhibit 6: Per Capita Disposable Personal Income in US 2013-2015 ($)
Exhibit 7: Ranking of Leading Vendors in Gaming Software Market in US 2014
Exhibit 8: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 9: Activision Blizzard: Product Segmentation
Exhibit 10: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 11: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 ($ billions)
Exhibit 12: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 13: Tencent: Business Segmentation by Revenue 2014
Exhibit 14: Tencent: Business Segmentation by Revenue 2013 and 2014 ($ millions)
Exhibit 15: Tencent: Geographical Segmentation by Revenue 2014
Exhibit 16: Business Segmentation of Time Warner by Revenue 2013
Exhibit 17: Business Segmentation of Time Warner by Revenue 2012 and 2013 ($ billions)
Exhibit 18: Geographical Segmentation of Time Warner by Revenue 2013
Exhibit 19: Twenty-First Century Fox: Revenue by Business Segmentation 2013 and 2014 ($ billions)
Exhibit 20: Twenty-First Century Fox: Revenue Segmentation by Component 2014
Exhibit 21: Twenty-First Century Fox: Revenue by Geographical Segmentation 2014
Exhibit 22: Ubisoft Entertainment: Business Segmentation by Revenue 2013
Exhibit 23: Ubisoft Entertainment: Business Segmentation by Revenue 2013 ($ millions)
Exhibit 24: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013

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