1. Market Research
  2. > Software
  3. > Video Game Market Trends
  4. > Gaming Software Market in the US 2015-2019

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

View This Report »

Get Industry Insights. Simply.

  • Latest reports & slideshows with insights from top research analysts
  • 24 Million searchable statistics with tables, figures & datasets
  • More than 10,000 trusted sources
24/7 Customer Support

Talk to Ahmad

+1 718 618 4302

Purchase Reports From Reputable Market Research Publishers
Worldwide Home Video Game Console and Microconsole Forecast, 2016-2020: A Tale of Two Markets

Worldwide Home Video Game Console and Microconsole Forecast, 2016-2020: A Tale of Two Markets

  • $ 3960
  • Industry report
  • December 2016
  • by IDC

This IDC study forecasts home video game console hardware and software and related services through 2020. North America is broken out from Western Europe, Asia/Pacific, and the combined rest of the world ...

Video Game Publishers Global  Industry Report

Video Game Publishers Global Industry Report

  • $ 1218
  • Industry report
  • February 2017
  • by Plimsoll Publishing Ltd UK

Plimsoll's Video Game Publishers (GLOBAL) analysis is the most definitive and accurate study of the Video Game Publishers (GLOBAL) sector in 2016. The report is split into two sections and uses both a ...

Video Game Software Global Market Briefing 2017

Video Game Software Global Market Briefing 2017

  • $ 1000
  • Industry report
  • December 2016
  • by TBRC Business Research

The Video Game Software industry consists of establishments engaged in the creation and publishing of video game software. Establishments in this industry carry out operations such as designing, documentation, ...

Video Games In Mexico

November 2016 $ 912

Toys And Games In Mexico

November 2016 $ 1112

Video Games In Switzerland

September 2016 $ 912

Video Games In Thailand

September 2016 $ 912

Download Unlimited Documents from Trusted Public Sources

Video Game Industry in the US and Australia

  • February 2017
    3 pages
  • Video Game  

    Video Game Cons...  

  • United States  

    Australia  

View report >

Video Game Markets in Europe - Forecast

  • February 2017
  • Video Game  

  • Europe  

    World  

View report >

Video Game Industry in the US

  • February 2017
    45 pages
  • Video Game  

  • United States  

    North America  

View report >

Related Market Segments :

Video Game

ref:plp2015

Reportlinker.com © Copyright 2017. All rights reserved.

ReportLinker simplifies how Analysts and Decision Makers get industry data for their business.