the us video game industry outlook to 2017 - transition from console to online and mobile gaming

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The report titled “The US Video Game Industry Outlook to 2017 – Transition from Console to Online and Mobile Gaming” provides a comprehensive analysis of the various aspects such as market size of the US video game industry, video game hardware market, video game software market, online games market and mobile games market. The report also covers the market shares of major hardware manufacturers in the US as well as the revenues of major players in the software development space.For more information on the industry research report please refer to the below mentioned link:http://kenresearch.com/report.php?A=344&T=D&S=94

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Page 1: The US Video Game Industry Outlook to 2017 - Transition from Console to Online and Mobile Gaming

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TABLE OF CONTENTS

1. The US Video Game Market Introduction

1.1. The US Video game Industry Value Chain

2. The US Video Game Market Size, CY’2006-CY’2012

2.1. By Revenue, CY’2006-CY’2012

3. Profile of Gamers in the US

4. The US Video Game Market Segmentation, CY’2006-CY’2012

4.1. By Software, Hardware And Accessories

4.2. The US Video Game Software Market Introduction

4.2.1. The US Video Game Software Market Size, CY’2006-CY’2012

4.2.2. The US Video Game Software Market Segmentation

4.2.2.1. By Console and PC Software, CY’2006-CY’2012

4.2.2.2. By Type of Distribution, CY’2009-CY’2012

4.2.2.3. By Type of Video Game Ratings, CY’2012

4.2.2.4. By Console Game Software Genre, CY’2008 – CY’2012

4.2.2.5. By PC Game Software Genre, CY’2008-CY’2012

4.2.3. Revenues of Major Independent Game Software Developers and Publishers, CY’2008-CY’2012

4.2.4. The US Video Game Software Market Trends and Developments

Shift from Retail to Digital Distribution

Graphically Superior Video Games

Focus on Fewer Game Software Titles

4.2.5. The US Video Game Software Market Future Outlook and Projections

4.2.5.1. Cause and Effect Relationship of the US Video Game Software Market

4.3. The US Video Game Hardware Market Introduction

4.3.1. The US Video Game Hardware Market Size, CY’2006-CY’2012

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4.3.1.1. By Revenue and Consumption, CY’2006-CY’2012

4.3.2. The US Video Game Hardware Market Segmentation

4.3.2.1. By Console and Handheld Video Game Hardware, CY’2006-CY’2012

4.3.3. Market Shares of Major Players in the Seventh Generation Home Console Market, CY’2006-CY’2012

4.3.4. The US Video Game Hardware Market Trends and Developments

Popularity of Motion Controls

Emergence of Multifunction Gaming Hardware

Advent of 3D Gaming

A Shift towards Smartphones and Tablets

The Eighth Generation Consoles

4.3.5. The US Video Game Hardware Market Future Outlook and Projections

4.3.5.1. Cause and Effect Relationship of the US Video Game Hardware Market

4.4. The US Video Game Accessories Market Introduction

4.4.1. The US Video Game Accessories Market Size, CY’2006-CY’2012

4.4.2. The US Video Game Accessories Market Future Outlook and Projections, CY’2013-CY’2017

5. The US Online Gaming Market Introduction

5.1. The US Online Gaming Market Size, CY’2010-CY’2012

5.2. The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’2017

6. The US Massively Multiplayer Online Gaming Market Introduction

6.1. The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’2012

6.2. The US Massively Multiplayer Online Gaming Trends And Developments

6.3. The US Massively Multiplayer Onine Gaming Market Future outlook and Projections, CY’2013-CY’2017

7. The US Social Gaming Market Introduction

7.1. The US Social Gaming Market Size, CY’2010-CY’2012

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7.2. The US Social Gaming Market Segmentation, CY’2010-CY’2012

7.3. The US Social Gaming Market Future Outlook and Projections, CY’2013-cy’2017

8. The US Mobile Gaming Market Introduction

8.1. The US Mobile Gaming Market Size, CY’2010-CY’2012

8.2. The US Mobile Gaming Market Segmentation, CY’2010-CY’2012

8.3. The US Mobile Gaming Future Outlook and Projections

9. The US Video Game Industry Trends and Developments

A Surge in the Casual Gaming Audience

Popularity of Social Games

Digital Distribution Gaining Momentum

Cloud Gaming, the Next Wave of Growth

Advergaming Becoming an Integral Part of Brand Media

Data Center Services Playing an Important Role

Entry of New Age Eighth Generation Consoles

10. The US Video Game Industry Future Outlook and Projections

11. Company Profiles

11.1. Activision Blizzard

11.1.1. Business Overview

11.1.2. Financial Performance

11.1.3. Business Strategies

Focus on Big Franchises and Niche Audience

Digital revenues

Focus on Customer Service and Intellectual Property

11.2. Electronic Arts

11.2.1. Business Overview

11.2.2. Financial Performance

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11.2.3. Business Strategies

Focus on Brand Building

Focus on Fewer Titles

Focus on Sequels

11.3. Microsoft

11.3.1. Business Overview

11.3.2. Financial Performance

11.3.3. Business Strategies

Focus on Technological Advancements

Alliance Strategy

Shift to Cross Platform Gaming

11.4. Sony

11.4.1. Business Overview

11.4.2. Financial Performance

11.4.3. Business Strategies

Focus on Digital Content and Other Platforms

Focus on Cloud

Sponsorship Strategy

11.5. Nintendo

11.5.1. Business Overview

11.5.2. Financial Performance

11.5.3. Business Strategies

Focus on Online and Mobile Gaming

Focus on Non Gamers

Research and Development Strategy

11.6. Ubisoft

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11.6.1. Business Overview

11.6.2. Financial Performance

11.6.3. Business Strategies

Focus on Online, Free-to-play and Mobile Games

Focus on Research and Development

Focus on Core and Casual Gamers and Smaller Number of Titles

11.7. Konami

11.7.1. Business Overview

11.7.2. Financial Performance

11.7.3. Business Strategies

Focus on Online and Digital Gaming

Focus on Mobile Gaming

Focus on Hit AAA Game Titles

11.8. Take Two Interactive

11.8.1. Business Overview

11.8.2. Financial Performance

11.8.3. Business Strategies

Focus on Digital and Mobile Platform

Investing in Creative Teams

Expansion Strategy

11.9. THQ

11.9.1. Business Overview

11.9.2. Financial Performance

11.9.3. Business Strategies

Focus on Core Games

Focus on Trans Media

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11.10. Capcom

11.10.1. Business Overview

11.10.2. Financial Performance

11.10.3. Business Strategies

Focus on Social Games on DLC

Focus on Singular Content and Multiple Usage

11.11. Sega Sammy

11.11.1. Business Overview

11.11.2. Financial Performance

11.11.3. Business Strategies

Focus on Hit Game Titles

Shift from Packaged to Digital

11.12. Square Enix

11.12.1. Business Overview

11.12.2. Financial Performance

11.12.3. Business Strategies

Globalization

Focus on becoming Network Centric

12. Macroeconomic Factors

12.1. Video Game Playing Population in the US, CY’2006-CY’2017

12.2. Time Spent on Gaming, CY’2006-CY’2017

12.3. Wired Broadband Subscribers in the US, CY’2006-CY’2017

12.4. The US Personal Disposable Income, CY’2006-CY’2017

12.5. Number of New Games Released in the US, CY’2006-CY’2017

13. Appendix

13.1. Market Definitions

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13.2. Abbreviations

13.3. Research Methodology

Data Collection Methods

Approach

Variables (Dependent and Independent)

Final Conclusion

13.4. Disclaimer

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LIST OF FIGURES

Figure 1: Value Chain of the US Video Game Industry

Figure 2: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012

Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage, CY’2012

Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage, CY’2012

Figure 5: The US Video Game Market Segmentation by Software, Hardware and Accessories on the Basis of Revenue in Percentage, CY’2006-CY’2012

Figure 6: The US Video Game Software Market Size on the Basis of Revenue in USD Million and Number of Units Sold through Retail in Million, CY’2006-CY’2012

Figure 7: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Software in Percentage, CY’2006-CY’2012

Figure 8: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012

Figure 9: The US Video Game Software Market Segmentation on the Basis of Ratings in Percentage, CY’2006-CY’2012

Figure 10: The US Video Game Console Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012

Figure 11: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012

Figure 12: The US Video Game Software Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

Figure 13: The US Video Game Hardware Market Size on the Basis of Revenue in USD Million and Consumption of Units in Million, CY’2006-CY’2012

Figure 14: The US Video Game Hardware Market Segmentation on the Basis of Number of Units Sold in Percentage, CY’2006-CY’2012

Figure 15: Revenues of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY’2006-CY’2012

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Figure 16: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales in the US, CY’2014

Figure 17: The US Video Game Hardware Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

Figure 18: The US Video Game Accessories Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012

Figure 19: The US Video Game Accessories Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

Figure 20: The US Online Gaming Market Size on the Basis of Revenues in USD Million, CY’2010-CY’2012

Figure 21: The US Online Gaming Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

Figure 22: US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue in USD Million, CY’2009-CY’2012

Figure 23: The US Massively Multiplayer Online Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017

Figure 24: The US Social Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012

Figure 25: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012

Figure 26: The US Social Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017

Figure 27: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012

Figure 28: Installed Base of iOS and Android Smartphones in the US in Million Units, CY’2011-CY’2012

Figure 29: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012

Figure 30: Market Shares of iOS and Android in the US on the Basis of Revenue Generated from top 200 Grossing Games, CY’2012

Figure 31: Mobile Devices Used to Play Games in the US, CY’2012

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Figure 32: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY’2013-CY’2017

Figure 33: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY’2009-CY’2011

Figure 34: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

Figure 35: Activision Blizzard’s Revenues from Video Game Software Development and Publishing in the US in USD Million, CY’2008-CY’2012

Figure 37: Electronic Arts Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012

Figure 38: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012

Figure 39: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units, CY’2006-CY’2012

Figure 40: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012

Figure 41: Ubisoft’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012

Figure 42: Konami’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012

Figure 43: Take Two Interactive’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012

Figure 44: THQ’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012

Figure 45: Capcom’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012

Figure 46: Sega Sammy’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012

Figure 47: Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012

Figure 48: Video Game Playing Population in the US in Million, CY’2006-CY’2017

Figure 49: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017

Figure 50: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017

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Figure 51: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017

Figure 52: Number of New Games Released Across all Platforms in the US in Units, CY’2006-CY’2017

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LIST OF TABLES

Table 1: Profile of the Video Games Playing Population in the US

Table 2: Best Selling Video Game Software in the US in Units, CY’2008-CY’2012

Table 3: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY’2008-CY’2012

Table 4: Upcoming Major Game Software Releases, CY’2013

Table 5: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Software Market Prospects

Table 6: Competitive Landscape of the Seventh Generation Home Console Market on the Basis of Number of Units Sold Through US Retail, CY’2006-CY’2012

Table 7: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Hardware Market Prospects

Table 8: Top Social Game Application Developers in the US on the Basis of Average Monthly Users, CY’2012

Table 9: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012

Table 10: Most Downloaded Free Mobile Games, as on 20th January, CY’2013

Table 11: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone Sales, CY’2011-CY’2012

Table 12: Eighth Generation of Video Game Consoles with Release Dates

Table 13: List of Popular Video Games Published by Activision Blizzard

Table 14: List of Popular Video Games Published by Electronic Arts

Table 15: List of Popular Games Published by Microsoft

Table 16: List of Sony Computer Entertainment Studios and Games Developed in the US

Table 17: List of Popular Games Published by Sony

Table 18: List of Popular Video Game Consoles Released by Nintendo in the Home and Handheld Category

Table 19: List of Popular Games Published by Nintendo

Table 20: List of Popular Video Games Published by Ubisoft

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Table 21: List of Popular Games Published by Konami Corporation

Table 22: List of Popular Video Games Published by Take-Two Interactive

Table 23: Correlation Matrix of the US Video Games Industry

Table 24: Regression Coefficients Output

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THE US VIDEO GAME MARKET SIZE, CY’2006-CY’2012

Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY’2012. Even so with the advent of new video game players in the industry, the revenues decreased by ~ % compared to CY’2011 where the total revenues was USD ~ million. Broadening landscape of relatively cheap online gaming, digital subscriptions and mobile gaming had…

... Although the software segment fared well witnessing a 23.16% growth, the overall video game industry grew by ~% from USD ~ million in CY’2007 to USD ~ million in CY’2008. The video game industry in the US has grown at a CAGR of ~% from USD ~ million in CY’2006 to USD ~ million in CY’2012.

Figure: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012

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THE US VIDEO GAME SOFTWARE MARKET SEGMENTATION

BY TYPE OF DISTRIBUTION, CY’2009-CY’2012

Physical distribution of video game software, propelled by sales through the retail channel, continued to dominate the video game software market in CY’2012 with a share of ~%. Although retail prevails as an important channel of game content distribution, the share of online distribution has witnessed a continual increase from ~% in CY’2009 to ~% in CY’2012...

Figure: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012

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REVENUES OF MAJOR INDEPENDENT GAME SOFTWARE DEVELOPERS AND PUBLISHERS, CY’2008-CY’2012

... Market revenues of Activision Blizzard have increased noticeably from USD ~ million in CY’2008 to USD ~ million in CY’2012, making it the largest player in the independent software development space. While Call of Duty series has evidently added to its revenues over the years, Activision’s other franchises, such as Guitar Hero and Tony Hawk, have continued to perform well and to add to the revenue gains over the past few years.

Electronic Arts was the second largest publisher of video games in CY’2012. EA generated revenues of USD ~ million through software development and publishing…

… The company recorded revenues of USD ~ million in the US in CY’2012. Sega Sammy and Square Enix registered revenues of USD ~ million and USD ~ million respectively in CY’2012.

Table: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY’2008-CY’2012

Company CY'2008 CY'2009 CY'2010 CY'2011 CY'2012

Activision

Electronic Arts

Ubisoft

Konami

Take Two Interactive

THQ

Capcom

Sega Sammy

Square Enix

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MARKET SHARES OF MAJOR PLAYERS IN THE SEVENTH GENERATION HOME CONSOLE MARKET, CY’2006-CY’2012

Three main competitors in the video game hardware market in the US are Nintendo, Sony and Microsoft. These players are comparatively distinguished in terms of technological innovation and user friendliness. Microsoft was in a governing position in the US marketplace for video gaming hardware with a share of 53.2% in the home console segment in CY’2012. …

Nintendo’s market share has catalogued a sharp decline from ~% in CY’2008 to ~% in CY’2012. Since the inception of revolutionizing Wii console, Nintendo dictated the market share in the US retail sales of home console hardware…

Figure: Market Shares of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY’2006-CY’2012

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THE US SOCIAL GAMING MARKET SEGMENTATION, CY’2010-CY’2012

Revenues from virtual goods accounted for a majority share of ~% in the US social gaming revenues in CY’2012 and are expected to…

…Advertising spending witnessed the most prolific growth, expanding by ~% from USD ~ million in CY’2011 to USD ` million in CY’2012. Increased revenues from the advertising segment have been in sync with an…

.... However, this segment has been losing its share since marketers have been using social games for more branding oriented efforts.

Figure: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012

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Table: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012

Category CY'2010 CY'2011 CY'2012

Virtual Goods

Lead Generation Offers

Advertising

Total

THE US MOBILE GAMING FUTURE OUTLOOK AND PROJECTIONS

The US mobile gaming market is poised to expand in the next several years by means of processing thousands of game play linked micro transactions for an increasing population of mobile gamers. The mobile gaming market is expected to register a CAGR of ~%, growing from USD ~ million in CY’2012…

…The last few years have witnessed the market for traditional handheld gaming devices declining at the expense of tablets and smartphones…

Figure: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY’2013-CY’2017

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Figure: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY’2009-CY’2011

THE US VIDEO GAME INDUSTRY FUTURE OUTLOOK AND PROJECTIONS

The market for video games in the US is changing at a brisk rate. Technological advancements and gaming diffusion across ages as well as competitive pressures have been significantly changing the market. Revenues from the video game industry in the US are expected to expand to USD ~ million in CY’2017, growing with a CAGR of `% from CY’2012 to CY’2017...

Traditional handheld software market shares will continue to decline as mobile devices develop a strong framework of game publishers around its lower cost gaming applications...

…The emergence of games on connected TV such as Onlive and Playcast Media will add further changes to the US video game industry. More prominent companies are expected to invest in games…

…Growth in the US video game market is less likely to be driven by the traditional retail sales of software, but rather growth by the billions of hours spent in online gaming, increasing subscriptions…

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Figure: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017

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